RimWorld

RimWorld

Fray of the Fog
371 Comments
Apr 28 @ 9:47am 
Looking forward warcasket weaponry and a proper warcasket with this design
Apr 15 @ 3:16am 
Love this, and I can't help think of what a Dragon theme would be of this.
Apr 14 @ 2:19pm 
I know this is probably a big ask, but my dream for this mod is to also have it feature a full ideology style so that my whole base can convert over (via master stylist) to the wonderful art style found in this mod. I can only imagine how wonderful that would look to have my whole base from beds to walls to furniture converted over to this same look. Maybe even adding a meme based on the eponymous archotech themselves... GLORY TO FRAY!
Apr 5 @ 12:57am 
Pretty cool. Needs a super Warcasket to go with it though. Hint hint, lol.
Apr 4 @ 11:44am 
The idea gremlin has returned with something new: Infusing archite capsules into evermurk in the forge with an ichorous component?
Apr 1 @ 11:12am 
The fraytech lungs have amazing lore, as does the rest of the stuff added by this mod. Even the drop pods from the 'black moon fragment' event have unique descriptions if you're fast enough to select one.
It actually got me thinking a little different for the concept of a fraytech stomach. Would it be similar to a laminis mechanoid in that it disassembles consumed input to help repair damage?
Mar 29 @ 10:07am 
Another set of Fray organs for my collection!!! Ty for update o/
Mar 24 @ 11:04am 
when/if fray plants ever become a thing, I have a few archotech plant ideas I'd like to share if you were interested.
Mar 21 @ 5:27pm 
would be nice to be able to switch the autocast ability of the frayhound, i use other battle animals and he just stays back shooting my other animals to death
Mar 21 @ 10:18am 
Would it be balanced if one could purify a revenant spine bionic into a fraytech spine?
Not Dvdyyz  [author]
Mar 20 @ 3:18pm 
they were not removed
research tree mods might mess with that, I'm not sure
Mar 20 @ 1:52pm 
For some reason, I'm not getting any of the lore popups after research is completed. Were they disabled, or is this another bug with my mods?
Mar 20 @ 12:47pm 
Ah, thanks
Great mod by the way, been enjoying it a lot :)
Not Dvdyyz  [author]
Mar 20 @ 12:21pm 
Vanilla intentional design, not my mod
consider Prosthetic No Missing Body Parts
Mar 20 @ 11:32am 
I suppose this could be intentional, but my pawn witth 2 infused fraytech arms is unable to wear gloves with the message "missing body parts"
Mar 10 @ 1:00pm 
amazing mod
Mar 6 @ 9:32am 
I like this lil mod. It has the right amount of different.
Mar 4 @ 2:44am 
Thank you for the quick fix!! Looking forward to reviving my dead Laminis
Not Dvdyyz  [author]
Mar 3 @ 2:13pm 
Fixed, for all people who see this
Mar 2 @ 2:42am 
Hi, the Laminis mech doesnt seem to have a valid recipe for reviving them. Both Resurrect Fraytech mech and Resurrect Heavy mech recipes in mech gestator dont have a Laminis corpse option... With that said, I love the new update and all the content in this mod, its so satisfying to play with!
Feb 28 @ 12:29pm 
I apologize for deleting my last comment, I thought I was being overbearing until I realized Steam didn't tell me about your response.
For kidneys, assisting against ichorous weapons' debuffs would probably be fitting if ichorous mechs can eventually be hostile. As for lungs, why not the ability to breathe out a cloud of 'psychic fog' that afflicts enemies and allies differently?
Not Dvdyyz  [author]
Feb 27 @ 2:22pm 
@PoePaden9320
probably not armor (at least not unless I get a better idea) but weapon(s) eventually

@Robert20697
Slam does AoE damage, it's probably best when surrounded by weak enemies like small fleshbeasts

Unveiled basically makes them completely blind and vulnerable to disease

The debuff from ichorous weapons already decays over time, though it's hard to notice against enemies since they'll usually die

I will add organs when I have a good idea (or someone else does)
I don't want to just add a bunch for the sake of it
Not Dvdyyz  [author]
Feb 27 @ 2:02pm 
I don't use MO, but virtually all of this is archotech

that said, some of it probably could be rebranded as magic nonsense with some effort, but not from my end
Feb 19 @ 2:05pm 
does this work with Medieval Overhaul or this is all industrial+ stuff?
Feb 19 @ 4:37am 
This mod looks absolutely awesome, I saw your other warcasket mod too, are you going to add a warcasket set to this tech line too?
Not Dvdyyz  [author]
Feb 8 @ 11:56am 
if/when I get around to plants, I'm probably not going to start copying other mods like that

I am however working on a bit of a rework to mechanoids, and moving some of them to core for hostile events that should help a bit with material progression

@Carter Possibly, though honestly it's hard to come up with something unique for the warcaskets to do considering how absurdly powerful the current spacers are
Feb 7 @ 12:59pm 
Honestly, you could add in some plants that are functional replicas of SOS2's unlockable plants, and I'd still be happy with the addition.
Feb 6 @ 6:34pm 
With the Warcasket weaponry in the future plans, does it mean a Fraytech Warcasket armor is being planned for a future update or have it's own mod?
Feb 5 @ 5:52pm 
Thanks for clarifying.
I wanted to add, I meant powerful in a GOOD way.
Not Dvdyyz  [author]
Feb 5 @ 5:06pm 
the red radius on your cursor is the AoE
Feb 5 @ 4:56pm 
I gotta admit, even though the haunter can't inflict that poison effect, it's pretty powerful.
On a related note, I'm not sure I fully understand its ass-slammer ability. Is it meant to inflict damage in an area instead of a single target?
Feb 4 @ 9:25am 
Ty, for the update and your work o7
Feb 3 @ 8:22pm 
Related note: I'm pissed.
Feb 3 @ 8:21pm 
Never mind me, apparently not restarting my steam deck after the tuesday maintenance stopped the update from applying.
We learn as we go here.
Not Dvdyyz  [author]
Feb 3 @ 8:11pm 
Yep it's a mech
Should be in the same place as the others
Feb 3 @ 7:53pm 
I noticed something called an 'eidoloid haunter' in the patch notes, but couldn't find any reference to it ingame. It sounds like a new mechanoid, but I wanted to ask just to make sure.
Not Dvdyyz  [author]
Feb 3 @ 3:48pm 
There is an update out: please keep a backup of your save if possible

I am testing a backwards compatibility converter

I had zero issues with it using multiple test saves, but unfortunately it's still possible for weird stuff to happen
Not Dvdyyz  [author]
Feb 1 @ 12:19am 
I am unable to replicate the neutro thing

with just VPE, only the stuff that directly costs eltex like the bionic eyes cause potential reputation issues
Not Dvdyyz  [author]
Jan 31 @ 9:59pm 
they are wearing drip
Jan 31 @ 10:57am 
I'm curious, what inspired the use of frayfur in some of the mechanoids' crafting recipes? Does that technically make them reverse cyborgs in that they're created with biological substances?
Even bigger question, does me nerding out like this make you uncomfortable? Should I stop?
Not Dvdyyz  [author]
Jan 29 @ 2:42pm 
I can look into it
Jan 29 @ 10:07am 
I tried selling some neutroamine to an orbital trader, but I kept getting a warning saying that selling eltex was against empire rules. I think it might have something to do with an evermurk forge recipe, but I have the coding skills of a lukewarm turnip.
Jan 24 @ 1:17pm 
I wanted to share an idea I had for fray-themed plants: one that produces fraythread. comfortable as furniture, stronger than devilstrand for clothing, and can be used for an endgame carpet that's actually easy to clean. Maybe even add an evermurk recipe to turn 1000 normal cloth into the stuff?
Jan 23 @ 4:20pm 
Yup! Thank you :)
Not Dvdyyz  [author]
Jan 23 @ 3:55pm 
Should be fixed now
Jan 22 @ 4:19pm 
Oohh alright! Not going crazy then. Thank you for quick response and the mod, loving it so far!
Not Dvdyyz  [author]
Jan 22 @ 4:12pm 
Ah, I broke that last update when I rewrote the recipes
I'll try to rush out a fix for that, it's supposed to be in the artificer
Jan 22 @ 4:00pm 
I may be blind, but where would Ambrichor be made? Looking at the info panel gives the ingredients needed, but not where, and I can't find it any any work station (Fray or otherwise).
Not Dvdyyz  [author]
Jan 22 @ 3:10pm 
presumably I'll have to add my own DLC tree at some point, but that would probably be something related to future quest sites
Jan 22 @ 2:40pm 
Are there any plans to add any fray-designed plants, like how SoS2 has ones designed by the archotech spore ?