RimWorld

RimWorld

Mechanoid Upgrades - Archotech
55 Comments
天启洪流apocalyptic 13 Jul @ 9:56am 
【red error】 Exception loading from System.Xml.XmlElement: System.MissingMethodException: Default constructor not found for type System.String
at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00076] in <51fded79cd284d4d911c5949aff4cb21>:0
【yellow error】Mod [Patch]make Mechanoid Upgrades Archotech items sellable dependency (gogatio.mechanoidupgrades.archotech) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
【red error】 Exception loading from System.Xml.XmlElement: System.MissingMethodException: Default constructor not found for type System.String
at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00076] in <51fded79cd284d4d911c5949aff4cb21>:0
Maxitous 1 Jul @ 3:59pm 
[2/2] However, that would be weird IMO, because Mechanoid Upgrades is loaded bellow Integrated Implants (and is one of the last mods in the list) and the Archotech submod is second to last, so in theory it is not being overwritten by something else.

¿What could be the issue?

I hope this helps others and thanks for reading. :praisesun:
Maxitous 1 Jul @ 3:58pm 
[1/2] Hello! I'm trying to get the extractors, but I'm pretty convinced something is replacing them in shops. I summoned 40+ orbital traders (of all types, including mechanoid traders) and they had no extractors (they had many archotech items [Including archo implants, insanity lances and archite genes]), same with quests: Many archotech items, zero extractors.

Don't get me wrong, this is not an attempt to blame the mod creator for this, I recognize it is a problem on my end, but I was wondering if you're aware of any mods that might compete with the loot pool or something like that.

In my mod list the biggest suspect is Integrated implants, but removing it would pretty much destroy my colony since it is mostly centered around some of its additions.
Raith 19 Jun @ 3:11am 
honestly if it weren't for the mechanoid shields given by the base mod, the perplex would be nigh unusable with how often they teleport, needing to be repaired, forgetting commands when they teleport, and deselecting the current mechanoid I'm commanding.. I really think they need to be reworked somehow if you want people to use them.
Housenkarr 7 Jun @ 3:56am 
When I equip mechanoids that normally don't have a primary weapon (like Centurions or War Queens) with an ​​*Archo Exterminator*​​ or ​​*Perplex Repeater*​​, they seem to use the ability added by that upgrade as their primary weapon. Even crazier, they seem to ​​*spam it constantly, ignoring the ability's cooldown time*​​ and using it as their main attack method!

This is absolutely wild! Is this an issue with ​​my mod environment/setup​​? Or perhaps there's a way to fix this behavior?:steamsad:
seppi141 31 May @ 8:00am 
is it possible to make an vanometric cell upgrade that makes the mechanoid dosent need to recharge?
plaerjilion_RUS 19 May @ 3:39am 
@BULLSHIIIT скачай мод universal trade hub и заказывай эти чипы и многое другое. Это как озон, но в мире римворлда.
BULLSHIIIT 3 May @ 7:07am 
А можно добавить какие нибудь дополнительные способы получения этих артефактов? Как отдельный ивент или продавца с повышенными ценами. Просто за время игры с этим модом я лишь раз смог добыть один из артефактов.
GoGaTio  [author] 29 Apr @ 8:34pm 
@newt546 Does only it do this? Also I need a log for better understand of a problem (you can use HugsLib built-in publisher to post log by Ctrl + F12)
newt546 29 Apr @ 3:32pm 
the ranged damage booster gives me tons of errors when i inspect it
GoGaTio  [author] 21 Apr @ 5:30am 
@Aitor this is intended feature, also mechs can be automatically repaired by mechanitor, that prevents such situations
Aitor 21 Apr @ 5:25am 
the perplex unpgrades can kill mechanoids if you dont chek their health often, thats really anollyng and too much of a setback for something so rare and expensive
Siddown 15 Apr @ 5:02pm 
Can there please be an option to tweak the perplex effect when a mech has perplex upgrades installed
Amethyst the otter 10 Apr @ 10:38am 
please make upgrade extractor prioritise uncraftable upgrades first and my life is yours!
JustSomeEggsInAPot 23 Mar @ 6:40pm 
These upgrade mods are awesome dude. Makes mechs more useable and investable, but also balanced cause of raider. Just great work all around dude.:greenfruit:
GoGaTio  [author] 20 Mar @ 5:38am 
@SonicPaladin probably it was lack of core mod, it contains framework so should be added always
SonicPaladin 20 Mar @ 5:34am 
Sorry for late reply, I figured it out. It was weird but I tried to add all your mech upgrade mods at once. I added them one at a time and everything worked out.
GoGaTio  [author] 8 Mar @ 11:16am 
@SonicPaladin did you add any other mods too? if not it's probably some incompatibility with other mod, so I need log, preferable via hugslib(Ctrl + F12)
SonicPaladin 8 Mar @ 10:58am 
Whenever I add this one to a save, it destroys the entire colony upon loading. is there anyway around that?
Fluffer 16 Feb @ 1:55pm 
I really feel like the extractor should strip the mech of all upgrades. Its so rare I have seen it once in a 100 hours and it only gives you one upgrade you can craft yourself the majority of the time
Mismagius 13 Feb @ 3:51pm 
hey, what about some archotech armor upgrades?
Siddown 20 Jan @ 7:06pm 
Well shit, I found a bug where if I use search and destroy with the perplex repeater or the archo exterminator, the mech bugs out and perpetually aims with the exterminator or repeater
Siddown 20 Jan @ 7:58am 
Can we have an option to make the perplex effect for when mechs have any perplex upgrades disabled, it gets annoying for when I am min-maxing my mechs
Flockerkill 7 Jan @ 2:53am 
could we get a storage filter with "has upgrade" for the mechanoid corpse category?
Flockerkill 6 Jan @ 11:05pm 
sounds like a corrupted download XD
Shadowwake 6 Jan @ 6:42pm 
Hurm, for whatever reason, despite adding it back in the same place i had it before, it no longer spams my log with tons of red text. So.. problem resolved? I guess? Sorry for the trouble!
GoGaTio  [author] 5 Jan @ 10:33pm 
@shadowwake if you have HugsLib, you can use Ctrl + F12 to publish the log and then just send link, otherwise you can use "copy to clipboard" button at log window and then send log file via Google disc or something similar
Shadowwake 5 Jan @ 8:09pm 
@GoGaTio honestly i don't know how. If you want to send me a message explaining how to do so and where to send it, i'd be happy to try to replicate the error.
Hamacelos 5 Jan @ 6:50am 
any chance we could get an archotech upgrade that increases a mechanoid updgrade capacity be cool to make a single mech real powerfull
lexcpa324 4 Jan @ 9:46am 
ngl, kinda wish you showed what all the upgrades did on this front page, still looks cool
GoGaTio  [author] 3 Jan @ 6:10am 
@Big Daddy yes, just ensure that core mod is updated
Big Daddy 3 Jan @ 4:41am 
can this be added mid game?
Dizzy 2 Jan @ 9:10pm 
for anyone else who might be interested, i've made a patch that allows these upgrades to be crafted with More Archotech Garbage's resources https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3399298506
hovershift 2 Jan @ 6:10pm 
this is what i needed
GoGaTio  [author] 2 Jan @ 10:19am 
@shadowwake can you send a log?
Shadowwake 1 Jan @ 8:51pm 
For some reason this mod causes a TON of red errors to get thrown, XML and otherwise, despite being near the bottom of the list and beneath the base mod. I see there are some discussions in progress already though so i'll check back with it in a while and see if it's cleared up.
zeke_bender 1 Jan @ 5:19pm 
THE GOAT POSTS AGAIN, love your work keep it up king
Dust 1 Jan @ 2:27am 
Now it works.
GoGaTio  [author] 1 Jan @ 12:35am 
@b, @Dust, @Bobkiri, @Senilia removed that whitespace, should work now
Senilia 31 Dec, 2024 @ 11:13pm 
If CE is installed, follow @Bobkiri's suggestion and delete that space character to load the game successfully.
Senilia 31 Dec, 2024 @ 11:07pm 
I have the same problem.
Bobkiri 31 Dec, 2024 @ 5:42pm 
The file 1.5\Mods\CombatExtended\Patches\Abilities.xml contains a whitespace character before the first line's XML declaration. I discovered this while attempting to translate the file. If anyone is experiencing errors, removing this whitespace might resolve the issue. I am unsure if this is causing actual problems, but it could be worth trying as a fix.
GoGaTio  [author] 31 Dec, 2024 @ 2:18pm 
@Dust are you on official rimworld discord? I have same nick there
Dust 31 Dec, 2024 @ 2:14pm 
As you understand, I can't use Log Publisher from HugsLib, because for it the game should at least reach the main menu, or I just don't understand. Where can I send you the log file personally?
GoGaTio  [author] 31 Dec, 2024 @ 2:07pm 
@Dust try to start game with all mods again and then send log(path to it can be found in game settings), it could contain something about all this situation
Dust 31 Dec, 2024 @ 1:58pm 
I tried everything, reinstalled the game, redownloaded all the mods. Now, when I launch the game only with your mods, it works, but when I launch it in my mod pack, there is a black screen. I don't know what could be incompatible with what, I have more than 600 mods, including new types of mechanoids, but I don't have any mods that add any modifications to the mechanoids. Only changes in numbers to please CE.
GoGaTio  [author] 31 Dec, 2024 @ 1:52pm 
@Dust @b try to unsubscribe and subscribe to core mod, it got updated and this mod uses new classes from that update
Dust 31 Dec, 2024 @ 1:46pm 
I have the same problem.
Flockerkill 31 Dec, 2024 @ 10:39am 
sounds like a corrupted download to me...
b 31 Dec, 2024 @ 10:37am 
got it. i'll give it some time but if the issue persists, i'll find and post the log here.

great mod series btw.