204 ratings
El's Archeology
Mod, 1.4, 1.5
File Size
57.958 MB
Jan 5 @ 7:42am
Apr 1 @ 2:33am
7 Change Notes ( view )

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El's Archeology

In 1 collection by El
El's Rimworld mods
7 items
Uncover ancient artifacts with El's Archeology!
Build an archeology bench and let your studious pawns carefully crack open stone chunks to discover ancient archeological finds!

Each investigation takes a few hours and has a chance to uncover something, whether that's prehistoric fossils, buried resources, lost treasures, powerful artifacts, and even the occassional danger.

Sell your finds for a quick buck or build a museum to house them and welcome a flood of tourists and donations!

Research advanced archeological techniques, and repair ancient weaponry that's buried in the ground.

Uncover ancient equippable rings that burn the finger but provide powerful buffs if you accept their costs. Beware though, equipping a ring causes brain fog for up to a day, reducing consciousness even if you take it off.

Save game compatible!

In summary, archeology is a new activity that depends on intellectual ability and manipulation, providing another use for clever pawns outside of research, and a new way to gain exciting goodies during your playthrough, regardless of tech level. You can also unlock advanced tools for speeding up work and unlocking archeological restorations of ancient weaponry. Store your finds in museums and welcome the donations of the tourists that will pour in!

You should also check out NighmareCorporation's Museums mod! It's fully compatible with Archeology, and NightmareCorporation has been helping me fix bugs and update to 1.5 : - )

Thank you!
Thankyou to the following artists & coders from the Rimworld Mod Market for their excellent contributions:
C# coding for the one-off apparel equip effects and the museum room by nimrag!
C# coding for the randomized output of the archeology bench + tech support from Steveo.O!
Artwork for the archeology bench and cabinet, rings, shell, sword, and archeological stands by timesnewroman910!

If you enjoy my mods, you can buy me a coffee here:


I'd love to expand this mod if it does well. Here's what I'd like to do if I get enough subscribes/donations:
  • Balancing. Lots and lots of balancing!
  • Tighten up the art I used from old projects.
  • Add lots more items! More simple finds like fossils and shells, and more rarer items like rings, helmets, and weapons.
  • Connect archeology with backstories & traits! Pawns that have "Wreckage explorer" or "Too smart" should enjoy archeology more, while "nervous" and "neurotic" pawns should perform worse.
  • More mod interactions! I'd like to add more links to other mods, so that when you have both, you'll archeologically uncover items from those mods.
You may also enjoy my other mods! My most recent mod adds a tribal equivalent of the Empire, with their own blood-soaked permits, precious resources, and even a sacred hallucinogen:

Popular Discussions View All (1)
Apr 14 @ 1:23pm
startup error, there is an item that mayrequire royalty dlc
Jordan 7 hours ago 
+1 to the visitors turning up with the rings causing significant slowdown will have to temporary remove it from my collection
Ares Apr 17 @ 10:16pm 
noticed that visitors are not arriving, tried to spawn an incident to create visitor event and it hit me with this error

Exception filling window for LudeonTK.Dialog_Debug: System.MissingMethodException: Verse.TaggedString Verse.TaggedString.get_Empty()
[Ref C0A756DA]
at Museum.IncidentWorker_MuseumVisitors.TryExecuteWorker (RimWorld.IncidentParms parms) [0x000bd] in <c3da6a541a0f48f38b2eeb5e5ccbbd1d>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x0007c] in <f40318a15dd2424e8ab139f74270c36f>:0
- PREFIX OskarPotocki.VanillaStorytellersExpanded: Boolean VanillaStorytellersExpanded.Patch_TryExecute:Prefix(IncidentWorker __instance, IncidentParms parms)
marshmellowtree28 Apr 17 @ 6:56pm 
Nevermind I was getting real errors and I was unable to force a pawn to build any thing, the text box wouldn't appear. I disabled the mod and then I could again. cool mod but will wait a bit.
marshmellowtree28 Apr 17 @ 4:49pm 
I have some errors when I start this up they seem related to the museum mod. I use Mod Error Checker the mod and was getting three boxes of red texts, it is more sensitive than the regular Log and when I disable it I get no more red text for this, besides the scary red text it seems to work fine.
El  [author] Apr 16 @ 9:46pm 
That's funky. Will report back.
Tippy Apr 16 @ 7:07pm 
I get the same error and slowdown if traders arrive wearing the rings from this mod. Dev mode delete just those ring-wearing pawns and it goes back to normal.
sus amogus Apr 16 @ 5:24pm 
Thank you
Some more points:
The "Visual Exceptions" points to your mod only
This seems to happen when a trader is visiting the colony
El  [author] Apr 16 @ 5:12pm 
Will investigate these bugs this weekend!
sus amogus Apr 16 @ 11:57am 
Good mod, gives some value to all those pesky chunks, but I'm getting this spamming in the console non-stop

Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BEB0D8AB]
at ApparelOffsets.CompHediffOnEquip.ApplyHediffs (Verse.Pawn pawn) [0x00060] in <f211911aaca74e2c9dddd8c89cf55320>:0
at ApparelOffsets.CompHediffOnEquip.CompTick () [0x0000c] in <f211911aaca74e2c9dddd8c89cf55320>:0
at Verse.ThingWithComps.Tick () [0x00024] in <f40318a15dd2424e8ab139f74270c36f>:0
at Verse.ThingOwner.ThingOwnerTick (System.Boolean removeIfDestroyed) [0x00021] in <f40318a15dd2424e8ab139f74270c36f>:0
at RimWorld.Pawn_ApparelTracker.ApparelTrackerTick () [0x00000] in <f40318a15dd2424e8ab139f74270c36f>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.TickList.Tick_Patch2(Verse.TickList)
Ben Apr 15 @ 7:36am 
I cannot find the artificial arm from the advanced research in neither fabrication nor machining workspace. Where do I build it?