RimWorld

RimWorld

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Archotech Expanded
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.952 MB
Jul 16, 2018 @ 9:25am
Aug 30 @ 6:53pm
30 Change Notes ( view )

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Archotech Expanded

Description
This is a mod I worked on when Archotech items were first added into the game. I made this mod for myself mainly, which is why it's so unbalanced. I consider this mod to be mostly finished, and because of that I've decided to stop working on it. After 1.5, I doubt I'll keep working on this, even to update it. Because of this, I'm allowing anyone to update this themselves without the need for permission.

IS THIS COMPATIBLE WITH (RBSE/EPOE/ANY OTHER MOD)
Yes, but place this mod above them. The 3 main compatibility problems come from EPOE, RBSE, and Misc core, so move Archotech above those.

Also if you are still getting null class errors
These are usually because the mod is loaded before other mods that affect prosthetics. Move this mod above them.

About
This mod expands on both the technology of the Archotechs, an advanced "race" of machine super-intelligences.

B19 here:
Archotech Expanded B19
If you want JUST the prosthetics from the mod, go here:
Archotech Expanded Prosthetics

What does this add specifically?
Adds these new implants into the game:
  • Archotech Ears
  • Archotech Stomach
  • Archotech Liver
  • Archotech Kidneys
  • Archotech Lungs
  • Archotech Heart
  • Advanced Archotech Legs
  • Advanced Archotech Arms
  • Archotech Death Claw
  • Archotech Obliterator
  • Archotech Brain Melder
  • Archotech Spine
  • Archotech Pelvis
Also adds these three new materials into the game
  • Nanomachines
  • Picomachines
  • Attomachines

What do the body parts do?
  • The Advanced Archotech Legs are a highly advanced version of the already highly advanced archotech legs. They are 4 times more expensive than regular ones, but also give a much higher mobility boost compared to the normal archotech legs.

  • The Advanced Archotech Arms do the same thing as the advanced legs do, but for arms.

  • The Archotech Obliterator is an alternative to the death claw, where it deals fast consecutive blunt hits rather than 1 high powered claw attack. This is especially useful for capturing prisoners.

  • The Archotech Death Claw is a high powered Power claw, basically. For the Archotech. It's much more expensive than any other Archotech item as it serves as an archotech arm and a power claw simultaneously.

  • The Archotech Brain Melder is a better pain stopper and joy giver. It increases consciousness, removes pain, gives joy and heals scars on the brain. It's incredibly useful for any situation.

What do the materials do?
  • Nanomachines: The nanomachines are the lowest tier of all the new materials, but are considerably stronger than the strongest material currently in the game. It will be used in future recipes along with the other two materials. It can currently be used as both a fabric and a material, being able to be used as clothing as well as walls or flooring. Even longswords or clubs can be made out of this material, and receive a boost to their melee stats as such.

  • Picomachines: Picomachines are smaller than nanomachines, and thus in the lore of this game are better than nanomachines. They also can be used for all sorts of recipes, like flooring, walls, weapons or clothing. Picomachines will be used for intermediate archotech products.

  • Attomachines: These are the smallest material, and are the most expensive. It also can be used for everything. It will be used for all advanced products and most extremely late game items, when I add them.
Each material also self repairs as of 1.5/1.6, so walls, tables, swords or dusters will auto repair as time goes on.

To reiterate, this mod is not being worked on actively. I'm updating it for the sake of the people who still use this mod, but I won't be doing more than that most likely.
Popular Discussions View All (10)
1
Jul 13 @ 8:35am
Bug on replaced bodyparts
Wolfkers
9
Dec 21, 2024 @ 11:13pm
1 Tribal with Picomachinery helmet
Ceepert
8
Jul 27, 2022 @ 10:42am
Getting started with this mod
greypoe
753 Comments
Teok  [author] 7 hours ago 
it will Droll, yes, because it can't find the component that was placed on the walls. It shouldn't be a lingering error
Droll 13 hours ago 
@Teok Everytime on gameload I a couple instances of this red error:

SaveableFromNode exception: System.ArgumentException: Can't load abstract class Verse.GameComponent
[Ref 9177A81]
at Verse.ScribeExtractor.SaveableFromNode[T] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00143] in <31482697ada14932981abc5e76101d5d>:0
Subnode:
<li Class="ArchotechExpanded.GameComponent_AEGlobalRepair"><ae_nextPawnTick>4681801</ae_nextPawnTick><ae_nextMapSweepTick>4682401</ae_nextMapSweepTick></li>
...

Idk what the hell it is, just that it mentions Archotech Expanded. It might be related to the latest revert? Its not a big deal as the error only throws once on game load.
Teok  [author] Sep 1 @ 3:23am 
I reverted the changes that did that, it was causing lag for lots of people
Ceilruxe Aug 31 @ 10:22pm 
Things made from the added materials have stopped repairing itself. It was working fine not too long ago.
Malum Caedo Aug 31 @ 1:16am 
@Husocemy You have to buy them
Teok  [author] Aug 30 @ 6:57pm 
Apologies to everyone who experienced lag with the update. I've reverted changes to the previous update which just had the airtight fix.
Husocemy Aug 30 @ 11:17am 
how do i get the initial nanomachines and picomachines to build the arcotech workbench?
Tinasbuddy Aug 28 @ 11:07am 
no clue what causes this mod to reduce performance so, but i removed it from a year 4 colony with 30 colonists and gained 15 avg fps
Droll Aug 24 @ 9:42am 
Btw @Teok when using this mod with Elite Bionics Framework, I don't get errors but a lot of bionics end up becoming duplicated it seems, with both an Expanded Archotect version and an EBF version.
Sithgrim Aug 24 @ 6:26am 
Taking a shot in the dark here. Does anyone know what kind of mods or crazy unthinkable play styles might be causing "GameComponent_AEGlobalRepair" to be making a call regularly that causes an extremely long tick ~4762ms. It makes the game stuttery. I would share my log but it is not throwing any real errors or anything when it does this so I am just going at this blind trying to fix my save. It seems fine for a bit after I reload that game but then just after a little bet goes back to the long ticks.