RimWorld

RimWorld

[HYE] Nanotech Overpower
346 Comments
Citizen706  [author] 16 hours ago 
no problem

it's very frustrating because look here at a part of the code:

<generateCommonality>0</generateCommonality>
<generateAllowChance>0</generateAllowChance>

there's already two parts of the mortar that specifically says "it shouldn't spawn!" and also the market value of each mortar is very high specifically to target this problem... and it still spawns

but I still have some ideas to test here...

thanks for bringing this up
Ros[É] 16 hours ago 
Thanks! Not sure how it works, but I've been using vanilla base generation without mods.
Citizen706  [author] 16 hours ago 
@Lucius anytime

@Ros[É] bruh, really? man... I've put like 3 guidelines in the code so to not let this happen and it's still happening... I'll see what I can do.
Ros[É] 17 hours ago 
I recently raided a faction base and it had a nanotech mortar. Can you make it so npc bases don't get them?
Lucius 19 hours ago 
I see, thank you very much, for the fast response aswell, honestly did not expect it, i will try this once i am on
Citizen706  [author] 20 hours ago 
I inspected some stuff here, I suggest you take a look on those mods here:

RimCities - most probable cause as I can tell

WallsAreSolid - may alter some properties of stuff

Rimfactory - don't really know

AllowTool - don't really think is the issue but you can try

Dubs Mint menu - don't really think is the issue because I always use DMM when I'm coding Nanotech and there's no issue at all, I actually recommend using it.

try removing those mods in that specific order

also, there's no mention to the nanotech mod at all from what I could see

meanwhile the RimCities mod is causing lots of Room.Notify_ContainedThingSpawnedOrDespawned type errors, causing the GUI crash
Citizen706  [author] 20 hours ago 
Hello (sorry for bad english) type of situation then haha

Now the link was visible, I'll see what's the issue
Lucius 20 hours ago 
Well you seem to be using english well, seeing as i have no issues understanding you, i will be waitin
Citizen706  [author] 21 hours ago 
Sure thing, the debug log will explain a lot. If the character limit gets overloaded you can create a discussion up there to paste it.

also, about creating an incompatibility list I would love to but (english is not my first language but I'll try using metaphor/analogy) it's like shooting a distant target in the dark based on generic sounds - hope that makes sense. Like, some people had problems with ASF, other's had problems with Vanilla Expanded, others had issues with other OP mods and etc, so there's no pattern for me to base my conclusions.

So there's a high chance that if I create an incompatibility list saying that, for example, Vanilla Expanded is incompatible, lots of other people could play with VE with no issues at all, making the list inaccurate and useless.

Anyways I'll take a look on your issues and see if I can solve anything.
Lucius 22 hours ago 
Well it likely is my mods, i have a lot, i thought maybe it had something to do with combat expanded and after disabling CE it still appeared, it maybe a big ask but it would be awesome if you made a mod incompatibility list, i will send the log in a minute once i replicate the issue
Citizen706  [author] 22 hours ago 
hey there @Lucius can you copy and paste the error that appears? the debug log I mean so I can take a look

I already advise you that my mod is 95% vanilla XML, which shouldn't interfere with anything on the UIs of the game. The other 5% is some custom C# I did for the Obelisk and other minor stuff.

When other people reported this error they had like 500+ mods installed and it was a conflict between some of them. Not to diminish your issue, of course, but the chances are this mod is the lesser problem.
Lucius 22 hours ago 
for some reason the gui just breaks after some usage of this mod, text just disappears and i become unable to use any of the mod's machinery
Citizen706  [author] 11 Oct @ 2:37pm 
@柠檬 there's no invisibility equipment in this mod
柠檬 11 Oct @ 2:26pm 
I couldn't seem to find any invisibility equipment when using this mod
eaglegundam 11 Oct @ 10:36am 
ok ill try that
Citizen706  [author] 11 Oct @ 10:27am 
try posting it in a Discussion tab here on steam directly
ctrl c ctrl v

like the Erros up there by xsebikx2208

might be easier
Citizen706  [author] 11 Oct @ 10:27am 
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This page is no longer available. It has either expired, been removed by its creator, or removed by one of the Pastebin staff.
eaglegundam 11 Oct @ 10:15am 
Citizen706  [author] 11 Oct @ 6:00am 
couldn't access it :/
eaglegundam 11 Oct @ 2:20am 
Citizen706  [author] 10 Oct @ 6:37pm 
that's really weird... mine works just fine, don't know what the issue could be
eaglegundam 10 Oct @ 5:38pm 
yeah well i dont get a error when clicking the bill i cant even craft the nano weapons exept the melee ones but ill try and get you the player log
Citizen706  [author] 10 Oct @ 5:30pm 
You could send me a log or something that appears to you on the debug log for me to try and help you better

thank you
Citizen706  [author] 10 Oct @ 5:30pm 
@eaglegundam the weapons are now in the nanoforge

if you cant craft them there then I don't know what the problem is, probably some mod interference, but shouldn't have any problems on that.
eaglegundam 10 Oct @ 4:38pm 
Still cant craft long range weapons i try to select a weapon bill but only melee work
and spawning with dev menu also works
xsebikx2208 9 Oct @ 11:14am 
thanks
Citizen706  [author] 9 Oct @ 11:07am 
@xsebikx2208 About the value of buildings, I do it because that was the only way I found to prevent enemy factions from using the Nanotech stuff. If I put a reasonable value to nanobots for example whenever you run a game or raid a base there's going to be lots of nanotech stuff scattered around. And guess what? Same thing happens to the Nanoturret, if I set the value lower you'll have to face enemies using Nanoturrets to defend their bases. So I understand it's pretty annoying and breaks some part of the immersion, but it's either that or facing enemies using nanotech stuff.

And about damage reduction for structures, I don't remember any type of "armor" for walls, I would have to look into the wiki, but I don't think there's vanilla content for that, maybe Harmony patches or XML extensions.

To kinda solve for that, if the value impacts your game, in the storyteller settings you can set how much wealth affects gameplay, that could help you improve your experience.
xsebikx2208 9 Oct @ 11:03am 
and damage reduction for structures ?
xsebikx2208 9 Oct @ 10:41am 
you can reduce the value of the buildings because 1 turret adds 15000 to the value of the colony
Citizen706  [author] 8 Oct @ 6:21am 
@DOCTOR CROW very glad to hear that

and yes, my plan is to add as much weapons and armor to it, starting with the nanotech armor and belt, then the vanilla and DLCs and then I'll begin adding modded weapons
DOCTOR CROW 8 Oct @ 5:44am 
i love this mod! now i cant play without it^^ was wondering about the nanoforge will there be a one for armors and bionics and utility in future? :3
Citizen706  [author] 7 Oct @ 10:56am 
@angus_jo I wouldn't recommend using it with mine, but you could if you really want.

Lyn's version adds just the basics of what mine adds now. It shouldn't crash your game if you replace theirs with mine, just some things popping up in the debug log like items disappearing such as the Nanoaura that in my version is still an apparel while in Lyn's it is an implant. Aside from that, shouldn't crash or corrupt your files.

@koimono the one with saggy unleashing 1% of his true powers in the picture? Overkill I guess

And yeah, if the OP stats of the god trait mod sums with the nanoblaster it could overload your CPU by the amount of iterations per tick

I made the Nanoblaster slightly less OP in this recent update, might help you.
koimono 7 Oct @ 10:44am 
uh know it was just immediately crashing.. although it seems to have fixed itself.. was using it in conjuction with a god pawn mod... i guess the two stat increases pretty much overloaded rimworld lmao
angus_jo 7 Oct @ 8:56am 
Can I use it with Lyn's version?
If not, can I replace Lyn's version with this in a game that is already in progress?
Citizen706  [author] 7 Oct @ 8:14am 
@逆流风云 我正在上传一个新的模组设置,在 RimWorld 的 Mod Settings 里,你可以调整纳米炮塔的射程。
Citizen706  [author] 7 Oct @ 7:10am 
@koimono hello! Is it generating too much lag when it fires?
koimono 6 Oct @ 5:30pm 
uh i think the nanoblaster is breaking my game
Citizen706  [author] 6 Oct @ 5:59am 
@eaglegundam I've created a new separate bench for weapons, called nanoforge, that's where you'll find it.

@逆流风云 I've put that as a warning to prevent bugs because you shouldn't really use both because of duplication of some DefNames, but you can go on and try if you want. It won't crash, just pop some errors maybe.

But I'll also probably set the range to whole map for mine too now that you spoke about it. Or at least as long as the game can render.
逆流风云 6 Oct @ 1:17am 
你好,现在是和LYN的那个纳米mod不兼容了吗,两个同时打开会有什么bug吗,因为LYN的那个炮台距离是全图的原因所以我大部分时候都用的那个炮台,这里就来问一下,两个同时使用是会bug吗
Hello, is it now incompatible with LYN's nanomod? What kind of bugs might occur if both are enabled at the same time? Since LYN's turret has a range across the entire map, I mostly use that one. I just want to ask here, will there be bugs if both are used simultaneously?
eaglegundam 5 Oct @ 1:51pm 
hmm for some reason im no longer abele to craft weapons the show up in the menu but ar un clickable and no error
Citizen706  [author] 5 Oct @ 8:05am 
I added some new weapons in this update now, one of them is an EMP sniper

Just telling you beforehand that the game expects just one type of damage so I made this EMP sniper causing massive damage against shields and stunning mechs, but it doesn't deal any kind of physical damage.
TRA0013 4 Oct @ 10:13pm 
New weapon would be cool bc nano weapon cant penetrate these low Shield and high shield if i remember correctly
Citizen706  [author] 3 Oct @ 2:00pm 
@TRA0013 hello! man... I'm only in doubt if I make a whole new weapon or just add EMP type damage to the nanostunner... I'll see

also sorry for not answering fast
TRA0013 30 Sep @ 6:38pm 
I hope it will have Nano weapon that deal damage with EMP some days
Citizen706  [author] 30 Sep @ 9:02am 
@DOCTOR CROW I'll take a look on that :3
DOCTOR CROW 29 Sep @ 6:02am 
any upcoming unlimited/cheat psyfocus psycast stuff? :3
Citizen706  [author] 28 Sep @ 7:56pm 
@DreadWizardArtemis thanks for helping him
DreadWizardArtemis 28 Sep @ 7:21pm 
@Text any time I encountered the UI issue, it was because an item that the nanocrafter was expecting to exist... didnt... (The DBH Water Bottle was VERY often an issue before the patch was removed)

Try making sure this mod is loading after all the mods it has patches for... and if that doesn't work, try to see if any of the patched items arent in your game for whatever reason.

If that doesn't help... idk what could be happening...
Citizen706  [author] 27 Sep @ 3:14pm 
That doesn't make any sense... not putting the blame on you or anything, it's just funny, because nearly everything inside this mod is the same as a vanilla building

can you copy the debug log and send it to me? when UI problems like that happen it shows lots of red lines of code in the debug