RimWorld

RimWorld

Archotech Expanded Prosthetics
182 Comments
Teok  [author] Oct 24 @ 12:20am 
No, this mod is just the prosthetics from that mod
[Br] Nasid Oct 23 @ 5:17pm 
if I have (Archotech Expanded) installed, will this mod add anything new?
Bardez Oct 14 @ 5:43pm 
Update: looks like my reported error is due to the replacement patches by `Medical System Expansion 2` -- making a patch for that mod that injects `costList` into its XML removes my errors
Morningstar Sep 16 @ 8:02pm 
@Nordom
That’s vanilla thing. Get the mod called “No missing Body Parts”
Nordom Sep 3 @ 7:37pm 
I just noticed I cannot wear boots with Advance archotech legs. It states I am missing body parts despite having two of the legs on my pawn.
Bardez Sep 2 @ 7:48am 
I'm getting a few errors that appear to be conflicts with recycling:


Config error in ArchotechObliterator: has a recipeMaker but no costList or costStuffCount.
Config error in ArchotechObliterator: is smeltable but does not give anything for smelting.
Config error in ArchotechDeathClaw: has a recipeMaker but no costList or costStuffCount.
Config error in ArchotechDeathClaw: is smeltable but does not give anything for smelting.


This is the only mod from which I am seeing such errors.

Is there a GitHub repo I can submit PRs to?
VoidFP68n Aug 28 @ 8:26am 
is this compatible with FSF advanced bionics?
D3K43 Jul 20 @ 5:14pm 
Well I just have vivid memories of a pawn with dual Obliterators wailing on a Centipede for like 10 minutes and not being able to kill it despite its multiple debilitating injuries.
Teok  [author] Jul 20 @ 5:03pm 
I've never played with CE so I wouldn't know what change would cause this but I assume the low damage is enough to disrupt but never reaches a threshold for fatal damage
D3K43 Jul 20 @ 1:56pm 
Obliterater can't kill heavily-armored Mechanoids though, that's something I've observed. At least not with CE. It can disable and heavily damage them, but seemingly can't kill them.
Teok  [author] Jul 20 @ 1:01am 
Obliterator is very strong, yes
Greev Jul 19 @ 7:03pm 
Upon further investigation it seems the culprit is the obliterator, 2 death claws puts him at a DPS of a much more reasonable 82 with a cooldown of .5s.
Greev Jul 19 @ 7:00pm 
So I added an archotech death claw and an obliterator to my melee pawn and he now has a DPS stat of 676. Melee attack cooldown on said pawn is .02s. Was just wanting to confirm if this is intended behavior or not.
Teok  [author] May 23 @ 7:20pm 
Sorry everyone for the delay. I've figured out what's caused the issue and have resolved it. I tested it out and it seems like everything works
Vargurinn Apr 12 @ 4:15am 
I can't seem to install the archotech regeneration matrix into any of my pawns. Is there a special way to do it or is it just bugged?
ashley Dec 7, 2024 @ 6:33am 
anyone else having the archotech membrane seemingly not changing work speed, or is it just a conflict with some other mod i have installed?
Aitor Aug 24, 2024 @ 7:43pm 
im getting this error https://gist.github.com/HugsLibRecordKeeper/59ebaa7f15061aa55cebdb74deacb43b
it says that the description of the obliterator has a white space, whatever that means idl if its important but here is the log
D3K43 Aug 16, 2024 @ 9:03pm 
@Dragyn0 They're not supposed to be balanced. They're incredibly rare to find except in extreme strokes of luck. Or significant tech advancement if you have the mods to manufacture them yourself.
Dragyn0 Aug 16, 2024 @ 8:46pm 
This mod is incredibly overpowered, I actually think the Archotech Membrane literally makes your pawn invincible. I sent a single pawn with it installed to attack an entire settlement and it never once got hit with a single attack.

It needs to be toned down by 10x. Maybe this mod is meant to be included in a modpack that adds archotech enemies or something but this is not balanced.
D3K43 Jul 3, 2024 @ 8:01pm 
Like I don't WANT to get rid of this mod, because it adds the membrane and the brain melder, but its organs are inferior to SoS2's in just about ever way. Would love for you to get back to me on that.
D3K43 Jul 3, 2024 @ 8:01pm 
Oh and after some quick research, Save Our Ship 2's Archotech organs are actually BETTER than this mod's organs. They provide a wider variety of buffs, and increased buffs. SoS2's Archotech stomach reduces food need to 0.1%, 2 Archotech kidneys + an Archotech liver makes the pawn IMMUNE to toxicity. Archotech skin + lungs makes the pawn IMMUNE TO THE VACUUM OF SPACE. The Archotech jaw and nose from SoS2 both increase pawn Beauty by 1, as well as providing other buffs.
D3K43 Jul 3, 2024 @ 7:29pm 
Can you add a patch for SoS2? It has its own versions of Archotech organs
Teok  [author] Jun 27, 2024 @ 12:08am 
Non-natural brains are modded in by other mods. It's not really a bug, just an incompatibility
Thanos1357 Jun 19, 2024 @ 10:44pm 
I just found a bug where I can't install the archotech brain melder into colonists that have a bionic or archoteh brain, it only lets me do it with colonists that still have a natural brain. I don't know if the same thing happens with people who have prosthetic brains since I don't have any or it the same problem occurs with archotech and bionic brains being installed with people with non natural brains.
Boris the Blade Jun 14, 2024 @ 9:20pm 
Ty for this awsome mod! Think i found a lil bug ... installing the archotech jaw makes the game think you dont have a tounge and will get the the pawn the -15 disfigured opinion from all others.
Chromium May 20, 2024 @ 3:50pm 
I love this mod. I love that it is occasionally silly and unbalanced. That is the best part.

Is an archotech membrane cheat code invincibility? Pretty much. Is two advanced archotech arms on a crafter insanely OP? You bet. But damn those things are expensive, and the traders are rare! Having that kind of wealth puts a huge target on your back. It's fun.
Teok  [author] May 4, 2024 @ 5:29pm 
@D3K43 thanks for letting me know! I actually got this bug myself and thought it had nothing to do with my mod, but looking at it closer I somehow overwrote the base game's prosthetic base with an archotech one. This latest update should fix it, if you are still seeing the problem, try unsubscribing and resubscribing.
D3K43 May 3, 2024 @ 6:41pm 
For some reason basic prosthetics are categorized as Archotech. Doesn't change their stats at all, just their cosmetics, how they appear as an item/in menus. Any idea as to why that is? If it helps, I'm also using EPOE-Forked + it's Royalty expansion, bionic icons, integrated implants, and categorized bill menus.
Teok  [author] May 3, 2024 @ 4:12pm 
Sorry man it's a mod I don't know what to say. A lot of what gives this mod its identity is the overpowered aspect to it, and while I would change a lot of things if I remade this mod again, I can't justify changing things now, after over 6 years of it being like this, because I want it to feel "balanced".
Cosmoros May 3, 2024 @ 9:29am 
Archotech membrane needs a HARD nerf.

For example, with 1k armor, the colonists are invincible to everything but fire. Im not going to use one ever because its not hard to get and really broken.
1111 May 1, 2024 @ 3:16pm 
i love this mod thanks very much for the work you put in. Is there any chance in future you will add some archotech fire resistance implant so my godlike pawns dont start rolling around due to flames? :)
Teok  [author] Apr 25, 2024 @ 3:18pm 
Yep! The regeneration matrix now works without Anomaly as it uses it's own code to heal the pawn instead of the regeneration stat added by Anomaly. I would have needed to change it anyway, as I want this mod to be available to everyone regardless of if they have the dlc or not.

As for what it is meant to do, the regeneration matrix makes wounds rapidly heal and close up, and will even regenerate lost limbs and other missing parts.
Tdek Apr 25, 2024 @ 6:29am 
Thanks, so are you saying it should work without anomaly and that you changed it? I'm fine if it doesn't work without it, but just not sure what it should do. Thanks for the quick replies and help :)
Teok  [author] Apr 24, 2024 @ 10:17pm 
@Tdek I reworked the regeneration matrix to work without Anomaly. It should just work
Teok  [author] Apr 24, 2024 @ 8:54pm 
@Sreggih Etan I'm pretty sure even though the original Archotech Expanded says it works only on 1.4, it should work on 1.5 theoretically. I'll take a look for you in a bit
Teok  [author] Apr 24, 2024 @ 8:33pm 
@Tdek well that's super annoying. It turns out regeneration was added ONLY to Anomaly, and the stat doesn't exist in the base game. So if you don't have Anomaly, the regeneration matrix won't do anything. I might have a workaround, although it might take some time. Sorry for the confusion.
Tdek Apr 24, 2024 @ 1:14pm 
Hi, I love the mod but have a quick question.

What does the archotech regeneration matrix do? I have it on my colonist and can't notice any effects. it doesn't state what is does except vaguely say it regenerates stuff. my healing factor is 400%, but I'm pretty sure that's just from my superfast healing gene (it's a sanguophage). It also isn't regenerating lost limbs. Sorry if this is obvious, but I'm not sure if this is a bug or not.
Paul Apr 24, 2024 @ 11:51am 
Oh, well. See you around.
Teok  [author] Apr 23, 2024 @ 5:22pm 
Sreggih you aren't on the right mod page. I'm not adding craftable items to this version of the mod ever, and the other version isn't being worked on
Paul Apr 23, 2024 @ 2:07pm 
Can we craft the items yet?
Aury Apr 23, 2024 @ 1:19pm 
@Sreggih it is updated, try unsubbing and resubbing on the workshop.
Teok  [author] Apr 20, 2024 @ 7:28pm 
For this mod??? It is updated. This mod is updated. Archotech Expanded Prosthetics, is updated for 1.5
Paul Apr 20, 2024 @ 5:48pm 
Literally waiting for the update to play lol
Teok  [author] Apr 19, 2024 @ 6:38pm 
@D3K43 your version of the mod is out of date. Sometimes steam workshop refuses to update the mod even when it has.
The most reliable way to fix this is to unsubscribe, restart your computer, resubscribe, and add it back into your modlist.
D3K43 Apr 19, 2024 @ 4:10pm 
For some reason the Archotech Membrane keeps disappearing whenever I put it on a pawn. Like, it just automatically deletes itself. Any idea as to why that is?
ozfresh Apr 17, 2024 @ 11:00pm 
is there attomachinery?
Aury Apr 15, 2024 @ 11:55am 
Sick, thanks for all your work!
Teok  [author] Apr 15, 2024 @ 4:50am 
I also finally updated the prosthetics to use the actual archotech base that was added a while ago, so they should appear the right color in game and also not deteriorate outdoors.
Teok  [author] Apr 15, 2024 @ 2:47am 
Yeah, I found that error just the other day and managed to fix it on a local build, will update it soon
Aury Apr 14, 2024 @ 11:42pm 
Looks like for whatever reason it now instantly heals itself, commenting out "HediffCompProperties_SelfHeal" seems to have fixed it.