RimWorld

RimWorld

Archotech Expanded Prosthetics
176 kommentarer
FotisP68n 28. aug. kl. 8:26 
is this compatible with FSF advanced bionics?
D3K43 20. juli kl. 17:14 
Well I just have vivid memories of a pawn with dual Obliterators wailing on a Centipede for like 10 minutes and not being able to kill it despite its multiple debilitating injuries.
Teok  [ophavsmand] 20. juli kl. 17:03 
I've never played with CE so I wouldn't know what change would cause this but I assume the low damage is enough to disrupt but never reaches a threshold for fatal damage
D3K43 20. juli kl. 13:56 
Obliterater can't kill heavily-armored Mechanoids though, that's something I've observed. At least not with CE. It can disable and heavily damage them, but seemingly can't kill them.
Teok  [ophavsmand] 20. juli kl. 1:01 
Obliterator is very strong, yes
Greev 19. juli kl. 19:03 
Upon further investigation it seems the culprit is the obliterator, 2 death claws puts him at a DPS of a much more reasonable 82 with a cooldown of .5s.
Greev 19. juli kl. 19:00 
So I added an archotech death claw and an obliterator to my melee pawn and he now has a DPS stat of 676. Melee attack cooldown on said pawn is .02s. Was just wanting to confirm if this is intended behavior or not.
Teok  [ophavsmand] 23. maj kl. 19:20 
Sorry everyone for the delay. I've figured out what's caused the issue and have resolved it. I tested it out and it seems like everything works
Vargurinn 12. apr. kl. 4:15 
I can't seem to install the archotech regeneration matrix into any of my pawns. Is there a special way to do it or is it just bugged?
ashley 7. dec. 2024 kl. 6:33 
anyone else having the archotech membrane seemingly not changing work speed, or is it just a conflict with some other mod i have installed?
Aitor 24. aug. 2024 kl. 19:43 
im getting this error https://gist.github.com/HugsLibRecordKeeper/59ebaa7f15061aa55cebdb74deacb43b
it says that the description of the obliterator has a white space, whatever that means idl if its important but here is the log
D3K43 16. aug. 2024 kl. 21:03 
@Dragyn0 They're not supposed to be balanced. They're incredibly rare to find except in extreme strokes of luck. Or significant tech advancement if you have the mods to manufacture them yourself.
Dragyn0 16. aug. 2024 kl. 20:46 
This mod is incredibly overpowered, I actually think the Archotech Membrane literally makes your pawn invincible. I sent a single pawn with it installed to attack an entire settlement and it never once got hit with a single attack.

It needs to be toned down by 10x. Maybe this mod is meant to be included in a modpack that adds archotech enemies or something but this is not balanced.
D3K43 3. juli 2024 kl. 20:01 
Like I don't WANT to get rid of this mod, because it adds the membrane and the brain melder, but its organs are inferior to SoS2's in just about ever way. Would love for you to get back to me on that.
D3K43 3. juli 2024 kl. 20:01 
Oh and after some quick research, Save Our Ship 2's Archotech organs are actually BETTER than this mod's organs. They provide a wider variety of buffs, and increased buffs. SoS2's Archotech stomach reduces food need to 0.1%, 2 Archotech kidneys + an Archotech liver makes the pawn IMMUNE to toxicity. Archotech skin + lungs makes the pawn IMMUNE TO THE VACUUM OF SPACE. The Archotech jaw and nose from SoS2 both increase pawn Beauty by 1, as well as providing other buffs.
D3K43 3. juli 2024 kl. 19:29 
Can you add a patch for SoS2? It has its own versions of Archotech organs
Teok  [ophavsmand] 27. juni 2024 kl. 0:08 
Non-natural brains are modded in by other mods. It's not really a bug, just an incompatibility
Thanos1357 19. juni 2024 kl. 22:44 
I just found a bug where I can't install the archotech brain melder into colonists that have a bionic or archoteh brain, it only lets me do it with colonists that still have a natural brain. I don't know if the same thing happens with people who have prosthetic brains since I don't have any or it the same problem occurs with archotech and bionic brains being installed with people with non natural brains.
Boris the Blade 14. juni 2024 kl. 21:20 
Ty for this awsome mod! Think i found a lil bug ... installing the archotech jaw makes the game think you dont have a tounge and will get the the pawn the -15 disfigured opinion from all others.
Chromium 20. maj 2024 kl. 15:50 
I love this mod. I love that it is occasionally silly and unbalanced. That is the best part.

Is an archotech membrane cheat code invincibility? Pretty much. Is two advanced archotech arms on a crafter insanely OP? You bet. But damn those things are expensive, and the traders are rare! Having that kind of wealth puts a huge target on your back. It's fun.
Teok  [ophavsmand] 4. maj 2024 kl. 17:29 
@D3K43 thanks for letting me know! I actually got this bug myself and thought it had nothing to do with my mod, but looking at it closer I somehow overwrote the base game's prosthetic base with an archotech one. This latest update should fix it, if you are still seeing the problem, try unsubscribing and resubscribing.
D3K43 3. maj 2024 kl. 18:41 
For some reason basic prosthetics are categorized as Archotech. Doesn't change their stats at all, just their cosmetics, how they appear as an item/in menus. Any idea as to why that is? If it helps, I'm also using EPOE-Forked + it's Royalty expansion, bionic icons, integrated implants, and categorized bill menus.
Teok  [ophavsmand] 3. maj 2024 kl. 16:12 
Sorry man it's a mod I don't know what to say. A lot of what gives this mod its identity is the overpowered aspect to it, and while I would change a lot of things if I remade this mod again, I can't justify changing things now, after over 6 years of it being like this, because I want it to feel "balanced".
Cosmoros 3. maj 2024 kl. 9:29 
Archotech membrane needs a HARD nerf.

For example, with 1k armor, the colonists are invincible to everything but fire. Im not going to use one ever because its not hard to get and really broken.
1111 1. maj 2024 kl. 15:16 
i love this mod thanks very much for the work you put in. Is there any chance in future you will add some archotech fire resistance implant so my godlike pawns dont start rolling around due to flames? :)
Teok  [ophavsmand] 25. apr. 2024 kl. 15:18 
Yep! The regeneration matrix now works without Anomaly as it uses it's own code to heal the pawn instead of the regeneration stat added by Anomaly. I would have needed to change it anyway, as I want this mod to be available to everyone regardless of if they have the dlc or not.

As for what it is meant to do, the regeneration matrix makes wounds rapidly heal and close up, and will even regenerate lost limbs and other missing parts.
Tdek 25. apr. 2024 kl. 6:29 
Thanks, so are you saying it should work without anomaly and that you changed it? I'm fine if it doesn't work without it, but just not sure what it should do. Thanks for the quick replies and help :)
Teok  [ophavsmand] 24. apr. 2024 kl. 22:17 
@Tdek I reworked the regeneration matrix to work without Anomaly. It should just work
Teok  [ophavsmand] 24. apr. 2024 kl. 20:54 
@Sreggih Etan I'm pretty sure even though the original Archotech Expanded says it works only on 1.4, it should work on 1.5 theoretically. I'll take a look for you in a bit
Teok  [ophavsmand] 24. apr. 2024 kl. 20:33 
@Tdek well that's super annoying. It turns out regeneration was added ONLY to Anomaly, and the stat doesn't exist in the base game. So if you don't have Anomaly, the regeneration matrix won't do anything. I might have a workaround, although it might take some time. Sorry for the confusion.
Tdek 24. apr. 2024 kl. 13:14 
Hi, I love the mod but have a quick question.

What does the archotech regeneration matrix do? I have it on my colonist and can't notice any effects. it doesn't state what is does except vaguely say it regenerates stuff. my healing factor is 400%, but I'm pretty sure that's just from my superfast healing gene (it's a sanguophage). It also isn't regenerating lost limbs. Sorry if this is obvious, but I'm not sure if this is a bug or not.
Paul 24. apr. 2024 kl. 11:51 
Oh, well. See you around.
Teok  [ophavsmand] 23. apr. 2024 kl. 17:22 
Sreggih you aren't on the right mod page. I'm not adding craftable items to this version of the mod ever, and the other version isn't being worked on
Paul 23. apr. 2024 kl. 14:07 
Can we craft the items yet?
Aury 23. apr. 2024 kl. 13:19 
@Sreggih it is updated, try unsubbing and resubbing on the workshop.
Teok  [ophavsmand] 20. apr. 2024 kl. 19:28 
For this mod??? It is updated. This mod is updated. Archotech Expanded Prosthetics, is updated for 1.5
Paul 20. apr. 2024 kl. 17:48 
Literally waiting for the update to play lol
Teok  [ophavsmand] 19. apr. 2024 kl. 18:38 
@D3K43 your version of the mod is out of date. Sometimes steam workshop refuses to update the mod even when it has.
The most reliable way to fix this is to unsubscribe, restart your computer, resubscribe, and add it back into your modlist.
D3K43 19. apr. 2024 kl. 16:10 
For some reason the Archotech Membrane keeps disappearing whenever I put it on a pawn. Like, it just automatically deletes itself. Any idea as to why that is?
ozfresh 17. apr. 2024 kl. 23:00 
is there attomachinery?
Aury 15. apr. 2024 kl. 11:55 
Sick, thanks for all your work!
Teok  [ophavsmand] 15. apr. 2024 kl. 4:50 
I also finally updated the prosthetics to use the actual archotech base that was added a while ago, so they should appear the right color in game and also not deteriorate outdoors.
Teok  [ophavsmand] 15. apr. 2024 kl. 2:47 
Yeah, I found that error just the other day and managed to fix it on a local build, will update it soon
Aury 14. apr. 2024 kl. 23:42 
Looks like for whatever reason it now instantly heals itself, commenting out "HediffCompProperties_SelfHeal" seems to have fixed it.
Aury 14. apr. 2024 kl. 23:12 
Was the Archotech Membrane removed? I don't see it listed here, but it is still obtainable in-game, though the implant disappears immediately after being installed.
Teok  [ophavsmand] 14. apr. 2024 kl. 19:55 
it has been for a month
Sarcomata 14. apr. 2024 kl. 0:26 
Any chance of this mod getting updated for 1.5?
Teok  [ophavsmand] 8. nov. 2023 kl. 13:06 
This mod is a fork of my original mod which has prosthetic crafting in it
Aech 5. nov. 2023 kl. 7:35 
Would be nice if you made a mod that turns this prosthetics in crafted ones. I would love to turn new colonizers in OP ones.
DVeL 28. jan. 2023 kl. 2:37 
Thank you, Spürgelwürg, for your answer. It helped =)
I want to expand it a bit to save other people some time.

In my case, this error was caused by EPOE-Forked, because it patched "BodyPartProstheticBase" to make all prothetics smeltable, but this mod does not account for this by adding "smeltedProducts". Hence the error.

I resolved the problem by creating local copy of this mod and editing it.

Changes mentioned in Spürgelwürg's answer should be made in this file
\__LocalCopy_Archotech Expanded Prosthetics\1.1\Defs\HediffDefs\AE_Hediffs_BodyParts_Prosthetics.xml

Three things that can be safely removed are:
ThingDef Name="BodyPartProstheticBase"
RecipeDef Name="SurgeryInstallBodyPartProstheticBase"
ThingDef Name="BodyPartProstheticMakeableBase"

Then I replaced
parentName "BodyPartProstheticBase" with "BodyPartArchotechBase"
parentName "SurgeryInstallBodyPartProstheticBase" with "SurgeryInstallBodyPartArtificialBase"