More Archotech Garbage [Discontinued, maybe still functional, wouldn't bet on that tho]
Mod, 1.2, 1.3, 1.4
This mod is not being worked on anymore, but feel free to share any feedback as it might be useful in the sequel/remake/whatever...
Also it's kinda outdated, stuff might lag or load slowly
The 1.4 version was sloppily made by removing whatever's not working, might've missed some though.
A proper sequel/remake is being worked on
Features:
-Archotech Fragments - The main r...
Author: MrKociak
Created: 10 Feb, 2021 @ 5:04pm
Updated: 13 Nov, 2022 @ 8:07am
Subscribers: 28466
Size (unpacked) : 8.763 MB
Also it's kinda outdated, stuff might lag or load slowly
The 1.4 version was sloppily made by removing whatever's not working, might've missed some though.
A proper sequel/remake is being worked on
Features:
-Archotech Fragments - The main resource used to build and/or craft archotech devices. Obtained from: special mechanoid salvaging recipe (at the archotech bench), quests, traders (faction bases seem to offer them pretty often), destroying ancient ship parts, destroying/deconstructing some of the mechanoid cluster buildings (the archotech looking ones, can't miss 'em)
-Archotech Mass - A material that can be used in any stuffable recipe (it's a leather, wool, stone, metal etc, all at the same time). Somewhat strong but the stats are within "vanilla range", it's pretty much the best material for almost anything (at least if you don't use any poweful ones from other mods), but don't expect 10000000% stat boosts.
Artifacts:
-Archotech Resurrector - basically a resurrector mech serum, but without the drawbacks
-Psychic Recruiter - tames/recruits any creature without fail (except mechanoids, those get killed)
-Psychic Inspirator - triggers an inspiration in an allied humanlike pawn
-Psychic Kill Switch - instantly kills the target.
-Psyrestore lance - instantly restores psyfocus and removes any neural heat (requires Royalty)
-Psychic healer lance - heals the target's wounds.
-Psychic tranquility lance - stops the target's mental break
-Psychic animal trainer - instantly trains a tamed animal
-Psychic terror pulser - forces hostile humanlikes to flee
-Psychic stasis lance - puts the target in a stasis (can't move, can't bleed, can't take damage)
-Archotech medicine - basically just upgraded glitterworld medicine, but can also be used like a healer mech serum.
-Mechanoid summoner - Can be used to summon a mechanoid raid or other mechanoid attacks
-Meteorite Summoner - Triggers the meteorite event with a press of a button, a decent high risk way of quickly getting resources
-Pod Summoner - every 1-3 days summons item drop pods, ~10% of the time it will instead contain a person
-Psychic Manipulator - Can be used to instantly summon a wanderer to your colony or tame a random animal on the map, there's a small risk of a bad thing happening instead.
-Archotech Limb Assembler - periodically makes vanilla archotech body parts
-Resource Assembler - Regularly generates small amounts of basic materials (steel, silver, gold, uranium, jade and plasteel)
-Archotech Nourisher - Generates Archotech food. It also assists with coking a bit.
-Archotech Food - different archotech-tier foods (meat, vegetarian etc.), doesn't spoil or deteriorate, nutritious and tasty (more types added with VE Cooking)
-Archotech Walls - adds 2 types of walls, 1 really tanky one and one with the ability to repair itself every 24 hours (the second one might be a little bit laggy, nothing severe but be careful with those)
-Archotech Floor - Very clean and very sturdy.
Support for other mods:
-Vanilla Expanded - Insectoids
-Vanilla Expanded - Vikings
-Vanilla Expanded - Art
-Vanilla Expanded - Security
-Vanilla Expanded - Power
-More Utility Packs
-Archotech+
-Archotech++
-Cyber Fauna
-Royalty (yes, I know, technically not a mod)
-Save our Ship 2
-HALO: Rimworld Psychic Pulse Armory
-Klickmala Race
-Cyber Fauna - The birds and a bees patch (yes, a patch for a patch)
-KEP:Toolbox Bionics
-What the hack - A little expansion
-Archotech medicine (renames it, removes the research, gives it a new recipe - done to avoid duplicates)
-[SMP] Simple Archotech Implants
-Archotech Expanded Prosthetics
-Artifacts Expanded
-Geiger Belt
-Medical System Expansion 2 (temporarily disabled, gonna re-do the patch later)
-Midworld vapes
-[FSF] Advanced Bionics Expansion
-Archotech Brain [JGH]
-[SYR] Metallic Batteries
-Eternal Youth Implant
-YAPEM Core and Animals modules
Archotech items from these mods will become craftable at the archotech bench or buildable. The patches for that will only activate if the mod that it's for is active.
I'll also add archotech items as small add-ons to other mods (they will still only appear if the mod that the add-on is for is active).
Special thanks to SirLalaPyon for making the textures for the meal and the spice vial (the meal one got kinda replaced for now, but the old one witll definitely get a different use :p).
Future plans:
-Balance changes (if needed)
-Adding more garbage and making patches for any other future mods with archotech stuff (let me know if there are anythat I haven't made a patch for yet)
-no-crafting/lite version of the mod for those that want more archotech stuff but want it to remain a quest/trade only thing
Minor incompatabilities (weird interactions that don't really break anything, but can be an annoyance):
-Semi Random Research - should work fine as long as it's loaded after MAG (actually might not be an issue anymore, testing needed)
Major incompatabilities (things from other mods and/or this one completely stop working)
-Standalone Hot Spring [BAL] - doesn't work in 1.2, but should work with no issues in 1.3
Possible incompatabilities (basically just a theory)
-CE? Maybe? Haven't tested.
Should be safe to use in an already existing save.
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game