RimWorld

RimWorld

Archotech++ for 1.6
59 Comments
Cenobia Kittykins 23 Jul @ 2:22pm 
Hey there! It seems the setting to disable the sleep need removal isn't available in the 1.6 variant. I'm not sure why that'd happen, but would be very thankful to have it back!
Apraxas 25 Jun @ 8:23am 
Thanks! Now I actually have a end game goal! Thank you!
Nuff  [author] 25 Jun @ 6:14am 
Now updated for 1.6
No new content
Apraxas 23 Jun @ 11:19am 
Not trying to hurry you, but would this be updated to 1.6 in the future? I like to use this mod’s archotech metamorphose on every single one of my pawns as a end game goal…
dneylon 11 Jun @ 6:04pm 
it just says that in the page for the pawn
dneylon 11 Jun @ 6:04pm 
i have no idea
Nuff  [author] 11 Jun @ 7:46am 
I don't know what that means. What is levelnum?
dneylon 8 Jun @ 6:14pm 
so for the cotex i get levelnum pls help
Cenobia Kittykins 7 Feb @ 11:37am 
Oh, thanks a lot! I was actually digging through the DLL as we speak, but that will make it easier.
Nuff  [author] 7 Feb @ 11:32am 
You can't. It's hard-coded as a Harmony patch, not through XML

So I just added a new setting in mod options to disable it from doing that. Update should be live in a couple minutes. Might need to unsubscribe/resubscribe to force it to update.
Cenobia Kittykins 7 Feb @ 11:01am 
Ah, thanks for the heads up. Where in the XML could I find the recreation fall rate to remove it for personal use? I've managed to remove the sleep modification and I can see where all the other effects are coming from, but Recreation Fall Rate is eluding me.
Nuff  [author] 7 Feb @ 10:51am 
The cortex has three effects that aren't mentioned in the description: Joy (recreation) need never falls. No longer needs sleep. Permanent +30 mood. Why are they not mentioned? Beats me, I just update this for new versions.
Cenobia Kittykins 7 Feb @ 10:17am 
Any idea why either levels of the Cortex could be causing the Recreation Fall Rate to be 0%?
Tachikoma00 5 Oct, 2024 @ 12:34am 
Thanks good to know
Nuff  [author] 4 Oct, 2024 @ 2:24pm 
It includes everything that is in Archotech+, plus the additional implants. Don't use them together or it will cause bugs. There might also be some slight differences, since Mlie and I didn't work together on our updates.
Tachikoma00 4 Oct, 2024 @ 11:25am 
Quick question, so does this do the same thing that Archotech+ (Continued) by Mlie but more, or does this add the above list only? Should I have both running on my modlist? Thanks
Maverick7508 14 Aug, 2024 @ 1:11pm 
No, the only Archotech mods I have installed is the Archotech++ mod and Archotech Expanded, which is just a mod for crafting Archotech limbs. I was able to craft the 4 weaker Archotech mods before, i was only unable to craft the Metamorphose injector.
Nuff  [author] 13 Aug, 2024 @ 6:15am 
The archotech implants aren't craftable normally. If you were able to craft them, it was due to another mod. I have a patch included for More Archotech Garbage that makes them craftable at the Archotech workbench. I have no idea what mod would have made them craftable at the fabrication bench.

Do you have another version of this mod active, like Archotech+?
Maverick7508 12 Aug, 2024 @ 3:23am 
I have reverted back to older mod lists for the older saves but I am unable to make the injectors anymore.
Maverick7508 12 Aug, 2024 @ 3:20am 
Are there any mods that would remove the Archotech modules from the Fabrication Bench? While the items exist in game I cannot craft them anymore.
Maverick7508 9 Aug, 2024 @ 11:31pm 
I was using a local copy before so i deleted that copy and subscribed to create a new copy, it should be up to date.
Nuff  [author] 9 Aug, 2024 @ 1:00pm 
You may need to force an update by unsubscribing and re-subscribing.
Maverick7508 9 Aug, 2024 @ 9:57am 
So I tried the new version of the mod you uploaded this morning and it's still having the glitch. Do i need to removed the regenerator and re-add it or start a new game?
Maverick7508 9 Aug, 2024 @ 9:39am 
Thank you @Nuff now i can save those charges for duplicating limbs/organs.
Nuff  [author] 9 Aug, 2024 @ 7:11am 
@Juan Rico and also @Elan
I finally had time to figure out what was causing the regenerator to heal "removed" so many times. Basically, when an artificial limb is applied, a hidden health condition is applied to every part of the natural limb. So a bionic arm applies it to not just the arm, but the clavicle, shoulder, hand, and every finger. When you multiply that for both arms and both legs, that's a lot of "missing" body parts.

The code for the regenerator that restores missing body parts was coded to ignore these if an artificial body part replaced them, but the part that heals diseases was treating them as a disease and wasting charges healing them.
Maverick7508 9 Aug, 2024 @ 5:01am 
Is anyone else getting issues where the regenerator is healing "removed" for no reason? I have been unable to build up charges for healing due to this. I am gonna try updating the mod and see if maybe its just my local copy having been a bugged version.
Elan 28 May, 2024 @ 9:01pm 
I'm not sure if this is by design, but the Regenerator (level 2) is letting me essentially duplicate parts. If I install an Archotech arm (left), remove the arm, then install the arm on the right, the left arm grows back as another Archotech arm, which I can then remove and repeat.

This also has a detriment: I can't remove a prosthetic to allow the biological part to grow back at 100% efficiency.
Nuff  [author] 16 May, 2024 @ 1:03pm 
@GodHatesYou! (EOA)
The compatibility patch between this and More Archotech Garbage was on their end. I broke it with this continuation because the patch looks for the mod "Archotech++", but I renamed it to "Archotech++ for 1.5".

I have now included the patch on my end. If either version "More Archotech Garbage Continued" or "More Archotech Garbage (Continued)" is active, the injectors can be crafted at the Archotech Workbench. As always, they can also appear on exotic goods traders, settlements, and as quest rewards if the silver value is high enough.

@Elan
It does seem like you're right about what it regenerating replaced limbs, and it shouldn't be. That fix is a bit more complicated than copy-pasting some patches so I can't get to it right now, but I'll add it to my to-do list.
GodHatesYou! (EOA) 16 May, 2024 @ 11:53am 
@Nuff Once upon a time ago this mod worked with Archotech Garbage and Archotech+(+) and could be built on the workbenches provided by these. Is it possible to make it so this can happen again? I dont know how hard it is or how to do it myself or i would. Thank you in advance if you feel like it. Also you should add an account to get tips.
Edit: Where are these things built or can you only find/buy them?
Elan 1 May, 2024 @ 11:40am 
The Archotech Regenerator is expending a bunch of regeneration charges regrowing "Removed" after I use the Metamorphose. It stops eventually, so I think it's regrowing the replaced limbs despite the presence of the Archotechs.

It isn't a problem per se, other than I would prefer to conserve those charges for things that actually need fixing. ATM whenever I use a metamorphose/get a Regenerator to level 2, I go into mod settings and set the recharge time to 1hr, let it burn through the regrowths, then set the time back to where I want it.
SteelTinMan 22 Apr, 2024 @ 1:04am 
Thank you
Hugh Jacoque 19 Apr, 2024 @ 1:19pm 
@Nuff - Juuuuust as I was about to chime in with an issue, you've already answered it. Gent.
Nuff  [author] 19 Apr, 2024 @ 1:09pm 
@SteelTinMan I think I see the problem. You have Archotech+ and Archotech++ both active. You can't use them together, since Archotech++ is based on Archotech+.
SteelTinMan 16 Apr, 2024 @ 7:46am 
Thank you, if it is too much trouble don't worry about it.
SteelTinMan 16 Apr, 2024 @ 7:45am 
https://gist.github.com/HugsLibRecordKeeper/cc766090a30b9207e67e845fdf3c9303

sorry I like to really mod the game. Not sure if this is what you need.
Nuff  [author] 16 Apr, 2024 @ 6:31am 
@SteelTinMan I don't have any errors during my testing, using just Archotech++. I can tell by the "Error_Patch3" in your error that you still have multiple other mods active. Can you please send me more info? A HugsLib log or your player.log file would be best, so I can see what mods and what other errors you are getting.
SteelTinMan 15 Apr, 2024 @ 4:27pm 
The Regenerator has the same problem too.
SteelTinMan 15 Apr, 2024 @ 1:08pm 
For some reason the metamorphose is not working in my game. I have removed some mods to check it but it didn't work. It says

Could not instantiate or initialize a HediffComp: System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref E2EEB241] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.HediffWithComps:InitializeComps ()
Verse.HediffWithComps:PostMake ()
Verse.HediffMaker:MakeHediff (Verse.HediffDef,Verse.Pawn,Verse.BodyPartRecord)
CharacterEditor.DialogAddHediff:CheckSelectionChanged (Verse.Hediff)
CharacterEditor.DialogAddHediff:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

hope this helps
DrKurnis 14 Apr, 2024 @ 9:12am 
Nuff, you da REAL mvp <3
Nuff  [author] 14 Apr, 2024 @ 7:05am 
Working on the 1.5 update
Ben Delver 14 Apr, 2024 @ 3:40am 
1.5 pls the one by mile doesn't have metamorphose
Paradoxical 16 Jan, 2024 @ 10:40am 
wait this was 4 months ago nvm
Paradoxical 16 Jan, 2024 @ 10:40am 
or the hugslib log
Nuff  [author] 3 Sep, 2023 @ 8:34pm 
Yikes. Yeah I'm guessing it's a mod conflict, but I'd need to see your mod list to get an idea of which one.
Helixyos 1 Sep, 2023 @ 12:52pm 
Verse.AI.JobUtility:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch8 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch4 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Helixyos 1 Sep, 2023 @ 12:52pm 
at System.Linq.OrderedEnumerable`1[TElement].SortedMap (System.Linq.Buffer`1[TElement] buffer) [0x00006] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.OrderedEnumerable`1+<GetEnumerator>d__3[TElement].MoveNext () [0x0003d] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x00066] in <95de19971c5d40878d8742747904cdcd>:0
at (wrapper dynamic-method) RimWorld.JobDriver_UseItem+<>c__DisplayClass7_0.RimWorld.JobDriver_UseItem+c__DisplayClass7_0.<Use>b__0_Patch0(RimWorld.JobDriver_UseItem/<>c__DisplayClass7_0)
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <95de19971c5d40878d8742747904cdcd>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method)
Helixyos 1 Sep, 2023 @ 12:52pm 
JobDriver threw exception in toil Use's initAction for pawn Aspen driver=JobDriver_UseItem (toilIndex=2) driver.job=(UseItem (Job_8718992) A=Thing_ArchotechRegenerator852192)
System.InvalidCastException: Specified cast is not valid.
at RimWorld.CompUseEffect_DestroySelf.get_OrderPriority () [0x00000] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.CompUsable+<>c.<UsedBy>b__12_0 (RimWorld.CompUseEffect x) [0x00000] in <95de19971c5d40878d8742747904cdcd>:0
at System.Linq.EnumerableSorter`2[TElement,TKey].ComputeKeys (TElement[] elements, System.Int32 count) [0x00010] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.EnumerableSorter`1[TElement].ComputeMap (TElement[] elements, System.Int32 count) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.EnumerableSorter`1[TElement].Sort (TElement[] elements, System.Int32 count) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
Helixyos 1 Sep, 2023 @ 12:51pm 
i can't use it.When i try i have this log (i have many mod so probably mod conflict but in case it's not i give you the log)
Jounan 15 Jul, 2023 @ 1:10pm 
@Nuff Thank you. I'll take a look at that then.
Nuff  [author] 6 Jul, 2023 @ 4:01pm 
Alright so I finally had a chance to check why it's giving V.O.I.D. limbs instead of regular archotech ones. Essentially, the Metamorphose works by searching for recipes (surgeries are technically recipes) that add a Hediff with "archotech" in their def name. It does this in order to be compatible with archotech prosthetics and implants from other mods, without having to make individual patches for them.

It just so happens that the VOID bionics have archotech in their def names, and they get applied after the vanilla bionics and overwrite them. So I'm going to put this one down as "it's not a bug, it's a feature".

As far as the second part of your issue: this mod adds no researches and no materials. I'm pretty sure More Archotech Garbage makes the items from this mod craftable, so you might want to add the continued version of that.