RimWorld

RimWorld

Archotech Expanded by Yanzihko
261 Comments
Chrissant Nov 24 @ 5:15am 
Ah, if only the sprites had a bit more vanilla friendly touch, this mod would be perfect!!!!
Yanzihko  [author] Oct 20 @ 3:39am 
This mod is INSPIRED by original Archotech expanded and is not supposed to be run together with it.
Mefun12 #FixTF2 Oct 8 @ 8:47am 
using both original archotech expanded and this mod feels very strange. Sad we cant have sorta of integration here or idk
Yanzihko  [author] Sep 21 @ 4:51pm 
-Added LARGE vanometric generator
-Added Gravcore Fomax for Odyssey
-Added Archite Capsule Recipe for your Biotech Needs
-Balance and other minor tweaks
creamachine2077 Sep 16 @ 1:25am 
The SOS2 incompatibility seems to be fixed simply by renaming either of the research tabs.

For anyone else having the same issue, the tab name can be found in [mod folder] -> 1.6 -> Defs -> ResearchProjectDefs -> ResearchTabs. Rename "Archotech" in line 6 to something else (as long as it's not the same as another tech tree)
Yanzihko  [author] Aug 30 @ 5:22pm 
@creammachine 2077

It seems my research tab has the same name as SOS2 one, i will see what i can do since SOS2 cannot be ignored because of how pupular it is.
Yanzihko  [author] Aug 12 @ 8:52am 
@Serraphim8160

Welcome to the club buddy

Check out my race mods too 🙃
Serraphim8160 Aug 12 @ 3:16am 
this was my first mod i ever installed for rimworld, and it got me into the modpack insanity
creamachine2077 Jul 30 @ 5:51am 
Seems to be incompatible with the experimental version of SOS2. The buildings and items are fine, but the research tree doesn't show up

The research tree seems to exist, but doesn't show up in the research tab. Not too sure how that's possible, but might be worth fixing
Kamikaze_dalek Jul 20 @ 1:53pm 
Glad you got your mods updated. Hoping Archotech Blocks get updated to be considered an "Airtight" material.
Scarfy Jul 19 @ 12:56am 
Amazing stuff, glad to see it on 1.6, after playing with it, kinda hard to go back haha.
Mercenary Jul 13 @ 4:38pm 
Can we have a personal Archotech blade that can bladelink? that would be awesome if possible and love the rs#est of the content by the way. Been using this mod for a while now and glad that the nexus doesn't dissapear anymore. was thinking it might be as I have so many mods it might be my compatibility issues and just thought oh well at least the rest works lol
Yanzihko  [author] Jul 13 @ 1:59pm 
Updated to 1.6

Issue with nexus healing itself out of existence should be fixed now, but please, do report any bugs. Have fun
Yanzihko  [author] Jul 12 @ 2:11pm 
Soon
mr.serbwo Jul 12 @ 7:58am 
1.6?
Sentry coming up Jul 9 @ 12:47pm 
I wnt into the XML file but cvan actually type in it, its prolly just me being stupid but if somone could just drop a fixed version of the entire Archonexus code
Saigith Jun 18 @ 5:09pm 
@Sentry coming up - go to the next page of responses, its there
Sentry coming up Jun 18 @ 9:52am 
I saw people talk about a fix for the archotech nexus and I just wanna know if I have to look at the files or the in-game dev console. Like where can I find the actual text I have to change to be able to fix it.
Saigith May 23 @ 7:00am 
Nevermind! I uninstalled the mod, then reinstalled the mod, and added back my "fixed" version of the hedeffs that removes the self heal, and it worked! thanks for all your help :)
Saigith May 22 @ 4:26pm 
@FG_Remastered - I put in outside the comps section, but it still self heals as soon as the game is unpaused, now it reads as follows,

<!-- Archotech Nexus -->

<HediffDef ParentName="AddedBodyPartBase">
<defName>YanzArchotechNexus</defName>
<label>Archotech Nexus</label>
<labelNoun>a Archotech Nexus</labelNoun>
<description>An installed Archotech Nexus.</description>
<descriptionHyperlinks><ThingDef>YanzArchotechNexus</ThingDef></descriptionHyperlinks>
<comps>
<li Class="HediffCompProperties_HealPermanentWounds" />

</comps>
<isBad>False</isBad>
Saigith May 22 @ 4:26pm 
<stages>
<li>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>1</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>1</offset>
</li>
<li>
<capacity>Breathing</capacity>
<offset>1</offset>
</li>
<li>
<capacity>BloodFiltration</capacity>
<offset>1</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>1</offset>
</li>
<li>
<capacity>Metabolism</capacity>
<offset>1</offset>
</li>
Saigith May 22 @ 4:26pm 
</capMods>
<totalBleedFactor>0.5</totalBleedFactor>
<painFactor>0.1</painFactor>
<partEfficiencyOffset>10</partEfficiencyOffset>
<statOffsets>
<ImmunityGainSpeed>1</ImmunityGainSpeed>
<RestRateMultiplier>10</RestRateMultiplier>
<GlobalLearningFactor>10</GlobalLearningFactor>
<MedicalPotency>10</MedicalPotency>
<MeleeDodgeChance>10</MeleeDodgeChance>
<ArmorRating_Sharp>10</ArmorRating_Sharp>
<ArmorRating_Blunt>10</ArmorRating_Blunt>
<ArmorRating_Heat>10</ArmorRating_Heat>
<GeneralLaborSpeed>10</GeneralLaborSpeed>
</statOffsets>

</li>
</stages>
<spawnThingOnRemoved>YanzArchotechNexus</spawnThingOnRemoved>
<defaultLabelColor>(66,245,54)</defaultLabelColor>
<addedPartProps>
<solid>true</solid>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>

</HediffDef>
FG_Remastered May 21 @ 2:40am 
@Saigith: Outside of <comps><li Class="HediffCompProperties_HealPermanentWounds" /></comps>
Saigith May 20 @ 7:08am 
@FG_Remastered, where do i put it? i tried after the "healpermanentwounds" and also at the end of the nexus entry. thank you so much for your help
FG_Remastered May 17 @ 9:56pm 
It's missing <isBad>False</isBad>
Saigith May 17 @ 1:55pm 
So, new problem, the fix allowed me to install the Nexus into my pawns, but when i loaded the game today, im running into the same issue where it "self-heals" the Hediff for the Nexus as soon as i unpause after loading the game. I checked the dev mode logs and it does not show anything. I feel like im missing something. Here is the relevant section of the hediff:
<!-- Archotech Nexus -->

<HediffDef ParentName="AddedBodyPartBase">
<defName>YanzArchotechNexus</defName>
<label>Archotech Nexus</label>
<labelNoun>a Archotech Nexus</labelNoun>
<description>An installed Archotech Nexus.</description>
<descriptionHyperlinks><ThingDef>YanzArchotechNexus</ThingDef></descriptionHyperlinks>
<comps>
<li Class="HediffCompProperties_HealPermanentWounds" />

</comps>

I even tried removing the heal permanent wounds part and that did not help either. is there anything i can do?
Saigith May 16 @ 10:23am 
@Amethyst, I was running into the same issue with the Nexus, thanks for the fix!
Amethyst May 3 @ 9:45am 
@TheXpJohn The archo nexus hediff IS added, it just clears itself due to the selfheal comp in the xml, which is why you aren't seeing it. go into the xml and scroll down to the archo nexus hediff and remove "<li Class="HediffCompProperties_SelfHeal" />" and reboot the game, that should solve the issue (hopefully)
SS5DEJAN Apr 27 @ 1:59pm 
The Archotech psychic emunator doesnt appear actually provide a mood bonus
FG_Remastered Apr 26 @ 5:27am 
@TheXpJohn: You probably have a mod that messes with job assignment, such as "Common Sense" or Rocketman. It's a common issue that they're loaded too early. Check my Load Order Guide for details. (It's written for ATR, but works regardless, just ignore what you don't recognise.)
TheXpJohn Apr 26 @ 2:27am 
@FG_Remastered really ? I haven't seen anything that say that the surgery failed so is taht a bug or something else like the mod don't tell you if the surgery failed ?
FG_Remastered Apr 24 @ 7:34am 
@TheXpJohn: It should appear immediately. If it doesn't, the surgery failed. Reload an earlier save and try again.
TheXpJohn Apr 24 @ 4:41am 
@FG_Remastered Okay thanks but i give it to someone and nothing happen, how long would it take to be effective ?
FG_Remastered Apr 19 @ 4:40am 
@TheXpJohn: You can give the nexus to as many pawns as you like, but it will override any prior brain implants.
Lord_Eol Apr 17 @ 11:11am 
Once again man, this mod isn't supposed to be balanced, it's end game. By the time you have enough silver to buy a nexus (or research and material to build one), the game is effectively over. You could have long conquered the entire world (via roaming), rebuilt your base three times (archonexus victory), or built the spaceship. There is no need to balance here, in the fluff the archo's are "God level" and the nexus basically makes you invincible as a result as a mini archo.
TheXpJohn Apr 17 @ 9:18am 
The Only problem i Have is with the Nexus, I don't know if there is a counterpart because it's seem too good and too OP for being that EZ to make so i wonder if i will lose a colonist by using it or no and if i can make several nexus colonist or just one nexus colonist, maybe because two nexus colonist can't live with eachother ? I don't know and i Don't watn to put it at test with a prisoner for example because how can i kill it after he had became a nexus user XD
TheXpJohn Apr 17 @ 9:15am 
@lord_Eol My bad in fact i was tech rushing and i do the math with the research not the actual product, because the craft of an archo block give 75 of them not 1, so my calculation were completely wrong and that's why i delete my message, i'm sorry for saying the mod was completely unequal. And also i know i made a killbox and a huge fortress but the point is that the AI give me mecanoid cluster that i can't fight without artilery or going at them to wake them up ( vanilla mecanoid cluster not from royalty )
Lord_Eol Apr 16 @ 4:02am 
@XP: If you are at the point you are building these weapons, it is basically impossible for you to lose. Build better bases / killboxes. I mean the flipside is he could SELL them on the market for 10 million but then you would complain at the silver cost.
Lord_Eol Apr 16 @ 3:19am 
Any chance you could provide a slight different nane; it's a PITA trying to figure out item comes from which "Archotech Expanded" and given the other one was first (and you even give it kudos), onus seems to be on you. Maybe "Archotech Further Expanded" or something, IDK.
Weyrling Jan 15 @ 1:18pm 
@Matt
I've never tried to use steam workshop mods on mac so I don't actually know, but you could try a file search for 3251084803 or 294100 and maybe that'll help you narrow it down.
Matt Jan 15 @ 11:40am 
@weyrling how do i use the thing you said/where do i input it (im on mac)
Thandor Dec 18, 2024 @ 9:32pm 
@clifton89
I've hit the same problem. the nearest I can get is if you swap the load order in mods, it will swap which version of the tab you can see. content from this mod works regardless, but I've been fighting with it and haven't played SOS2 far enough to confirm if still functional.
Weyrling Dec 14, 2024 @ 12:27pm 
Mods downloaded from the workshop show up in a subfolder of Steam/steamapps/workshop/content/ folder, somewhere.
Rimworld's ID is 294100, this mod's ID is 2351084803 (seen in the URL)
So to edit this mod's bionic's effects you're looking for:
Steam/steamapps/workshop/content/294100/3251084803/1.5/Defs/HediffDefs/Archotech_Proesthetics.xml
Rimworld XMLs are plain, so you can even edit them with notepad.
If something goes wrong, you can unsubscribe/resubscribe to get Steam to redownload the original mod files.
christopherpia084 Dec 8, 2024 @ 12:10am 
Can anyone go deeper into how to fix the archotech nexus problem or like explain it simple to people who don't do this type of thing at all? For me, my problem is locating the file. I thought I just pasted it into the file app search thing but it says it can't find it.
MapleBlack Nov 9, 2024 @ 5:25am 
archotech nexus uninstalls itself i tried doing what others said below but im not great at the whole modding stuff. so xD i love this mod though its awesome <3
Knifel Myers Sep 6, 2024 @ 8:10am 
To everyone with the Nexus issue: If you are on 1.5, you need to remove that line from the .xml that is in the 1.5 folder NOT the 1.4 folder. The one for 1.4 is only for if you are still on 1.4. This fixed it for me.
Tenshiamon Sep 3, 2024 @ 11:07am 
Loving this mod as the machinery helps so much end game. However is there a way to turn off the notifications of items being produced? The ping every 24hr is annoying and what you have machines on different time lengths from being built it goes off every so often
clifton89 Aug 11, 2024 @ 12:13pm 
Ran into a compatibility issue between this and Save Our Ship 2 (SOS2). It seems both have a Archotech research which adds a research tab, but if you have both this mod and SOS2 active one gets overridden. In my case SOS2 overrid the research for this mod, so I could acquire items for this mod but could not do any of the research for here, only SOS2.
Blackhall Jun 12, 2024 @ 8:45pm 
@BOT Connor going into the files and removing a line via an XML editor will fix it. The file should be located here "C:\SteamLibrary\steamapps\workshop\content\294100\2351084803\1.4\defs\HediffDef\archotech_prosthetics.xml"

The problem line is line 872 (the one that says <li Class="HediffCompProperties_SelfHeal" />) just remove it and you should be good to go.
BOT Connor Jun 9, 2024 @ 6:14am 
archotech nexus is not working