RimWorld

RimWorld

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More Archotech Garbage (Continued)
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
21.659 MB
May 7, 2024 @ 8:17pm
Jul 12 @ 7:02am
28 Change Notes ( view )

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More Archotech Garbage (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
516 items
Description
Original mod by MrKociak
https://steamcommunity.com/sharedfiles/filedetails/?id=2391102796
If the original author requests it, I will remove this update.

Full credits at end of description.

Not a hard requirement, but adds a lot more stuff:
Proximity (Continued)
https://steamcommunity.com/sharedfiles/filedetails/?id=2156644611

Other related mods:
More Archotech Garbage - Craftable Fragments (Continued)
https://steamcommunity.com/sharedfiles/filedetails/?id=3241945459

More Archotech Garbage - Standalone Artifacts (Continued)
https://steamcommunity.com/sharedfiles/filedetails/?id=3241946109

1.4 version is provided as a courtesy; it has been updated from the previous fork and is as good as it gets.
1.5 version is now end-of-life and will not be updated further.
All notes below - and all changes moving forward - are 1.6 ONLY.

"Mechanoid Upgrades x More Archotech Garbage: Craftable Archotech Upgrades" by Dizzy
https://steamcommunity.com/sharedfiles/filedetails/?id=3399298506

--

Gene-related components now added! (Requires Biotech)

Archotech Gene Ripper
(Requires "Gene Ripper" - https://steamcommunity.com/sharedfiles/filedetails/?id=2885485814)
Non-constructable building that works exactly like Gene Ripper from Daniel's 'Gene Ripper' mod, but allows to extract up to certain (can be set in mod settings) amount of genes selected by the player, including archite ones. (Default is that between 1-6 genes out of the selected are ripped) Can work with fresh dead bodies. Description of the Gene Ripper from Daniel's 'Gene Ripper' mod: An advanced gene extractor used to extract a large amount of specific genetic material. Once a pawn is inserted, the Gene Ripper chews through their body, killing them in the process.

Archotech Gene Extractor
Non-constructable building that works like Biotech Gene Extractor, but also can extract archite genes. Description of the Biotech Gene Extractor: An automated surgery machine that can extract a person's genes and create a genepack from them. The extracted genes will be randomly selected from the person's xenogenes and germline genes. You can force someone into the machine, but they won't like it. Extracting a person's genes while their genes are currently regrowing will kill them. Otherwise, gene extraction causes no lasting harm. Genes that require archite capsules are too complex to be extracted.

Archite Genepack Assembler
Non-constructable building that does not require power or fuel. Once installed, it starts a one year (can be changed in the mod settings) count-down. After that time, it spawns a genepack composed exclusively of archite genes (number can be changed in the mod settings). The genes are randomly drawed from the total pool of archite genes present in the game (including installed mods). If this building is moved, count-down restarts after it is installed again.

Recipe: archite capsules

--

Please see original mod page for extensive images and additional detail. I'll try to migrate some/all of it over eventually.

After some cleanup and a little TLC, this mod is now a lean, mean, fighting-machine.

Known issues:

Research assistant can throw a non-fatal error if it tries to add points when you have no project assigned. Working on it.

- Anomaly -

The indestructible archotech wall has no containment value as that is based off hitpoints. For now use the primitive wall in that situation.

Additionally, the archotech floor is no longer completely clean if running Anomaly in order to allow certain events to occur.


Complete list of mod integrations:

Adaptive Storage Framework
Archotech+ (Continued)
Archotech++ for 1.5 (patch is now on their side)
Archotech Expanded Prosthetics
Artifacts Expanded (Continued)
Cyber Fauna (Continued)
Doors Expanded
Dubs Bad Hygiene
Geiger Belt (Continued)
HALO: Rimworld Psychic Pulse Armory (Continued)
Ideology [DLC]
[JGH] Archotech Brain
KEP Toolbox Bionics (Continued)
LWM's Deep Storage
Mechanoid Bench 2
Mechanoid Bench 3
Medical System Expansion 2
More Utility Packs (Continued)
Regenerator Nanohive
Rimsentials - Spaceports (Continued)
Royalty [DLC]
Seamless Embrasures
Simply More Bridges (Continued)
Save Our Ship 2
The Joris Experience
Various Space Ship Chunks (Continued)
VE Cooking
(with VE Cooking)
- Alpha Animals
- Alpha Bees
- Kit's Brazilian Crops (Continued)
- VCE Carni/Veg Patch [not updated to 1.5]
- VE Brewing
- VE Memes and Structures
- VE Settlers
- VE Cooking Sushi
- VE Cooking Stews
VE Fishing
VE Furniture
VE Furniture - Art
VE Furniture - Farming
VE Furniture - Power
VE Furniture - Security
VFE Insectoids Equipment
What the Hack!? - A Little Expansion (Continued)
Yet Another Prosthetic Expansion Mod - Animals

Pending: (* - already implemented)

Alpha Bees - working, but patch is split between mods and archotech honey isn't fully implemented. Will try to address.
Armored Floors [not yet updated to 1.5]*
[FSF] Advanced Bionics Expansion [rework]
Klickmala Race (Continued) [not yet updated to 1.5, but will be]*
VE Genetics - rework entirely against VE Genetics (this appears to be an old Genetic Rim patch)


Obsolete: [removed until/unless mods update]

Archotech Medicine
Rim-Effect: Prothean Archotechs
VE Factions - Vikings
VE Factions - Insectoids
[SMP] Simple Archotech Implants
Midworld Expanded: Vapes
Eternal Youth Implant

--

Original mod notes (1.3):

Adds more archotech garbage and ways of crafting already existing ones.

Credits:

MrKociak - original mod

Biotech-related additions:
Taranchuk (coding)
Death Tomato (chipping and project)
Ogam (artist)
Nameless (chipping, project and concepts)
210 Comments
Zahnloli 15 hours ago 
Something I've long wanted to see in this mod is some industrial-tier applications of the fragments. You Still don't understand exactly how they work but after some prodding you at least gain a surface understanding and find applications that go beyond "put glowing thing on stick".
Like proper Archolights including Walllights that don't need power because turns out this specific mirror shape really amplifies the light. A wall a step above the primitive one because you can properly coax the fragment to bond to the material. A type of chemfuel generator that produces more power for the same consumption. Things like that. Not really enough ideas for an extension module though and I know this is just a reupload
Flockerkill Jul 26 @ 6:18am 
as a substitute, till the auther maybe update it, if you use RimSqol, you can add that property with it ingame aswell
Para Jul 26 @ 6:12am 
Hey, if possible, coud you add the airtight property to Archotech Mass?

Just add <isAirtight>true</isAirtight> in the stuffProps section of the marerials.
ゆきんこ Jul 24 @ 1:19am 
After deleting the VEfish folder, there were no further issues for the time being.
ゆきんこ Jul 24 @ 1:10am 
Type VCE_Fishing.FishDef is not a Def type or could not be found, in file Archofish.xml. Context:

Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)

Error patching FCP_Shuttles.PawnsArrivalModeWorker_VertibirdAttack - Void Arrive(System.Collections.Generic.List`1[Verse.Pawn]

Three errors encountered, possibly related to conflicts with [Pandora's Framework] and [Vanilla Fishing Expanded]?
Leo Jul 23 @ 4:28pm 
Hi, just FYI, I'm getting the following error with this mod:

Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)

Probably an incompatibility with the updated Vanilla Expanded Fishing mod.

Cheers!
Gexi_TheHundredth Jul 23 @ 7:02am 
Aye, then. Good luck with that!
Zaljerem  [author] Jul 23 @ 7:00am 
Thanks, I understand fully how to update the compatibility, it's really a matter of free time at the moment. Also converting the old ItemProcessor stuff to the new way is time-consuming. If anyone wants to dive in and start fixing it, I'll happily integrate anything provided.
Gexi_TheHundredth Jul 23 @ 6:57am 
If you're still having trouble with the VEC compat, I went to the Rimworld Discord to troubleshoot things when Odyssey launched and they said that mods using the old namespace [VEFCore], such as it seems like this one, would cause the game to not be able to pass the scenario selector.
nex Jul 19 @ 11:50pm 
could you maybe add airtight tags to archotech wall and door?