RimWorld
More Archotech Implants
101 opmerkingen
Mold 10 aug om 7:03 
I would prefer that this mod doesn't dip into generalized archotech prosthesis to maintain compatibility with the multitude of other bionics/implants mods that already add those.
AmIDeadYet 30 jul om 22:03 
i love this mod, would you consider adding an Archotech Spine?
Hanms 23 jul om 2:35 
Thank you for your hard work!
SkunkPlaysGames  [auteur] 23 jul om 0:20 
The answer is now all of them are immune to EMP,

You were correct at the time of your testing but I decided to make them consistent.
Hanms 22 jul om 20:16 
Are those immune to EMP?
Codi 19 feb om 22:26 
@Xeonzs Good, ship traders are already so random, 1 implant is not an issue, especially if it's a duplicate. You probably find it unbalanced if you have that more ship traders mod
Xeonzs 24 dec 2024 om 2:26 
I'm a bit late to the discussion, but the ship traders have a high likelyhood to have 1 of these items in stock.
Pink Lion Gaming 6 okt 2024 om 19:01 
I don't see why this wouldn't work in multiplayer. There are no new mechanics here just new items.
Plopidy 12 jul 2024 om 13:22 
heyyo anyone try multiplayer with this does it work?
Aloha 20 jun 2024 om 23:57 
I think the Vanometric Stomach is also not vulnerable to EMP. I have not seen my Melee Pawns vomit so far while fighting mechs with EMP support.
SkunkPlaysGames  [auteur] 1 jun 2024 om 11:59 
It's very convoluted. I can't say I have even fully unraveled it. I believe it has to do with Tech Level and StockGeneratorTags. You can see vendor stock in the TraderKindsDefs.

Tynan et al frequently change the syntax for rewards as well. There appear to be RewardStandardCore as well as RewardStandardLowFreq, MidFreq and HighFreq. I don't know the difference between StandardCore and the Freq, nor the odds for any of them. All I know for sure is they do appear on vendors and in quest rewards.
krzarb 31 mei 2024 om 23:25 
Thanks I was looking through the defs to try and see what type of traders might carry it but wasn't able to glean anything from doing that. I did see that they were all set to RewardStandardLowFrequency. Do you mind if I ask what part of their defs dictates the kind of traders? Cheers.
SkunkPlaysGames  [auteur] 31 mei 2024 om 23:20 
Typically only exotic traders but you have pretty good luck encountering them for trade in outlander settlements.
krzarb 31 mei 2024 om 21:33 
What type of traders should these implants typically show up on?
Hebrux 10 mei 2024 om 16:25 
i see, thanks!
SkunkPlaysGames  [auteur] 10 mei 2024 om 14:08 
Correct they are not craftable; like vanilla archotech you need to get them through quests or trading.
Maximillionysis 10 mei 2024 om 13:43 
@Hebrux If these implants follow along the normal Archotech parts, they will be quest rewards or things you trade for at outlander/imperial settlements. I haven't used this mod yet, but I don't think they're craftable.
Hebrux 10 mei 2024 om 8:45 
Where in the tech tree can i find this?
SkunkPlaysGames  [auteur] 9 mei 2024 om 21:30 
Okay it was definitely an XML syntax change from 1.4. It is working as intended now. That pawn shouldn't need to sleep much more than 5 nights a year.

The vanometric stomach also prevents gut worms now as intended.
DJCharlie 9 mei 2024 om 18:15 
I think the Neural Recharger doesn't work? I have it and a Circadian assistant but the sleep fall rate is only affected by the assistant.
removedclaw 3 mei 2024 om 8:36 
ah, thanks a bunch, now i can give my pawn armour skin without them being ugly
SkunkPlaysGames  [auteur] 2 mei 2024 om 8:23 
Alright, fixed. Thanks for the heads up.
SkunkPlaysGames  [auteur] 2 mei 2024 om 8:01 
Yes, it is. I'll look into it.
removedclaw 2 mei 2024 om 3:39 
hey, quick question, is the archotech nanoskin meant to increase beauty? i remember it used to but i dont see any stat change
baddna777 29 apr 2024 om 13:26 
Thank you for not making these craftable, it should be rare and amazing loot just like vanilla. :steamthumbsup:
SkunkPlaysGames  [auteur] 25 apr 2024 om 11:19 
Yeah the only issue with adding a mod like this mid-game is your stockpiles will all forbid these items by default, you just have to enable those where you want them.
Portal 25 apr 2024 om 4:55 
Hey! question, can this be added to an ongoing game?

Im running a transhumanist colony right now, and this would be perfect to slot in there.
Petrus Aurelius 22 apr 2024 om 15:14 
Honestly these make so much sense they should be in the base game. Great work!
Unstable Energy 27 mrt 2024 om 20:53 
Ahh okay thank you for the quick response.
SkunkPlaysGames  [auteur] 27 mrt 2024 om 20:38 
Like vanilla archotech, you can't craft them.
Unstable Energy 27 mrt 2024 om 20:07 
Where can I craft these?
SkunkPlaysGames  [auteur] 17 feb 2024 om 19:41 
I will poke around a bit more but, yeah, just sounds like inconsistent wording to me. It seems to work. Thanks for bringing it up though. I'll look into it a bit more.
Kyokui Avarus 17 feb 2024 om 15:45 
I play with all DLC enabled.
I dont exactly know if it actually effects the game or not, might just be a display issue and purely visual, there wasnt any error in the log but I just noticed it when looking at stats
SkunkPlaysGames  [auteur] 17 feb 2024 om 15:41 
After looking into it a bit I am curious if this is a DLC issue. Do you play with every DLC enabled?

Every mod I release I test alone with the DLCs installed, everything up to date, and if it works flawlessly then I upload it. I am not getting any error and I can visually determine the mod is functioning by the rate in which the sleep need meter depletes when installed versus not installed.

Otherwise it could perhaps be a mod conflict. It appears to be working as intended from my end.
Kyokui Avarus 17 feb 2024 om 11:23 
Noticed a possible issue with your mod.
The neural recharger's effect is "rest fall rate -75%" but there is no such stat in the pawn's stat screen. if it was meant to be "sleep fall rate -75%" similar to the circadian assistant, you might need to update it so it effects the right stat
cmotes 9 jan 2024 om 22:08 
i forgor to comment on this mod its pretty great
now i just hope bladed arms get a upgrade
wjelk 26 okt 2023 om 22:12 
Nice mod please and please dont try to balance to ruin the mod .Who want some balance please look elsewhere
F1tgal911 5 okt 2023 om 8:36 
I used this mod in the past but tbh the bonuses are too good. Could use a few more downsides.
Luminous 25 sep 2023 om 10:25 
No way! That stomach is TOO good in the future "bunch of rag-tag idiots try to understand Archotechn and actually succeed somehow" modpack
SkunkPlaysGames  [auteur] 24 aug 2023 om 17:31 
No. I guess. Don't use it.
Darecker 24 aug 2023 om 16:37 
ce compat?
SkunkPlaysGames  [auteur] 30 jul 2023 om 23:12 
Like vanilla archotech things you can't craft them. You'll have to get them through quests or exotic vendors.
Elderguard 30 jul 2023 om 23:03 
where can icraft these?
SkunkPlaysGames  [auteur] 25 jun 2023 om 12:27 
Testing confirms they will not get gut worms. The incident notification will list a colonist as having come down with gut worms but they will not manifest on the health tab. They are immune.
The Evil Wizard 25 jun 2023 om 11:58 
Bruh, my pawns with vanometric stomach still vulnerable to gut worms.
SkunkPlaysGames  [auteur] 18 jun 2023 om 16:17 
Ah, thanks for the info. Good to know!
Alexander Zagirov 18 jun 2023 om 13:26 
@SkunkPlaysGames. Actually, after leaving my comment I went to some forums and wiki and found out that all of the artificial stomachs give immunity to gut worms. You can see all of the differences here [rimworldwiki.com] at the bottom of that page.
SkunkPlaysGames  [auteur] 18 jun 2023 om 13:10 
I agree with you Zagirov but I struggled to see where in the code this feature of the bionic stomach is implemented. If I figure it out I'll amend the mod.
Alexander Zagirov 7 mei 2023 om 15:39 
Would’ve been great if vanometric stomach also prevented gut worms infection like a normal bionic one.