RimWorld

RimWorld

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Elite Archotech
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Tags: 1.8, 1.7
File Size
Posted
Updated
24.756 KB
May 18, 2019 @ 2:19am
Jun 10, 2024 @ 2:36am
8 Change Notes ( view )

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Elite Archotech

In 2 collections by Vectorial1024
Vectorial1024's RimWorld Mods
10 items
Elite Bionics Framework: Known Dependent Mods
18 items
Description
A simple mod that grants Archotech bionics special max HP bonuses and attack power bonuses to make them even more viable.

Package ID: V1024.EliteArchotech

Changes Made
  • Archotech Arm: x110%, +15 max HP to installed body part; attack power x200% (i.e., 16.4)
  • Archotech Leg: x110%, +15 max HP to installed body part

This mod uses the Elite Bionics Framework to achieve the max HP changing effect. Please make sure you have also subscribed Elite Bionics Framework, otherwise this mod will give errors!

The code of this mod is available on GitHub here[github.com] as an example of how to use the Elite Bionics Framework.
Popular Discussions View All (1)
1
Feb 25, 2023 @ 12:42pm
Incompatibility with MSE 2?
p20 hammerpoints
52 Comments
Vectorial1024  [author] Jun 13, 2024 @ 12:01pm 
Vectorial1024  [author] Jun 13, 2024 @ 12:00pm 
@Alexander Zagirov

Now that you mentioned this, I think the base mod EBF could be improved to clarify the tool power replacement...

It really is 200%, but then the base value is from the human colonist fists.
Alexander Zagirov Jun 13, 2024 @ 11:48am 
@Vectorial1024 Then I probably misunderstood something about x200% attack power or the x200% number is rather misleading. Archotech arms are already dangerous enough in social fight or when you need to knock someone out. Especially when combined with genes that increase melee damage. Increasing their damage even further is a very bad idea. Demo or not, attack buff probably should be implemented as a separate mod or a mod option.
Vectorial1024  [author] Jun 13, 2024 @ 10:12am 
@Alexander Zagirov

????

The new value is 16.4, while the vanilla value was 14.

You may unsubscribe without telling me, because this mod is just for demonstration. I don't really care whether people are actually using this mod or not. As long as modders have some sample code to see how it works, along with an easy-to-use demo, then it is fine.
Alexander Zagirov Jun 13, 2024 @ 6:38am 
I’ve been using this mod for years but will be removing it now. Attack power buff is to OP. Please either remove it or make it togglable in options. Anyway, thanks for this mod, it was really useful up until now.
L1-GH7//S33-K-3R Aug 28, 2023 @ 8:57pm 
How about giving Archotech Eyes a simlar modifier? They should not be less durable than normal bionic eyes.
manlorn Jul 30, 2023 @ 1:11pm 
I have problem, all archotech limbs have 30/48 hp.
And I have huge error from elite bionics in the log that begins with:

Error while instantiating a mod of type EBF.EliteBionicsFrameworkMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'EBF.Transpilations.Transpiler_DamageWorker_Blunt_SpecialEffects' threw an exception. ---> HarmonyLib.HarmonyException: IL Compile Error ---> System.FormatException: Method virtual System.Void Verse.DamageWorker_Blunt::ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageResult result) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) Verse.DamageWorker_Blunt:Verse.DamageWorker_Blunt.ApplySpecialEffectsToPart_Patch0 (Verse.DamageWorker_Blunt,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult): IL_0262: call 0x000000a1
AncestorsGift Nov 16, 2022 @ 2:56pm 
@Vectorial1024 yep that worked, thanks for all you do :steamthumbsup:
Vectorial1024  [author] Nov 15, 2022 @ 6:30am 
@nealdjason

?

Try unsubscribing and then resubscribing
AncestorsGift Nov 14, 2022 @ 5:22pm 
@Vectorial1024 mod says its missing 2 mods, one known, Bionics Framework, the other is not known due to an error saying invaled.package.di... what is missing?