RimWorld

RimWorld

[Odyssey] Aethric Ship
116 Comments
OkagrimGaming  [author] 30 Aug @ 1:58pm 
But once again, you can simply use the mod that only retextures the gravship systems, it’s fully compatible with all other mods.
OkagrimGaming  [author] 30 Aug @ 1:56pm 
Everything before this part concerns the fuel.
I recommend copying the mod into Local in your RimWorld mods folder, that way you’ll have an alternative version visible.
OkagrimGaming  [author] 30 Aug @ 1:55pm 
You just need to go through the different elements of the XML if you’re trying to modify my mod. In the patches, you’ll see values that replace the gravship’s fuel with the blue crystal value. You simply need to replace the fuel using the correct ID used by the mod in question, and the fuel will change.
It's all the operations from the beginning up to this part, which no longer concerns the fuel.
<!-- Remplace le coût de construction GravlitePanel → BlueCrystal -->
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="ShipChunk_Mech"]/costList/GravlitePanel</xpath>
<value>
<BlueCrystal>5</BlueCrystal>
</value>
</Operation>
lechkingofdead 30 Aug @ 12:27pm 
from digging at rim reborn it only adds a few things to gravships and thats a differant fuel and a way to use its aether crystels to make an atmo. so im just wondering how that hard coding is. as i would love to use this version sense my game is more centered medieval tech then industrial.
OkagrimGaming  [author] 30 Aug @ 10:37am 
no, if you need more compatibilities, take the retexture version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3548185907
Beep 30 Aug @ 10:00am 
Any plans to make this compatible with the Mini Gravship parts?
Maconnais 29 Aug @ 12:32am 
Oh, at least this way is more compatible so it seems good!
OkagrimGaming  [author] 27 Aug @ 12:42am 
it's hardcoded
Maconnais 26 Aug @ 11:55pm 
It's working now, thanks for the fix! Not sure if it's changeable without breaking but the Piloting Console does successfully count your Azure Crystals though it refers to them as Chemfuel in the info like "Stored chemfuel:" and "Fuel consumption: 10 chemfuel per tile". The Crystal Tanks are successfully counting Azure Crystals in their info so that's very clean!
OkagrimGaming  [author] 26 Aug @ 11:32pm 
I can possibly replace the textures of the tags yes, I will look into it.
G-Fiti 26 Aug @ 10:53pm 
It's not entirely gravship related, but could you add Aethric ship landing beacons? I've been looking for some sort of medieval ship landing beacons for a while but found nothing. The kind of tech your mod adds would be fitting, I think. :)
OkagrimGaming  [author] 26 Aug @ 4:40pm 
thank for you're return :)
Vargs 26 Aug @ 3:46pm 
It does indeed seem fixed now; thanks.
OkagrimGaming  [author] 26 Aug @ 2:48pm 
it's Aethric
OkagrimGaming  [author] 26 Aug @ 2:48pm 
fail ^^
Bodacious Cowboy 26 Aug @ 2:43pm 
Why is some stuff spelled Aethric and some Aetheric?
OkagrimGaming  [author] 26 Aug @ 10:55am 
hooo yeah
Nopz 26 Aug @ 10:49am 
Thanks! Works with old saves!
OkagrimGaming  [author] 26 Aug @ 10:15am 
Ok fix it, plz god, say me it's work well

✨ New Feature – Aethric Components
Industrial components are now replaced with Aethric components. They can be crafted through the Aethric Crystals research. These components are made using steel and crystals in a forge.

As a result, the dependencies on Medieval Overhaul have been removed. Aethric components are used for all crafts and are simply a renaming and retexturing of the industrial components.

To update, in theory, unchecking and rechecking the mod should work. Otherwise, just wait a bit—the update will launch automatically. Sometimes, it’s just Steam doing its verification.
Nopz 26 Aug @ 7:53am 
completely reinstalled the game, mods and removed RimWorld by Ludeon Studios, the error with engines remains
Maconnais 26 Aug @ 7:39am 
Maconnais 26 Aug @ 7:38am 
I did a quick check in 1.3. I was able to spawn in an Aethric Core, Piloting Console, Crystal Tank and Aethric Thrusters. I was also able to spawn the crystals and put them inside the tanks. It errors at the Piloting Console for me where it seems it can't show the menu so I can't launch the ship. https://gist.github.com/HugsLibRecordKeeper/ec32e165634cb3f455dbfc391e54fb90 . Also the Piloting Console seems to have NullReferenceException as its info on the lower left textbox when you click it.

I then just started clicking a lot around the Things and got this repeating red error on the Thrusters, probably cause it's trying to show info on the console it's connected to but can't?
OkagrimGaming  [author] 26 Aug @ 6:29am 
I re-uploaded after checking that there were no error messages with MO. I added a mod version, so make sure you’re on 1.3 for the mod version. This will allow you to verify that you have the correct version downloaded. Feel free to unsubscribe and resubscribe if needed to update properly. On my side, everything was working perfectly with MO.
OkagrimGaming  [author] 26 Aug @ 6:09am 
If anyone else passing by here can confirm this same bug, that would help me.
Vargs 26 Aug @ 5:34am 
1. Only MO/Aethric Ship and dependencies loaded (in-game modlist shows the same): https://i.imgur.com/yBoODrc.png
2. Get an error after putting down the piloting console, but the normal UI element isn't broken yet: https://i.imgur.com/qtaUG0I.png
3. Lots of errors after putting down the thrusters, mod is fully broken: https://i.imgur.com/iR4E262.png

Also tried resetting all MO settings to the defaults to no avail.
OkagrimGaming  [author] 26 Aug @ 5:24am 
Do a test with only mo and aethric vessel. And see if the problem occurs again.
OkagrimGaming  [author] 26 Aug @ 5:23am 
I launched the classic gravityship part and made the ship take off and land several times without any problem. With MO activate. The only problem I see is a confrontation with another mod but without other people having this bug, it's difficult to know which one is doing confrontation
OkagrimGaming  [author] 26 Aug @ 5:17am 
This is really strange because I did the test earlier and everything worked fine.
Vargs 26 Aug @ 5:08am 
@OkagrimGaming Thanks for testing it out. Tried that earlier, made sure the files were deleted in the steamapps folder, no luck. Just tried it again, same thing. Busted on the old save and on brand new colonies where I devmode in the parts. Errors as soon as either type of thruster is put down. Tried a few other things on brand new colonies:

Tried with my full mod list of 300+ mods, but with Medieval Overhaul turned off. It works.

Tried fully deleting and resubbing to Medieval Overhaul. Still broken.

Tried putting this before MO in the load order instead of after. Rimsort is angry and it still does not work.

I'm out of ideas at this point. Simply cannot get it to play nicely with MO, even though it had no issues before.
OkagrimGaming  [author] 26 Aug @ 4:47am 
You have a starting point with the gravship, you just need to create a scenario with this arrival condition, then just add aethric crystals to the starting items and you're good to go. You can also simply add the gravengine directly to the inventory so you can build your ship as you go.
Kurugane 26 Aug @ 4:42am 
Cool, im struggling figuring out how to add it to a scenario as a start. Any pointers?
I don't mind dev tooling, but want my next run to feel organic
OkagrimGaming  [author] 26 Aug @ 4:33am 
@kurugane: The recipes have been modified and everything works using Aethric crystals.
It's as much a manufacturing component as fuel, almost as if the energy from the crystals runs through the entire structure
OkagrimGaming  [author] 26 Aug @ 4:05am 
@Vargs: After testing. For some strange reason, I think you are on the intermediate version that was buggy, the bug has been fixed in the latest version. Unsubscribe, resubscribe and everything will work fine.
OkagrimGaming  [author] 26 Aug @ 3:51am 
I'm going to do some tests
Vargs 26 Aug @ 12:07am 
This mod has been working great for me but today's update seems to have bricked my flying castle with no other changes to my modlist. Getting this message when selecting the piloting console/thrusters and can no longer lift off. Core and crystal tanks seem fine.
https://i.imgur.com/kzPVNXL.png

Doing some testing on new colonies, it seems fine if I have no other mods at all. Adding Medieval Overhaul and its dependencies breaks this mod. Having this mod + Medieval Overhaul's dependencies without Medieval Overhaul itself works fine. Seems like there's some conflict between this and MO, which is unfortunate since an MO playthrough seems like the primary use case for an Aethric Ship.
Kurugane 25 Aug @ 3:33pm 
Would only really need to change fuel consumption to magicyte I would think
OkagrimGaming  [author] 25 Aug @ 2:53pm 
I don't forbid someone from making a patch to adapt and integrate my mod into Rimworld of Magic, as long as the dependencies are respected.
Atreidi 25 Aug @ 2:23pm 
A rimworld of Magic adaptation of this mod would be awesome.
OkagrimGaming  [author] 25 Aug @ 11:59am 
it's ok now? :)
Maconnais 25 Aug @ 11:39am 
Thanks for the quick fix!
OkagrimGaming  [author] 25 Aug @ 9:45am 
ho yep thank you it's edited, update from the mod sooon
haha
Maconnais 25 Aug @ 9:32am 
Thanks for the fix! Though there's a slight startup error:
[[Odyssey] Aethric Ship] Patch operation Verse.PatchOperationRemove(/Defs/ThingDef[defName="AethricPilotConsole"]/comps/li[@Class="CompProperties_Breakdownable"]) failed.

Though I just removed "Aethric" from the defNames and the error went away
OkagrimGaming  [author] 25 Aug @ 2:15am 
If you see any bugs, please report them :)
video game enjoyer 24 Aug @ 7:28pm 
Thanks for your hard work!
OkagrimGaming  [author] 24 Aug @ 3:25pm 
Alright, apparently this kind of thing is heavily hardcoded. No worries, for Medieval Overhaul I’m going to create a technomage version of the required component by changing its name, appearance, and recipe, and I’ll call it an Aethric component. I’ll probably look into it tomorrow.
OkagrimGaming  [author] 24 Aug @ 3:09pm 
thank you, I patch this. However, removing the breakable had no effect on the landing event, just the random damage, so I need to figure out how to actually modify the type of component requested.
Maconnais 24 Aug @ 2:14pm 
I seem to be getting an error that happens after the component replacements happen: https://gist.github.com/HugsLibRecordKeeper/0c33caf6b4b174b748c21a4606032bdb . Thank you!
OkagrimGaming  [author] 24 Aug @ 4:57am 
Added the Aethric version of the Vacsuit armor :)
OkagrimGaming  [author] 24 Aug @ 4:57am 
@Video game enjoyer: I removed equipment breakdowns with Medieval Overhaul to prevent the request for incorrect components.
video game enjoyer 23 Aug @ 5:35pm 
Enjoying this presently. But one little heads up-- when you get a Gravship malfunction, it requires "Component" to repair. Medieval Overhaul removes those for "Basic Component." I had to spawn some industrial components in with the console and then was able to continue.