RimWorld

RimWorld

Makeable Artifacts
51 Comments
Proxyer  [author] Jun 13 @ 1:30pm 
Update : 14 Jun, 2024
v1.6.1
- Fixed research position (X/Y) in version 1.6.
Proxyer  [author] Jun 9 @ 10:16pm 
Update : 10 Jun, 2025
v1.6.0
- Added 1.6 tag preliminarily for new DLC.
Proxyer  [author] May 22, 2024 @ 3:36am 
Update : 22 May, 2024
v1.5.2
- Adjusted the research location.
Proxyer  [author] Apr 17, 2024 @ 10:20pm 
Hello دانيال أيفان مولا.
Your wellcome! Hava a fun! :HentaiGirlLinda_like:
دانيال أيفان مولا Apr 17, 2024 @ 10:15pm 
thanks man!
Proxyer  [author] Mar 17, 2024 @ 7:40pm 
Update : 18 Mar, 2024
v1.5.1
- Fix research-related xml errors.
- Added v1.5 elements to research defs.
- Added new translations in Research Translations.
- Added new folder for v1.5.
Proxyer  [author] Mar 13, 2024 @ 7:30pm 
Update : 14 Mar, 2024
v1.5.0
- Update tags for Rimworld 1.5.x.
Proxyer  [author] Jun 7, 2023 @ 10:00am 
@Elvis
Your wellcome! :cupup:
joyboy Jun 7, 2023 @ 9:26am 
you are the goat. thanks again
Proxyer  [author] Jun 7, 2023 @ 9:04am 
Update : 8 Jun, 2023
v1.4.1
- Update RimWorld 1.4.3704.
- Reduced the required skill level required for creating various artifact items.
This change is applied only to 1.4.

[h1]Required skills :[/h1]
Crafting artifact : Crafting Level 15 => 12
Crafting vanometric power cell : Crafting Level 18 => 15
Crafting infinite chemreactor : Crafting Level 18 => 15
Crafting psychic emanator : Crafting Level 18 => 15

I would like to thank @Elvis for suggesting this change.
Proxyer  [author] Jun 7, 2023 @ 8:20am 
@Elvis
OK. It may be better to review the required skill level. I will change the required skill level and test it. Thank you for reporting.
joyboy Jun 7, 2023 @ 5:56am 
thanks for the respond, btw i got your point from the previous comments of yours.
but :D :D i want to customize it for my own gameplay, at least i wanna reduce required skills points. all of my crafters are like beetwen 13-15. i edited recipedefs file but it didnt effect the game
Proxyer  [author] Jun 7, 2023 @ 5:44am 
@Elvis
Hi! Bro!
The premise is that Alcotech technology is at a more advanced stage than the Gilitter world. Therefore, they are essentially artifact-class relics that can only be created by beings that have evolved into Alcotech. In fact, if you simply want to obtain artifacts, it may be faster to purchase them at other faction bases.

When I thought of artifact item production in this mod, I envisioned it as end-game content. To consume the resources of a colony with a surplus inventory.

So I wanted to set up a more complex production process, research and the time it takes to create them in years. However, I decided those were not realistic in the testing phase, so I simplified it to what it is now. The reason the materials is more than you assume is because I created the mod according to these concepts.

Hopefully I can share with you the fun of gathering the materials needed for production. Thank you. :lunar2019wavingpig:
joyboy Jun 7, 2023 @ 5:33am 
mod is great, thank you so much. but spending 10 advanced component per lance? too expensive bruda
Proxyer  [author] May 1, 2023 @ 12:54pm 
Hello Apraxas. Thank you!

It is possible to change the work time. The question is whether they are sufficient reasons. Artifacts are items that are impossible to create originally and many of them cannot be created even in the glitter world.

It would take extraordinary talent and effort, and longer time in my opinion, to be able to create them by colonists who crash landed on them.

Also, RimWorld's specifications set a cap on the amount of time can work on it. This can be changed with dlls instead of xml, but unfortunately I don't have the skills to assemble dlls.

So it is difficult to change the hours to exceed the limit. It is easy to reduce it.
Apraxas May 1, 2023 @ 7:08am 
I love the idea of this mod and I'm subscribing right now! However I do have a small question. Is the "working time" changeable? I would like to make some of them take a little shorter, and some of the others to take a little longer...
Proxyer  [author] Feb 9, 2023 @ 3:29pm 
Hello Haminator | Ham Mafia | .
Yes. At the end of the game where there is no way to do it, I think it is an option to expand the use of resources.

Another good point is that this MOD does not affect the game performance because it uses vanilla defs. :cupup:
Proxyer  [author] Oct 7, 2022 @ 4:01am 
Update : 7 Oct, 2022
v1.4.0
- Update RimWorld 1.4.3509 (unstable).
- Added "MA_" to the beginning of file names to prevent duplicate translation files. This change does not affect mod functionality.
Proxyer  [author] Jul 8, 2021 @ 4:03pm 
Update : 9 Jul, 2021
v1.3.0
- Update for 1.3 Preview beta
Proxyer  [author] Jul 31, 2020 @ 2:45am 
Update : 31 Jul, 2020
- Update for 1.2 Unstable build
Proxyer  [author] Apr 4, 2020 @ 2:16am 
@Babushkina_Sphera
Hello Babushkina_Sphera.
The reason is to avoid duplication of the same function because there are already other mods. It might be nice to take in the feature and make it look like a new Mod when there are other Mods, but I personally don't like that. Thank you.

Ex: Neurotrainer Etc. Crafting
извини я не со зла Apr 3, 2020 @ 7:27pm 
Why neurotrainers not included?
Proxyer  [author] Mar 29, 2020 @ 11:59pm 
Update : Mar 30, 2020
RimWorld 1.1.2587 rev830
- change Manifest.xml for Rimworld 1.1.
Proxyer  [author] Mar 16, 2020 @ 2:56pm 
@dumbledoreisreallygay
Hello dumbledoreisreallygay.
I'm glad I could help. This Mod concepts began with the question, "How much would it cost to produce a reward item?". So I hope this Mod will help you enjoy playing as the end content of your game for a long time. :lunar2019wavingpig:
Latex Santa Mar 16, 2020 @ 1:38pm 
@Proxyer Many thanks. Your mod just saved my self-sufficient, fully-autonomous Android Raider concept, since they can be upgraded with Vanometric Power Cells and thus require no more sleep or food (Androids mod). Craftable vanometrics will make deploying whole squads of such android raiders actually viable.
Proxyer  [author] Feb 28, 2020 @ 2:26am 
Update : Feb 28, 2020
v1.0.5
for RimWorld 1.1.2557 rev1177
- Change folder structure and LoadFolders.xml
Proxyer  [author] Feb 24, 2020 @ 5:19pm 
Perhaps it is the "Haber process" that extracts nitrogen from the air.
It's a different from unlimited in self-power generation.
Proxyer  [author] Feb 24, 2020 @ 5:16pm 
Of course, do not forget that it has a self-powered that provides infinite power.
Willow Feb 24, 2020 @ 5:15pm 
@Proxyer - I was going off the mod description. It says it is "lost technology" and developed by arcotech AIs. The wiki mentions it might be late-midworld / pre-glitterworld tech. https://rimworldwiki.com/wiki/Infinite_chemreactor
Proxyer  [author] Feb 24, 2020 @ 5:12pm 
@AveryTheKitty
I checked, but there was no problem.
Perhaps you misread "biofuel refinery" and "infinite chemreactor"?

Certainly "biofuel refining" is an industrial tech level. However, I think that "infinite chemreactor" is a tech level more than Spacer, which solidifies nitrogen in air infinitely.
Proxyer  [author] Feb 24, 2020 @ 4:56pm 
@AveryTheKitty
Hello AveryTheKitty.
I will check it. Thank you for report.
Willow Feb 24, 2020 @ 4:40pm 
The infinite chemreactor is actually a MidWorld technology. Maybe it bump it down a tad on the tech tree?
Proxyer  [author] Feb 18, 2020 @ 10:19pm 
Update : Feb 18, 2020
v1.0.5
Update for RimWorld 1.1.2549 rev534
However, compatibility with RimWorld 1.0 is maintained.
Proxyer  [author] Feb 17, 2020 @ 4:44am 
Version 1.1 support :
Since the specification of 1.1 is still being confirmed, it will be only 1.0 for a while. I plan to start supporting 1.1 as soon as the confirmation work is completed.
Proxyer  [author] Dec 1, 2019 @ 9:17am 
@mutt522
A new Sub-MOD has been prepared.
[1.0] [Sub-MOD] Makeable Artifacts for Taming Artifact
https://steamcommunity.com/sharedfiles/filedetails/?id=1925874468

You can make Taming Artifact in Taming Artifact MOD with this mod.
Proxyer  [author] Dec 1, 2019 @ 7:47am 
@mutt522
Hello mutt522.
It is Taming Artifact created by Kikohi?

Although technically possible, but I don't want to add it as a prerequisite mod, so please wait to create it separately (Makeable Artifacts Sub-Mod).
Mutt522 Dec 1, 2019 @ 2:32am 
Any chance you could allow the production of taming artifacts? Its from a mod by the same name.
Proxyer  [author] Nov 28, 2019 @ 7:09pm 
Update: Nov 29, 2019
- Production of Psychic Emanator was added.

Thanks to Drag0nCh1ld's suggestion.
Proxyer  [author] Nov 28, 2019 @ 2:31pm 
@Drag0nCh1ld
Hello Drag0nCh1ld !
It is unnatural that you can't make only a psychic emanator in a special building as you want. I want to be able to make it. Thank you for the suggestion.
Drag0nCh1ld Nov 28, 2019 @ 1:06pm 
Possibly add psychic emanator?
Proxyer  [author] Oct 29, 2019 @ 12:30pm 
Update : 30 Oct, 2019
v1.0.3
It is now possible to create "infinite chemreactor" by adding new recipes and research.
All artifacts can be created on the fabrication bench.

New Recipe : Make infinite chemreactor
Research Requirements : Infinite chemreactor
Research Prerequisite : Lost technology
Need Skill : Crafting Level 18

Cost :
Artifacts x1
Advanced component x5
Steel x 50
Plastic steel x 30
Uranium x 10
Gold x 10
Proxyer  [author] Oct 3, 2019 @ 1:38am 
Update: Oct 3, 2019
v1.0.2
Manifest.xml for Mod Manager has been updated for RimWorld ver 1.0.2408.
Proxyer  [author] Sep 7, 2019 @ 9:23am 
Update:
v1.0.1

- Two new research projects and one new recipe have been added.

New research project:

Lost technology
Research the relics of ancient civilization and revive the how to making artifacts (psychic insanity lance, psychic shock lance, psychic animal pulser, psychic soothe pulser). Requires a research project "starflight basics" completed.

vanometric power cell
Produce the vanometric power cell. This generates free energy, forever, without using fuel. This technology is developed by archotech AIs, and is beyond even most glitterworld societies. Requires a research project "Lost technology" completed.

New recipe:
Make vanometric power cell (Can be produced on fabrication bench).
Use one of four types of artifacts (psychic insanity lance, psychic shock lance, psychic animal pulser, psychic soothe pulser) as material.
janeza Sep 4, 2019 @ 11:44pm 
THANKS
Proxyer  [author] Sep 4, 2019 @ 9:40pm 
@Machiano
Hello Machiano. Thank you for the suggestion. The construction cost is likely to be high, but I think about it.
janeza Sep 4, 2019 @ 8:34pm 
could you add venomatric powercell too?
Proxyer  [author] May 7, 2019 @ 7:31pm 
@jack
どういたしまして!
n May 7, 2019 @ 6:00pm 
いいね!ありがとう!
Proxyer  [author] May 7, 2019 @ 11:57am 
@Trunken
Hello Trunken.
You are welcome! No one made it for 1.0 (including updates) so I made it. I hope you helped. :)
Trunken May 7, 2019 @ 11:50am 
Great Work Proxyer!