RimWorld

RimWorld

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Archotech Tree
   
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Mod, 1.6
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1.727 MB
24 Aug @ 8:57am
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Archotech Tree

In 1 collection by RockPaperRemote
The Archotech & Darkotech Collection
4 items
Description
DESCRIPTION:

In most normal situations, when an Archotech assumes control over a planet, the planet begins the process of becoming altered into a synthetic computing machine. Everything is consumed, living or not. And yet, sometimes, somehow, things fall through the cracks; imbued with Archotech energy, they escape and find themselves elsewhere....
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FEATURES:

The Basics:

The tree beckons you. Touch it. Lay hands on the tree with a friend, and watch as it folds your genomes together like origami. Fusion!

How It Works:

While the tree is on your map, you'll have the option to touch it. The Archotech Tree, if two pawns touch it for an extended period of time, will miraculously be fused into one singular pawn, taking the highest of both fusee pawns' skills. Things like age, passions, and other minute things like appearance are (most of the time) an average of the two.

Say you have a pawn that is incredibly good at melee, but he's not quite there in terms of other skills. On the other hand, you have a smart pawn who can barely fight. No problem! Take them to the Archotech tree, and before you know it, you'll have 1 pawn with the best of both worlds!

Archotech Genetics Integration:

Very rarely, after doing a fusion ritual, fusion pawns have the chance to spawn with either eye or hair genes from Archotech Genetics (if installed). The Archotech Tree giveth...

Neat Visuals:

Unified Archotech warp visuals/sound and in-game letters for clarity on what's happening at all times.

New Events:

Lucky you! The Archotech Tree has decided that your map is the one it should warp into reality at! While a rare event, the tree will never leave unless cut down or burned away (it is a tree, after all)! But your pawns can swear that they hear it whisper from time to time...

Tree Fruits:

Even more rare than the tree spawning itself, every so often, the tree will leave behind a fruit whenever it departs. The fruit is not very nutritious (it's made from metal, obviously), but if you consume it, a new tree will spawn where your colonist is, killing them instantly!

You are able to store the fruit, consume it, or even sell it if you want to. Archotech artifacts tend to fetch a decent price, and these fruits are no exception - 800-1200 silver.

The fruit, much like the tree, seems to be beckoning you to consume it...

Unique Backstories:

Touching the tree is good. And when you touch the tree, you become wholly new (with your buddy)! Since that pawn is not exactly the same person anymore, they get an entirely unique backstory. There's currently one for childhood, and one for adulthood. This furthers the narrative of the weight of what you've done. Your pawn truly is a new person made from two!

Tree/Fruit Variants + Xeno Integration:

If Darkotech is more your speed, this mod also comes with a variant of the Archotech Tree crafted by evil Archotechs. The Darkotech Tree spawns just like a regular one might, although the effects are somewhat different. The Archotech tree is a device of unity, but the Darkotech tree is one of chaos. Instead of fusion, it brings fission!

A single pawn drawn to touch the tree will approach it, lay hands on it, and after a while, be split at the molecular level into two separate pawns. Got an old pawn who's about to die? Cut his age (and skills and DNA) in half! No longer will you have to worry about pawns dying needlessly. Now, you can recycle the old (or even mix and match with the Archotech tree; Yes, you can fuse, fission, re-fuse, re-fission as many times as you like as long as the trees are there. Go full Namekian and fuse your entire colony if you want, or start with one pawn and splice them until you have a hive).

Of course, Darkotech trees will sometimes also spawn Darkotech fruit. The effects are much like the Archotech fruit's, and yes, it beckons you to eat it.

If you have my other mod installed (Dark Archotechs), using the Darkotech tree has a chance to turn give you Darkinite hair or eye genes, contrasting what you might get from the Archotech tree.

The Darkotech tree also has a few other surprises like mutations. Use the tree at your own risk!

Customize Everything:

And of course, if you check out the mod's settings page, you'll be able to customize just about everything to your preferred tastes! Choose exactly how YOU want to play!
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DISCLAIMER, COMPATIBILITY, PERFORMANCE:

The textures were completely made by myself from scratch in Photoshop. I'm a texture person, not a coder, so I used ChatGPT for the majority of the XML and C#.

Performance shouldn't be an issue. There's minimal tick logic in this mod. Trees are static until interacted with and rituals are on-demand. The event is rare, so that shouldn't be a problem. Unless you spawn a million trees at the same time, you should be fine.

Compatibility shouldn't be an issue either. This mod doesn't really interact with anything else as everything is additive instead of altering.

TL;DR: No performance issues, no compatibility issues.
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Q&A:

Q: Mid save compatible?
A: It should be okay, but a new save is always preferable.

Q: Mid save removable?
A: I wouldn't. If there are trees or fruit on the map and you remove the mod, it'll throw a bunch of errors.

Q: AI!?
A: Yes.

Q: Who can fuse/fission?
A: Colony-owned pawns with access to the tree. They have to be conscious and able to reach it.

Q: Do other pawns spawn with the fusion/fission backstories?
A: No. They are unique to the Archotech/Darkotech ritual results.

Q: How rare are the tree events?
A: Pretty rare. You should see it from time to time though.

Q: I ate a fruit and the tree has my pawn's name?
A: Yup.

Q: What is the lower age limit of fusion/fission?
A: Pawns ages will cap at 18 as the lowest to prevent baby fission pawns. It was funny in testing, but not very practical unfortunately.

Q: Can I use the tree forever?
A: No, it has a limited number of charges before it disappears.

Q: Can I adjust X?
A: Yes, in the settings.

Q: I found a bug!
A: Please give me a log, and I'll do my best to fix it!

Q: CE?
A: I can't see why not, but use at your own discretion.

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MY OTHER MODS:

Dark Archotech - Darkinite Xenotype: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3543547994

Dark Archotech - Psycasts: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3564572336

Archotech Rock - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3541835857

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BUY ME A COFFEE:

Link: buymeacoffee.com/RockPaperRemote
16 Comments
RockPaperRemote  [author] 7 Sep @ 7:18pm 
@Rince sorry for the late response. Life has been super hectic lately. As of right now, fused pawns should take the psylink that is higher of the two.
Rince 6 Sep @ 1:36am 
can you make psylink level summary of fused pawns?
RockPaperRemote  [author] 31 Aug @ 2:48am 
@sumrak_ktyr If you don't have the archotech genetics mod, you'll get some requirement warnings if you use something like Rimsort, and the game will probably show some boot errors, but it shouldn't be a huge problem. If you really don't want the extra xeno stuff but don't want errors, you can load archotech genetics, set the genes to 0% spawn chance in the tree settings, and use something like cherry picker to disable archotech genetics in your game completely.

After I finish working on the mod I'm currently working on, I'm going to go back and try to fix some of these oversights that people have been asking about. But for now, the above solution should work
sumrak_ktyr 30 Aug @ 5:16am 
as I understand it, for this mod to work, you don't need a Mod For archo people? I just liked the concept of merging pawns, but not the xenotype very much.
RockPaperRemote  [author] 28 Aug @ 4:42pm 
@Lord Swaglington III Esquire Is that a mf jojo reference
Lord Swaglington III Esquire 28 Aug @ 12:30pm 
do not eat the rocacaca fruit
RockPaperRemote  [author] 28 Aug @ 2:55am 
@Alpharius In a future update, I want to add a percentage change slider of getting the true original pawns back in such a scenario, but for right now, the Darkotech tree splits genes whereever it sees DNA first, lol. Without spoiling anything though, the cultists wouldn't think highly of this Darkotech stuff!

I'm glad you like the mod. :D
Alpharius 27 Aug @ 8:46pm 
if two pawns get fused with help of the archotree and then darkotech tree unfuses them
what are the odds that the darkotech tree manages to successfully unfuse them back to their original parts instead of just a random jumble from whatever the tree figures would be the funniest?
perhaps other archotechs can mess with these trees? The Empire and the Horax Cultists would love that I'd think
great mod
RockPaperRemote  [author] 27 Aug @ 6:03pm 
@Rince Pawns fused will inherit 3-4 genes from each pawn, in addition to choosing one of the xenotypes from either of the fusion pawns. Fission pawns should be similar in genetic makeup since it's the same pawn divided. There's also a chance to get Archinite or Darkinite genes during each ritual. You can customize a lot of this in the settings, but I want to go back and make some things clearer once I finish with another mod I'm working on in the series.

@Deadlypenguin I'm glad you're enjoying it! I'm currently working on the next mod which will add some new psycast abilities among other things, as well as a little lore around the darkotechs, so I hope you'll enjoy that one as well!
Deadlypenguin 27 Aug @ 3:35pm 
another great mod I am currently doing a run of archo and darco bros so this is perfect.