RimWorld

RimWorld

Archotech Tree
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.
Rince 27 Aug @ 8:15am 
what with genes? All genes inhereted in fusion? All of genes equally splitted in fission?
RockPaperRemote  [author] 25 Aug @ 5:51am 
@Sera Ah, I meant that's a good idea, and I'll probably implement it in an update soon lol
Sera 25 Aug @ 4:41am 
I am so confused.
RockPaperRemote  [author] 25 Aug @ 1:28am 
@Sera Time for an update!

@tha peng It's a hard requirement unfortunately. Most of the mods I'll be doing that include Darkotech stuff will require Anomaly :/
tha peng 25 Aug @ 12:33am 
is anomaly an absolutely hard requirement? or can the events work without
Sera 24 Aug @ 11:48pm 
"Colony-owned pawns with access to the tree" Dam I was hoping to make use of the good pawns that somehow roll unwavering loyal 100% of the time.