RimWorld

RimWorld

More Archotech Implants
101 Comments
Mold Aug 10 @ 7:03am 
I would prefer that this mod doesn't dip into generalized archotech prosthesis to maintain compatibility with the multitude of other bionics/implants mods that already add those.
AmIDeadYet Jul 30 @ 10:03pm 
i love this mod, would you consider adding an Archotech Spine?
Hanms Jul 23 @ 2:35am 
Thank you for your hard work!
SkunkPlaysGames  [author] Jul 23 @ 12:20am 
The answer is now all of them are immune to EMP,

You were correct at the time of your testing but I decided to make them consistent.
Hanms Jul 22 @ 8:16pm 
Are those immune to EMP?
Codi Feb 19 @ 10:26pm 
@Xeonzs Good, ship traders are already so random, 1 implant is not an issue, especially if it's a duplicate. You probably find it unbalanced if you have that more ship traders mod
Xeonzs Dec 24, 2024 @ 2:26am 
I'm a bit late to the discussion, but the ship traders have a high likelyhood to have 1 of these items in stock.
Pink Lion Gaming Oct 6, 2024 @ 7:01pm 
I don't see why this wouldn't work in multiplayer. There are no new mechanics here just new items.
Plopidy Jul 12, 2024 @ 1:22pm 
heyyo anyone try multiplayer with this does it work?
Aloha Jun 20, 2024 @ 11:57pm 
I think the Vanometric Stomach is also not vulnerable to EMP. I have not seen my Melee Pawns vomit so far while fighting mechs with EMP support.
SkunkPlaysGames  [author] Jun 1, 2024 @ 11:59am 
It's very convoluted. I can't say I have even fully unraveled it. I believe it has to do with Tech Level and StockGeneratorTags. You can see vendor stock in the TraderKindsDefs.

Tynan et al frequently change the syntax for rewards as well. There appear to be RewardStandardCore as well as RewardStandardLowFreq, MidFreq and HighFreq. I don't know the difference between StandardCore and the Freq, nor the odds for any of them. All I know for sure is they do appear on vendors and in quest rewards.
krzarb May 31, 2024 @ 11:25pm 
Thanks I was looking through the defs to try and see what type of traders might carry it but wasn't able to glean anything from doing that. I did see that they were all set to RewardStandardLowFrequency. Do you mind if I ask what part of their defs dictates the kind of traders? Cheers.
SkunkPlaysGames  [author] May 31, 2024 @ 11:20pm 
Typically only exotic traders but you have pretty good luck encountering them for trade in outlander settlements.
krzarb May 31, 2024 @ 9:33pm 
What type of traders should these implants typically show up on?
Hebrux May 10, 2024 @ 4:25pm 
i see, thanks!
SkunkPlaysGames  [author] May 10, 2024 @ 2:08pm 
Correct they are not craftable; like vanilla archotech you need to get them through quests or trading.
Maximillionysis May 10, 2024 @ 1:43pm 
@Hebrux If these implants follow along the normal Archotech parts, they will be quest rewards or things you trade for at outlander/imperial settlements. I haven't used this mod yet, but I don't think they're craftable.
Hebrux May 10, 2024 @ 8:45am 
Where in the tech tree can i find this?
SkunkPlaysGames  [author] May 9, 2024 @ 9:30pm 
Okay it was definitely an XML syntax change from 1.4. It is working as intended now. That pawn shouldn't need to sleep much more than 5 nights a year.

The vanometric stomach also prevents gut worms now as intended.
DJCharlie May 9, 2024 @ 6:15pm 
I think the Neural Recharger doesn't work? I have it and a Circadian assistant but the sleep fall rate is only affected by the assistant.
removedclaw May 3, 2024 @ 8:36am 
ah, thanks a bunch, now i can give my pawn armour skin without them being ugly
SkunkPlaysGames  [author] May 2, 2024 @ 8:23am 
Alright, fixed. Thanks for the heads up.
SkunkPlaysGames  [author] May 2, 2024 @ 8:01am 
Yes, it is. I'll look into it.
removedclaw May 2, 2024 @ 3:39am 
hey, quick question, is the archotech nanoskin meant to increase beauty? i remember it used to but i dont see any stat change
baddna777 Apr 29, 2024 @ 1:26pm 
Thank you for not making these craftable, it should be rare and amazing loot just like vanilla. :steamthumbsup:
SkunkPlaysGames  [author] Apr 25, 2024 @ 11:19am 
Yeah the only issue with adding a mod like this mid-game is your stockpiles will all forbid these items by default, you just have to enable those where you want them.
Portal Apr 25, 2024 @ 4:55am 
Hey! question, can this be added to an ongoing game?

Im running a transhumanist colony right now, and this would be perfect to slot in there.
Petrus Aurelius Apr 22, 2024 @ 3:14pm 
Honestly these make so much sense they should be in the base game. Great work!
Unstable Energy Mar 27, 2024 @ 8:53pm 
Ahh okay thank you for the quick response.
SkunkPlaysGames  [author] Mar 27, 2024 @ 8:38pm 
Like vanilla archotech, you can't craft them.
Unstable Energy Mar 27, 2024 @ 8:07pm 
Where can I craft these?
SkunkPlaysGames  [author] Feb 17, 2024 @ 7:41pm 
I will poke around a bit more but, yeah, just sounds like inconsistent wording to me. It seems to work. Thanks for bringing it up though. I'll look into it a bit more.
Kyokui Avarus Feb 17, 2024 @ 3:45pm 
I play with all DLC enabled.
I dont exactly know if it actually effects the game or not, might just be a display issue and purely visual, there wasnt any error in the log but I just noticed it when looking at stats
SkunkPlaysGames  [author] Feb 17, 2024 @ 3:41pm 
After looking into it a bit I am curious if this is a DLC issue. Do you play with every DLC enabled?

Every mod I release I test alone with the DLCs installed, everything up to date, and if it works flawlessly then I upload it. I am not getting any error and I can visually determine the mod is functioning by the rate in which the sleep need meter depletes when installed versus not installed.

Otherwise it could perhaps be a mod conflict. It appears to be working as intended from my end.
Kyokui Avarus Feb 17, 2024 @ 11:23am 
Noticed a possible issue with your mod.
The neural recharger's effect is "rest fall rate -75%" but there is no such stat in the pawn's stat screen. if it was meant to be "sleep fall rate -75%" similar to the circadian assistant, you might need to update it so it effects the right stat
cmotes Jan 9, 2024 @ 10:08pm 
i forgor to comment on this mod its pretty great
now i just hope bladed arms get a upgrade
wjelk Oct 26, 2023 @ 10:12pm 
Nice mod please and please dont try to balance to ruin the mod .Who want some balance please look elsewhere
F1tgal911 Oct 5, 2023 @ 8:36am 
I used this mod in the past but tbh the bonuses are too good. Could use a few more downsides.
Luminous Sep 25, 2023 @ 10:25am 
No way! That stomach is TOO good in the future "bunch of rag-tag idiots try to understand Archotechn and actually succeed somehow" modpack
SkunkPlaysGames  [author] Aug 24, 2023 @ 5:31pm 
No. I guess. Don't use it.
Darecker Aug 24, 2023 @ 4:37pm 
ce compat?
SkunkPlaysGames  [author] Jul 30, 2023 @ 11:12pm 
Like vanilla archotech things you can't craft them. You'll have to get them through quests or exotic vendors.
Elderguard Jul 30, 2023 @ 11:03pm 
where can icraft these?
SkunkPlaysGames  [author] Jun 25, 2023 @ 12:27pm 
Testing confirms they will not get gut worms. The incident notification will list a colonist as having come down with gut worms but they will not manifest on the health tab. They are immune.
The Evil Wizard Jun 25, 2023 @ 11:58am 
Bruh, my pawns with vanometric stomach still vulnerable to gut worms.
SkunkPlaysGames  [author] Jun 18, 2023 @ 4:17pm 
Ah, thanks for the info. Good to know!
Alexander Zagirov Jun 18, 2023 @ 1:26pm 
@SkunkPlaysGames. Actually, after leaving my comment I went to some forums and wiki and found out that all of the artificial stomachs give immunity to gut worms. You can see all of the differences here [rimworldwiki.com] at the bottom of that page.
SkunkPlaysGames  [author] Jun 18, 2023 @ 1:10pm 
I agree with you Zagirov but I struggled to see where in the code this feature of the bionic stomach is implemented. If I figure it out I'll amend the mod.
Alexander Zagirov May 7, 2023 @ 3:39pm 
Would’ve been great if vanometric stomach also prevented gut worms infection like a normal bionic one.