边缘世界 RimWorld

边缘世界 RimWorld

Archotech++ for 1.6
66 条留言
Bazalisk 10 月 20 日 上午 11:11 
no but i do have other cyberware mods, I wonder is one of those has a old outdated patch included in it.

I'll have a root around when next i have a free day and remember to do so and get back to you if i find anything worth noting :)
Nuff  [作者] 10 月 19 日 下午 8:27 
Those errors are problematic. Are you running both mods at once? That's usually the cause
Bazalisk 10 月 17 日 下午 1:41 
hi Nuff

just getting a couple of exceptions which may be carry overs from the original mod(?)

```
Exception loading def from file ArchotechPlus_Hediffs_BodyParts_Archotech.xml: System.ArgumentException: Could not find type named ArchotechPlus.HediffCompProperties_ArchotechConversion from node <li Class="ArchotechPlus.HediffCompProperties_ArchotechConversion" />

Exception loading def from file ArchotechPlus_Hediffs_Regeneration_Misc.xml: System.ArgumentException: Could not find type named ArchotechPlus.HediffCompProperties_RegenerationRestorePreviousImplant from node <li Class="ArchotechPlus.HediffCompProperties_RegenerationRestorePreviousImplant"><disappearsAfterTicks>45000~120000</disappearsAfterTicks></li>

```

Are these something I should be concerned about?
Vaguiners 10 月 11 日 上午 4:02 
beaks prepare carefuly
Rassmond 10 月 9 日 上午 7:30 
makes no sense that metamorphose costs as much as cortex or regenerator, bruh
Nuff  [作者] 10 月 8 日 上午 7:13 
@Cenobia Kittkins I don't believe there was ever an option for changing whether the Cortex disables Rest need or not, I checked the 1.5, 1.4, and 1.3 versions and none had that. You might be mixing it up with the ability to enable/disable Recreation need falling that I added in 1.5.

But anyway I just added the option, so it exists now.

@Rassmond oops I left in some extra logging from when I was trying to fix a bug. Removed it.
Rassmond 10 月 7 日 下午 8:36 
0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
ArchotechPlus.Hediff_Regeneration:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch5 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
Cenobia Kittykins 7 月 23 日 下午 2:22 
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 6 月 25 日 上午 8:23 
Thanks! Now I actually have a end game goal! Thank you!
Nuff  [作者] 6 月 25 日 上午 6:14 
Now updated for 1.6
No new content
Apraxas 6 月 23 日 上午 11:19 
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 6 月 11 日 下午 6:04 
it just says that in the page for the pawn
dneylon 6 月 11 日 下午 6:04 
i have no idea
Nuff  [作者] 6 月 11 日 上午 7:46 
I don't know what that means. What is levelnum?
dneylon 6 月 8 日 下午 6:14 
so for the cotex i get levelnum pls help
Cenobia Kittykins 2 月 7 日 上午 11:37 
Oh, thanks a lot! I was actually digging through the DLL as we speak, but that will make it easier.
Nuff  [作者] 2 月 7 日 上午 11:32 
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 2 月 7 日 上午 11:01 
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  [作者] 2 月 7 日 上午 10:51 
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 2 月 7 日 上午 10:17 
Any idea why either levels of the Cortex could be causing the Recreation Fall Rate to be 0%?
Tachikoma00 2024 年 10 月 5 日 上午 12:34 
Thanks good to know
Nuff  [作者] 2024 年 10 月 4 日 下午 2:24 
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 2024 年 10 月 4 日 上午 11:25 
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 2024 年 8 月 14 日 下午 1:11 
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  [作者] 2024 年 8 月 13 日 上午 6:15 
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 2024 年 8 月 12 日 上午 3:23 
I have reverted back to older mod lists for the older saves but I am unable to make the injectors anymore.
Maverick7508 2024 年 8 月 12 日 上午 3:20 
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 2024 年 8 月 9 日 下午 11:31 
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  [作者] 2024 年 8 月 9 日 下午 1:00 
You may need to force an update by unsubscribing and re-subscribing.
Maverick7508 2024 年 8 月 9 日 上午 9:57 
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 2024 年 8 月 9 日 上午 9:39 
Thank you @Nuff now i can save those charges for duplicating limbs/organs.
Nuff  [作者] 2024 年 8 月 9 日 上午 7:11 
@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 2024 年 8 月 9 日 上午 5:01 
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 2024 年 5 月 28 日 下午 9:01 
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  [作者] 2024 年 5 月 16 日 下午 1:03 
@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) 2024 年 5 月 16 日 上午 11:53 
@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 2024 年 5 月 1 日 上午 11:40 
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 2024 年 4 月 22 日 上午 1:04 
Thank you
Hugh Jacoque 2024 年 4 月 19 日 下午 1:19 
@Nuff - Juuuuust as I was about to chime in with an issue, you've already answered it. Gent.
Nuff  [作者] 2024 年 4 月 19 日 下午 1:09 
@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 2024 年 4 月 16 日 上午 7:46 
Thank you, if it is too much trouble don't worry about it.
SteelTinMan 2024 年 4 月 16 日 上午 7:45 
https://gist.github.com/HugsLibRecordKeeper/cc766090a30b9207e67e845fdf3c9303

sorry I like to really mod the game. Not sure if this is what you need.
Nuff  [作者] 2024 年 4 月 16 日 上午 6:31 
@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 2024 年 4 月 15 日 下午 4:27 
The Regenerator has the same problem too.
SteelTinMan 2024 年 4 月 15 日 下午 1:08 
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 2024 年 4 月 14 日 上午 9:12 
Nuff, you da REAL mvp <3
Nuff  [作者] 2024 年 4 月 14 日 上午 7:05 
Working on the 1.5 update
Ben Delver 2024 年 4 月 14 日 上午 3:40 
1.5 pls the one by mile doesn't have metamorphose
Paradoxical 2024 年 1 月 16 日 上午 10:40 
wait this was 4 months ago nvm
Paradoxical 2024 年 1 月 16 日 上午 10:40 
or the hugslib log