RimWorld

RimWorld

Crypto-Tech : Craftable
34 Comments
PMC_Zero 27 Jul @ 8:44am 
Requires a lvl 17 builder, 600 gold, 500 plasteel and 30 advanced component to build.
PMC_Zero 26 Jul @ 7:01pm 
what's the cost of the bench?
Behemoth64 12 Jul @ 9:06am 
update ?
Dinomyte 22 May @ 12:27pm 
ive managed to get crypto weapons restored working but not crypto arsenal qwq
Dinomyte 22 May @ 12:19pm 
yeah its all together
JoeDoX  [author] 22 May @ 12:13pm 
The other two mods must be loaded with this one.
Have you done the research on cryto weaponry?
Dinomyte 22 May @ 11:49am 
yeah they are as up to date as possible too is there a specific order i need to put them in?
JoeDoX  [author] 22 May @ 11:40am 
Have you added these two mods?
Dinomyte 22 May @ 11:24am 
it doesnt show the new weapons from crypto weapons restored and crypto arsenal for me :c
Stim The One 22 May @ 9:23am 
OH YES. I was just about to make some petition to have them something you could reinstall.
FelipeGames2000 3 May @ 10:25am 
Ooooohhh
JoeDoX  [author] 3 May @ 10:13am 
In my mod, they only have the name. They work like Biotech chips.
FelipeGames2000 3 May @ 10:07am 
Aren't Techprints supposed to be a Royalty thing?
drshahramanvariazar 3 May @ 8:33am 
BRUH
JoeDoX  [author] 2 May @ 12:47pm 
@drshahramanvariazar
Hello,
Yes, because I use Biotech code for research.
drshahramanvariazar 2 May @ 11:04am 
does this need biotech dlc ?
Zabese 24 Apr @ 9:36am 
I got it to work after doing a full repair on my rimworld installation. Honestly not even sure what could have happened to necessitate that. But that is modding. Its working now, so thank you for the advice.
JoeDoX  [author] 24 Apr @ 8:38am 
If you want to make the crypto, this is still annoying.
To test, unsubscribe from all the mods in the list below and re-subscribe to get the latest update. I know from experience that Steam doesn't really like small mod updates.
Zabese 23 Apr @ 4:25pm 
Good to know its just me, that probably means that something on my end got hosed. Thank you for letting me know, so I appreciate it. My apologies if I caused any hassle.
JoeDoX  [author] 23 Apr @ 9:11am 
Hello Zabese,
I can't reproduce your error.
My mod list in order for the test:
- Harmony
- Core
- Royalty [Official DLC]
- Ideology [Official DLC]
- Biotech [Official DLC]
- Anomaly [Official DLC]
- Vanilla Expanded Framework
- Vanilla Quests Expanded - Cryptoforge
- Crypto Weapons: Restored
- Crypto-Tech: Craftable

I can open the search tab and its tabs without the game generating a continuous error.

@quail
The problem occurs when it opens the search menu.
quail 22 Apr @ 3:28pm 
I used dev mode to spawn in the techprints.. could that be it?
Zabese 22 Apr @ 12:09pm 
Essential as in Harmony, Vanilla Framework Epanded, Vanilla Quests Expanded - Cryptoforge, Weapon Restored, and then this mod. I have all DLC enabled as well. Even with just literally the essential things, the moment I go into the research tab and click on anything I get the following errors in the debug log that just spam endlessly.

Exception filling window for RimWorld.MainTabWindow_Research: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 531E6A7E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

And I do mean endlessly. It even completely blanks out the entirety of the research tab until the current research is cancelled or finished.
DRG Engineer 22 Apr @ 10:41am 
Need more photos.
JoeDoX  [author] 22 Apr @ 10:36am 
What do you mean by essential?
I've tested the mod with Crypto Weapons: Restored, and there are no problems. What's more, Crypto Weapons: Restored doesn't touch the research tree. It only adds recipes to the ancient cryptoforge.

I've just run a test I'd forgotten about, the one without any DLC. Without the Biotech DLC, the search doesn't work and generates errors.

I'm adding the dependency with the Biotech DLC to avoid bugs, and if it's possible to add code without using Biotech, I'll add it in a future update.
Zabese 22 Apr @ 8:46am 
So I can confirm that using this mod in conjunction with the Crypto Weapons: Restored breaks the research tree completely. Using this or that one standalone is fine. I have confirmed it is not any other mod I have that breaks the research tree since I loaded both mods with just the essentials to get them working. Honestly not sure if I should post this in the Weapons mod page as well.
JoeDoX  [author] 22 Apr @ 7:28am 
Have you done the analysis on the ancient quest cryptoforge?
Without the analyses, you can't get the techprints, and without them you can't launch the start of the research projects.
quail 21 Apr @ 8:14pm 
are there any requirements to use the forge in your base? I've finished the quest and have built the forge in my base, but it doesn't seem to work; I can't choose any specific pawn in the bills and I can't force any pawn to work on it either.
Vlad 20 Apr @ 5:41am 
Tu géres vieux
Wololo 19 Apr @ 7:01am 
Merci !
blackkanye 19 Apr @ 2:45am 
This is exactly what I wanted. I think some playthroughs just the weapons with your time with the forge works fine, but other times doing it more like the arc VQE mod would be good too. Literally perfect
JoeDoX  [author] 18 Apr @ 9:39pm 
Hello StockSounds,
Techprints are not really techprints :)
I gave them this appearance, but the function is like the mechanitors' research, an object to be analyzed. If you're careful, the icon in the search is a magnifying glass, not a techprint :)
JoeDoX  [author] 18 Apr @ 9:32pm 
Hello Ranger Dimitri,
Yes, the only requirement is that you have not completed the quest.
I think it's possible to add it to a game in progress, but it's better to be careful and saving your game.
In my tests, I brought up the cryptoforge and had no problems with the new tasks in it.
StockSounds 18 Apr @ 4:59pm 
I think you should quickly swap out the techprint requirement with an analyzation requirement, because if somebody doesn't have royalty then they're just gonna get it for free.
Ranger Dimitri 18 Apr @ 4:56pm 
Nice work. It seems fair enough that it's designed around the idea of still needing to locate the cryptoforge, so you have to go through all the traveling to the north pole and fighting through to locate the part of the ship the forge is at. And at the same time help's to balance things by making it so there isn't just one single chance to make such weapons/armor the forge can provide. Well, unless you somehow manage to bring in all the materials to build some reactor/generator complex that can somehow power it without resorting to the unstable reactor, assuming that would even work to power it.

All that to say, neat mod. Going to use it in my modlist. Obviously you need to not have already finished the quest chain to get it. I imagine that it's save compatible so long as you haven't found the Forge yet?