RimWorld

RimWorld

More Archotech Garbage (Continued)
228 Comments
CMaia 15 hours ago 
Zal any plans to keep expand the mod/add compat to other mods that add archotech stuff? Or its consider complete after the upcoming fixes?
Hazard Maks 15 hours ago 
The garbage collector throws some red errors in regards to not being able to find something to clean up
Zaljerem  [author] 16 hours ago 
Restored VE Brewing compatibility.
Zaljerem  [author] 17 hours ago 
Yep, I gotta fix the Brewing patches also ... next on the list.
JKthree 17 hours ago 
Most of the stuff restored has been working so far.
Only thing I've noticed is the Vanometric Liquid Processor only has Processor recipes for Vanilla Hops to Beer and VFE Soups. I think all the other remaining missing recipes were from VFE Brewing

Thanks for the fixes so far. My Alcoholics can live a bit easier on fast vanilla beer
Hazard Maks 19 hours ago 
Sweet, thank you!
Zaljerem  [author] 4 Sep @ 10:05am 
Restored VE Cooking compatibility ... I'll work back on Fishing soon ...
Para 3 Sep @ 10:41am 
Just like I apparently disabled my eyes...

Thanks, I completely missed that.
quindao 2 Sep @ 12:47pm 
probably because its currently disabled as stated in the changelogs
Para 2 Sep @ 11:35am 
It seems the Vanilla Expanded: Cooking integration is no longer working...
吉田咲 29 Aug @ 4:34pm 
https://gist.github.com/HugsLibRecordKeeper/70bcb7caa14686ac189876f333872763
Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)
Hazard Maks 27 Aug @ 12:51am 
I hope you add more Archotech stuff, this is an essential Rimworld mod that I can't play without! Thanks for all the world you do.
JKthree 11 Aug @ 10:34pm 
I feel like I'm being rude but since you're looking into fixing the previously disabled stuff, I should strike while the iron is getting warmed up.
Can you maybe look into adding some integration for the Alpha Craft Fermenter recipes for the Vanometric Liquid Brewer? Not sure if Fermenting Alpha Craft vinegar could be a problem since there's several recipes for that one
Zaljerem  [author] 9 Aug @ 4:31am 
No, I will return them to service soon. Just finished my mod updates so I'll start working back on things.
R3tr0_g5m3r 9 Aug @ 3:15am 
Are archo stove and liquid processor permanently gone?
Neosuduno 4 Aug @ 8:36pm 
I hope it will not take too long to restore...
Flockerkill 2 Aug @ 2:28am 
it was disabled for now as the system it worked on in 1.5 from vanilla expanded was removed when going to 1.6, so it needs to be revisited
blue 2 Aug @ 1:06am 
yo what happened to the vanometric time chamber or accelerator, whatever it was called in 1.6? the thing that 'aged' things
Zahnloli 29 Jul @ 9:24am 
Something I've long wanted to see in this mod is some industrial-tier applications of the fragments. You Still don't understand exactly how they work but after some prodding you at least gain a surface understanding and find applications that go beyond "put glowing thing on stick".
Like proper Archolights including Walllights that don't need power because turns out this specific mirror shape really amplifies the light. A wall a step above the primitive one because you can properly coax the fragment to bond to the material. A type of chemfuel generator that produces more power for the same consumption. Things like that. Not really enough ideas for an extension module though and I know this is just a reupload
Flockerkill 26 Jul @ 6:18am 
as a substitute, till the auther maybe update it, if you use RimSqol, you can add that property with it ingame aswell
Para 26 Jul @ 6:12am 
Hey, if possible, coud you add the airtight property to Archotech Mass?

Just add <isAirtight>true</isAirtight> in the stuffProps section of the marerials.
ゆきんこ 24 Jul @ 1:19am 
After deleting the VEfish folder, there were no further issues for the time being.
ゆきんこ 24 Jul @ 1:10am 
Type VCE_Fishing.FishDef is not a Def type or could not be found, in file Archofish.xml. Context:

Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)

Error patching FCP_Shuttles.PawnsArrivalModeWorker_VertibirdAttack - Void Arrive(System.Collections.Generic.List`1[Verse.Pawn]

Three errors encountered, possibly related to conflicts with [Pandora's Framework] and [Vanilla Fishing Expanded]?
Leo 23 Jul @ 4:28pm 
Hi, just FYI, I'm getting the following error with this mod:

Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)

Probably an incompatibility with the updated Vanilla Expanded Fishing mod.

Cheers!
Gexi_TheHundredth 23 Jul @ 7:02am 
Aye, then. Good luck with that!
Zaljerem  [author] 23 Jul @ 7:00am 
Thanks, I understand fully how to update the compatibility, it's really a matter of free time at the moment. Also converting the old ItemProcessor stuff to the new way is time-consuming. If anyone wants to dive in and start fixing it, I'll happily integrate anything provided.
Gexi_TheHundredth 23 Jul @ 6:57am 
If you're still having trouble with the VEC compat, I went to the Rimworld Discord to troubleshoot things when Odyssey launched and they said that mods using the old namespace [VEFCore], such as it seems like this one, would cause the game to not be able to pass the scenario selector.
nex 19 Jul @ 11:50pm 
could you maybe add airtight tags to archotech wall and door?
Rafocale 13 Jul @ 10:54pm 
Any chance we could get integrated implants https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3223443793 integration?
P90 USER 13 Jul @ 4:18am 
ve fish use odyssey fishing system if odyssey installed。so no VCE_Fishing.FishDef 。not game breaking,so you can work it out later。
Zaljerem  [author] 12 Jul @ 7:03am 
Yeah, that tracks. I've just pushed an update that disables that compat for 1.6 while I work it out. Thanks for narrowing it down, saved me some time.
Dev235 12 Jul @ 5:47am 
Removing VECook folder from 1.6/Compat fixed it for me if someone's impatient to start game with it.
Biggie 12 Jul @ 3:01am 
Broken for me too after the update.
landocalrissian 12 Jul @ 1:43am 
same issue, game won't start new game or load world. Took me 4 hours to figure it out lol. I wish luck to u zal, thank you for your efforts.
Rattle B0nes 12 Jul @ 12:24am 
having the same issue
Mismagius 11 Jul @ 10:17pm 
the latest update to this mod breaks the game and i'm unable to start a new game or load a save
https://gist.github.com/HugsLibRecordKeeper/254e76b12e0accc97ecc3d379bcacd08
Zaljerem  [author] 11 Jul @ 6:48pm 
I pushed an update with more fixes, the ItemProcessor stuff will be missing until I rework them to the new system, please let me know what you see and I'll address them in the next one.
D9sinc 2 Jul @ 6:33pm 
I'm praying for you too Zal. Thank you.
D3K43 2 Jul @ 2:26pm 
I'm praying for you, king 🙏
Zaljerem  [author] 2 Jul @ 1:52pm 
Working on an update to address all the VE compat ... keep me in your thoughts, lol.
D9sinc 2 Jul @ 1:51pm 
@gh0stashes that's probably due to what Zal said a few days ago. It's due to VE's team reworking a lot of recipes to the new processor framework they are using so since Zal has the archotech soup and soda using the old processor framework, it's going to cause issues trying to use this mod alongside Cooking and Brewing Expanded.

I hope things go well with the fix Zal and thank you so much for your work on this mod.
gh0stashes 30 Jun @ 10:53pm 
I have another report! This one's weird! When I load this mod alongside Vanilla Cooking Expanded, I get a map generation failure error. I've already reported it to the VE team but I felt I should report it to you too.
Zaljerem  [author] 27 Jun @ 5:49pm 
Ugh, they junked the ItemProcessor completely too ... this is gonna suck. I'm gonna need to convert those to Processor Framework, as well as go through every VE related compatibility def or patch. Kill me.
FarmerJoe 27 Jun @ 5:36pm 
1.6 VE changed a lot of namespace for their stuff(RecipeInheritance.ThingDefExtension => VEF.Buildings.RecipeInheritance for example)
some patch or def in this mod still using the old namespace
月羽狐 24 Jun @ 4:08pm 
Thanks for the update! Truely one of the must-have mod in rimworld
Zaljerem  [author] 24 Jun @ 6:05am 
Thanks for the report, I pushed a fix.
Zaljerem  [author] 24 Jun @ 5:58am 
Oops yep, forgot about that. I'll push a fix.
gh0stashes 24 Jun @ 5:55am 
Wall code was updated with 1.6 and some buildings like the archotech walls need to be tweaked. Currently they must be placed one by one and cannot be dragged. According to another modder the fix/change is

"<drawStyleCategory>Walls</drawStyleCategory>"
in place of
"<placingDraggableDimensions>1</placingDraggableDimensions>"
Apraxas 21 Jun @ 10:14pm 
Didn't expect this to be updated so quick! Thx :D