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RimWorld

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Archotech+ (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
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652.376 KB
28 Oct, 2020 @ 1:39pm
3 May @ 12:16pm
13 Change Notes ( view )

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Archotech+ (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
881 items
Description

Update of Biscuits mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2010967585

- Added option to turn off the De-Aging
- Added Harmony to requirements since its needed from 1.3

For more functionality, try the revamped Archotech++ by Mezz



[dsc.gg]
[github.com]


Update: I am no longer working on this mod due to the rest of my life requiring more time. That said, anyone is welcome to add or remove whatever they should like from it and re-upload it to maintain it or expand on it in the future. As far as I'm concerned this belongs to the Rimworld community :)

Updated on April 24, 2020: Latest update fixes a ton of bugs and makes more implant info available in game. It also expands on the subdermal armor to a three level implant, though I am still looking for a way to make it more interesting than just a pure numbers upgrade.

Note on Save-Compatibility This should be compatible with all existing saves.

Description
Archotech+ is a lightweight expansion that adds four new archotech implants that are rewarded from quests or tasks. These implants are balanced around vanilla and royalty implants and while they are powerful, they will not make any pawn invincible. Other implants offer more powerful targeted bonuses in a single area, but those often present significant drawbacks that these do not.

All implants included can be self-installed by a pawn with zero chance of failure, so you won't lose an implant due to a bad surgeon and you can readily use them in a single-pawn run, however none of the implants may be removed once they are installed.

Additional Implants, Revamped









Known Issues
  • If a corpse is awaiting resurrection and moved off the active map, i.e. loaded into a caravan, they will NOT resurrect. I'm hoping to fix this in future releases but for the moment be cautious about loading up corpses.
  • It may be impossible to select exactly 7 days in the settings menu when setting the healing range or resurrection range when using 2560 x 1440 resolution.¯\_(ツ)_/¯
Incompatibilities
None known. I don't think there's any dependencies that might lead to any either, but let me know if you run into one and I'll do what I can.

---------
QandA:
How do I get these items?
The main way to get these is by quests or by exotic merchants, though they are expensive.

What does the regenerator heal?
The regenerator at level 2 or 3 will regenerate missing body parts, heal scars, permanent damage, and age-related chronic conditions like Bad Back, Frail, etc. It will not heal illnesses like malaria, flu, or gut worms.

If my pawn has a bionic arm that gets chopped off, will it regenerate a bionic arm?
No, it will regenerate a regular arm.

How can I know if the regenerator is going to resurrect my dead pawn?
A Green/Blue mist will hover over the body and also all the plants will die in about a 2-4 tile radius.

Can I bury a pawn that hasn't regenerated yet?
Yes. The pawn will burst out of the grave like the kool-aid man when they get resurrected.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


190 Comments
Tachikoma00 4 Oct @ 11:23am 
Good to know, thanks for the quick response
Mlie  [author] 4 Oct @ 10:34am 
@Tachikoma00 Instead of
Tachikoma00 4 Oct @ 10:26am 
Hi Mlie, quick question: is the "For more functionality, try the revamped Archotech++ by Mezz" an addition to this mod or instead of this mod? Thnaks
Mask of Humble 24 Sep @ 3:42am 
Gotta join one discord after another -.-
Mlie  [author] 24 Sep @ 3:25am 
@Mask of Humble Please see the Reporting Issues section described above
Mask of Humble 24 Sep @ 3:11am 
I don't get any error messages so I can't really post a log but the regenerator doesn't work, in the health tab it says "levelnum" when holding your mouse over it, I have it set to regenerate a part ever hour min and max but my colonist's finger is still not healing and its been 3 months
Mlie  [author] 28 Jun @ 10:15am 
@Your Dad Please see the Reporting Issues section described above
nako 7 May @ 9:07am 
There's something in anomaly that will create duplicates of colonists, but it's not supposed to duplicate the implants in them. But these get duplicated (at level 1).

I tried a variety of tags that I saw other modded implants using that don't get duplicated, but I couldn't figure out how to prevent this from happening in this mod. Maybe Anomaly checks if it's possible to uninstall the implant in order to disable it. If so, I don't think there's a good way to fix it (because these implants can't be uninstalled).

So, don't worry about it I guess! Kind regards.
Mlie  [author] 6 May @ 6:41am 
@nako I have no experience with Anomaly. Not sure what you mean
nako 6 May @ 6:36am 
These get duplicated but set to level 1 during the anomaly obelisk duplication. Might want to stop them from duplicating.