RimWorld

RimWorld

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El's Archeology
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Mod, 1.4, 1.5
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57.958 MB
Jan 5 @ 7:42am
Apr 22 @ 1:59pm
8 Change Notes ( view )

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El's Archeology

In 1 collection by El
El's Rimworld mods
7 items
Description
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!

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

[www.buymeacoffee.com]

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)
0
Apr 14 @ 1:23pm
startup error, there is an item that mayrequire royalty dlc
Chunnyluny
100 Comments
Unlucky Colonist Apr 25 @ 7:01am 
persona tantō texture is horizontally reverse.

This is how it is.
https://imgur.com/a/qi7b6oJ

RimWorld 1.4 now.
El  [author] Apr 23 @ 11:57am 
@Ben Hmm that's weird, it does appear as an operation on my end. Do other prosthetic operations appear?

@WabbaCat Hope you enjoy!

@deadmanreaper13 Yeah that makes sense, I'll add a small exp gain (I don't want it to snowball too much).
Ben Apr 23 @ 11:49am 
Well, it's there and I built it. However, now it doesn't show up as an operation option. I checked with all 6 of my colonists
deadmanreaper13 Apr 23 @ 2:07am 
small request- could archeology have intellectual exp gain added to it? doesn't have to be alot, but was odd noticing my archeologist wasn't gaining levels in it.
Ben Apr 23 @ 12:52am 
I'll check out the hand later and let you know. Thank you for updating.
WabbaCat Apr 22 @ 2:45pm 
Thank you!
I have yet to make my first bench to actually try the mod despite having it since I began this playthrough... but thank you all the same!
My colonists are still working out the basics to spare any time atm >.>
Lazy I tell ya.
El  [author] Apr 22 @ 2:00pm 
Mini-update
- Weird 1.5 bugs, e.g. when visitors arrive wearing rings, should be fixed. Please comment if you have any further issues though. Thanks to Nimrag for checking & rebuilding the assemblies!
- Added the microdrill hand thing to the machining table, can't believe I never spotted that this didn't have a recipeUser. Also: does it need a buff or is it good as is?

There may still be a couple 1.5/royalty DLC bugs, plan to fix them soon.
Ben Apr 22 @ 11:11am 
where do I find the artificial hand from this mod so I can actually build one for my smartest pawn?
Jordan Apr 19 @ 3:22pm 
+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)