RimWorld

RimWorld

Nanotech Overpower Patches
245 Comments
Coldzero  [author] 5 Oct @ 8:41am 
They'll probably fine so no stress. I'll fix whatever breaks, if anything does break but thanks for the heads up :D
Hyelix 5 Oct @ 7:50am 
Hey man! I'm updating the HYE version now and bringing some new weapons and stuff and I'll just put the core folders of the mod inside a new 1.6 folder which might break your patch's paths.

Didn't change defnames or anything, just put everything inside a 1.6 folder.
Coldzero  [author] 8 Sep @ 3:17am 
Not this time. Mods that overwrite the def with their own def would need to be loaded after the main mod. Since mine is handled as an operation, it doesn't matter where it goes
So I get where you're coming from. There's no need to worry with this one (thumbsup.jpg)
jtseyman 8 Sep @ 2:52am 
If it works fine for you then it should work fine for me, but I have always seen patches loaded AFTER the things they patch so I thought it would be best to be on the safe side.
Coldzero  [author] 8 Sep @ 2:17am 
Does it break something if it's loaded before the main mod? It shouldn't really matter where it goes since it uses patching methods instead of loading defs directly like other mods do.
I mean, I have it loaded before both on my side and it works fine
jtseyman 7 Sep @ 12:37pm 
Rimsort also insists on putting this patch BEFORE Citizen's version like Rimpy, so you have to make a rule to have it come AFTER citizen's version.
Coldzero  [author] 6 Sep @ 10:56am 
Everything seems fine on my side. Try unsubbing from this mod and subbing again. It might fix the issue
Coldzero  [author] 6 Sep @ 10:51am 
I'll look into it
Maiya0126 6 Sep @ 9:01am 
The [HYE] nanobots have a texture material error, should this be corrected by patchse or should we contact HYE or someone else?
Coldzero  [author] 4 Sep @ 2:53am 
Rimpy is an idiot. Just ignore it
Alternatively, use RimSort
jtseyman 3 Sep @ 5:08pm 
Rimpy mod manager still says I need Lyn's version when I just want to use Citizen's version.
Coldzero  [author] 2 Sep @ 2:05pm 
No problem :D
yahaha 2 Sep @ 9:52am 
Thank you for your work o7
Coldzero  [author] 2 Sep @ 7:12am 
Support added
Coldzero  [author] 2 Sep @ 6:59am 
Ok, tested it myself and looks like I'll need to add a patch for some compatibility.. because texture names are different
Coldzero  [author] 2 Sep @ 3:26am 
Test it. If it doesn't, let me know and I'll figure it out and add compatibility (ok.jpg)
ComicalHawk 1 Sep @ 8:04pm 
Does/will this have compatibility with the Nanotech fork by Citizen706, Lyn says it's better so I had switched to that one.
Coldzero  [author] 17 Aug @ 5:54am 
I made several attempts to stop the generation of the nanotiles and nanofluid which all failed. Research indicates this problem has been an issue for 6+ years for modders and requires C# help. I have zero C# knowledge so it's beyond my skill level to fix this problem.
Coldzero  [author] 16 Aug @ 1:57pm 
I've noticed that too and I don't really touch the nanotiles apart from adding a tag and cleaning properties.
I'll look into it tomorrow. I'm pretty fried today
Ros[É] 16 Aug @ 10:29am 
Not sure if this is an issue with this mod or the main mod, but nanotile and nanowater have been spawning in ruins with increased frequency.
Coldzero  [author] 31 Jul @ 10:29am 
It's just odd since I already have it set so I don't know why it's not updating for you
Magia🔥Baiser 31 Jul @ 10:25am 
Yep, no change. I'll just change the thing manually. Its not a major issue but figured I'd mention it.
Coldzero  [author] 30 Jul @ 12:13pm 
Have you tried unsubbing and resubbing?
Magia🔥Baiser 30 Jul @ 9:51am 
1.6
Coldzero  [author] 29 Jul @ 4:35pm 
Already did. Which RW version are you using?
Magia🔥Baiser 29 Jul @ 8:57am 
You need to change defs apparently for NT_nanobots to LWNT_Nanobots cause there's a texture issue.
Coldzero  [author] 29 Jul @ 6:11am 
Good stuff :D
Le Chef 28 Jul @ 12:15pm 
1.5 Def Name Problem is fixed. Thanks alot!:steamthumbsup:
Coldzero  [author] 28 Jul @ 8:08am 
From what I see in the Oddysey XML, only the gravship hull is meant to be airtight if you're trying to build structures on asteroids or mechanoid platforms. Since the wall stuffed with nanobots is just vanilla wall, it won't gain the airtight property that the gravship hull has
Just build gravship hull with nanobots and it'll keep the air in
Coldzero  [author] 28 Jul @ 7:13am 
I'll see what I can do
roc 28 Jul @ 1:44am 
the wall built by nano has no impermeability ,air will escape ,no matter vanilla wall or mod wall,could you please make a patch to fix it?
Coldzero  [author] 27 Jul @ 4:03pm 
Thanks, let me know if it's fixed :D
Le Chef 27 Jul @ 12:36pm 
The missing Texture bug with the changed Def Name seemingly still persists for 1.5. Would be great if you could Patch that too. Thanks in advance!
Coldzero  [author] 26 Jul @ 9:26am 
No problem :D
AshSmurf 26 Jul @ 4:56am 
Thank you
Coldzero  [author] 25 Jul @ 3:05pm 
Fixed. The problem was in the error log as well
MayRequireAnyOf should've been MayRequire so thanks for pointing that out.
Coldzero  [author] 25 Jul @ 2:59pm 
Ah, no. I'll push a patch so players that don't have Anomaly won't see it
AshSmurf 25 Jul @ 8:43am 
Hi does this error mean i have to buy that anomaly DLC to remove this error it seems to be looking for it. I can simply ignore it but thought maybe you wanted to know this seems to come up: XML error: Could not find parent node named "SerumBase" for node "ThingDef". Full node: <ThingDef MayRequireAnyOf="Ludeon.RimWorld.Anomaly" ParentName="SerumBase"><defName>NanoAuraSerum</defName><label>Nanoaura Serum</label><description>A one-use super-dose of nanobots which attune to the user, giving them an invisible, intangible cloud of nanobots. It will protect the user against everything, and greatly increase their stats.
Coldzero  [author] 25 Jul @ 4:53am 
Update pushed, thanks for letting me know
Coldzero  [author] 25 Jul @ 4:42am 
Alrighty, I'll sort it out
深海的提尔比茨 24 Jul @ 10:29am 
the original author (Lyn the Cookie) has made an update, and seems this patch mod has something with that update, causes some resources of the original mod (eg. nanobot) cannot find the correct file relation. that means, the big red cross. any patch for this issue is appreciated.
MrBlood 24 Jul @ 8:47am 
@coldzero. Lyn has updated the base mod and changed some of the defs. you need to change your's to match the new defs, as the nanobots were having a texture issue.

Pasted the fix in the base mod comments:

"Right, so the issue with the nanobots texture is being caused by the Nanotech overpowered patches mod. "Could not load Texture2D at 'Things/Item/Resource/NT_Nanobots' for def" is what is defined it the patch mod. Export the mod from workshop folder, unsubscribe form steam, paste it in the manual/on disk mod folder, edit the bots.xml in the on-disk patch DEF patch folder and change things/item/resource/NT_nanobots to LWNT_Nanobots and the new textures appear where they should. need to tell the patch owner to fix the defs to match LYN's new defs."
Coldzero  [author] 23 Jul @ 8:39am 
No idea what caused it but I've pushed a fix. If any errors occur, let me know
Coldzero  [author] 23 Jul @ 8:24am 
Ok, ignore what I said. I'll try find out what's going on and push a fix
Coldzero  [author] 23 Jul @ 8:16am 
@Sumatris Anytime :)
Coldzero  [author] 23 Jul @ 8:16am 
All I can suggest is unsub and resub. I can't see any reason why the mechlink would disappear.
Are there any error logs that come up?
Coldzero  [author] 23 Jul @ 8:08am 
I'll look into it
eaglegundam 23 Jul @ 5:23am 
hmm for what ever reason the mech link is gone
Sumatris 21 Jul @ 9:52am 
Yeah, that did it. Steam Workshop strikes again ^^. And thanks again for your continued support :-).
Coldzero  [author] 21 Jul @ 7:48am 
Tried pushing the update again but Steam already recognises the changes. Try unsubbing and resubbing to see if it fixes it