RimWorld

RimWorld

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Archotech Expanded
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
12.347 MB
16 Jul, 2018 @ 9:25am
3 Aug @ 2:49am
29 Change Notes ( view )

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Archotech Expanded

Description
This is a mod I worked on when Archotech items were first added into the game. I made this mod for myself mainly, which is why it's so unbalanced. I consider this mod to be mostly finished, and because of that I've decided to stop working on it. After 1.5, I doubt I'll keep working on this, even to update it. Because of this, I'm allowing anyone to update this themselves without the need for permission.

IS THIS COMPATIBLE WITH (RBSE/EPOE/ANY OTHER MOD)
Yes, but place this mod above them. The 3 main compatibility problems come from EPOE, RBSE, and Misc core, so move Archotech above those.

Also if you are still getting null class errors
These are usually because the mod is loaded before other mods that affect prosthetics. Move this mod above them.

About
This mod expands on both the technology of the Archotechs, an advanced "race" of machine super-intelligences.

B19 here:
Archotech Expanded B19
If you want JUST the prosthetics from the mod, go here:
Archotech Expanded Prosthetics

What does this add specifically?
Adds these new implants into the game:
  • Archotech Ears
  • Archotech Stomach
  • Archotech Liver
  • Archotech Kidneys
  • Archotech Lungs
  • Archotech Heart
  • Advanced Archotech Legs
  • Advanced Archotech Arms
  • Archotech Death Claw
  • Archotech Obliterator
  • Archotech Brain Melder
  • Archotech Spine
  • Archotech Pelvis
Also adds these three new materials into the game
  • Nanomachines
  • Picomachines
  • Attomachines

What do the body parts do?
  • The Advanced Archotech Legs are a highly advanced version of the already highly advanced archotech legs. They are 4 times more expensive than regular ones, but also give a much higher mobility boost compared to the normal archotech legs.

  • The Advanced Archotech Arms do the same thing as the advanced legs do, but for arms.

  • The Archotech Obliterator is an alternative to the death claw, where it deals fast consecutive blunt hits rather than 1 high powered claw attack. This is especially useful for capturing prisoners.

  • The Archotech Death Claw is a high powered Power claw, basically. For the Archotech. It's much more expensive than any other Archotech item as it serves as an archotech arm and a power claw simultaneously.

  • The Archotech Brain Melder is a better pain stopper and joy giver. It increases consciousness, removes pain, gives joy and heals scars on the brain. It's incredibly useful for any situation.

What do the materials do?
  • Nanomachines: The nanomachines are the lowest tier of all the new materials, but are considerably stronger than the strongest material currently in the game. It will be used in future recipes along with the other two materials. It can currently be used as both a fabric and a material, being able to be used as clothing as well as walls or flooring. Even longswords or clubs can be made out of this material, and receive a boost to their melee stats as such.

  • Picomachines: Picomachines are smaller than nanomachines, and thus in the lore of this game are better than nanomachines. They also can be used for all sorts of recipes, like flooring, walls, weapons or clothing. Picomachines will be used for intermediate archotech products.

  • Attomachines: These are the smallest material, and are the most expensive. It also can be used for everything. It will be used for all advanced products and most extremely late game items, when I add them.
Each material also self repairs as of 1.5/1.6, so walls, tables, swords or dusters will auto repair as time goes on.

To reiterate, this mod is not being worked on actively. I'm updating it for the sake of the people who still use this mod, but I won't be doing more than that most likely.
Popular Discussions View All (10)
1
13 Jul @ 8:35am
Bug on replaced bodyparts
Wolfkers
9
21 Dec, 2024 @ 11:13pm
1 Tribal with Picomachinery helmet
Ceepert
8
27 Jul, 2022 @ 10:42am
Getting started with this mod
greypoe
736 Comments
PMC_Zero 9 hours ago 
Okay my bad it's from Integrated Implants, some how there is a conflict with this mod's Archotech jaws
PMC_Zero 9 hours ago 
Is it possible to add back the OG Archotech"jaw" some how because I add this mod mid game(i know my bad) two of my negotiator loss they're jaws... but kept the legs, also just curious u do know the OG jaws got a special attack(bite) value. I think if u just add the "Advanced"Archotech jaws, before thee name it will fix the problem. Thank you.
Teok  [author] 3 Aug @ 1:58am 
Added. If you own Odyssey, it will automatically make the atto pico and nano walls airtight
terrlerr 2 Aug @ 7:48am 
Here to add to to the requests for airtight materials.
Mark Decal 30 Jul @ 8:01am 
Great mod.

At some point can we have Nano, Pico, and Atto officially have the <isAirtight>true</isAirtight> set under <stuffProps> will likely have to be a 1.6 folder.
Lord of the Hold 24 Jul @ 3:36am 
I love this mod, the 3 materials are so fun to play with.
Zarquon 22 Jul @ 2:56pm 
does anyone else encounter the issue that they are "incapable of melee" whenever they have an archotech arm installed?
MrAleTheSandwich 19 Jul @ 5:03am 
Would it be possible to add airtight compatibility with MUS Space Base Furniture walls?
Travioli 28 Jun @ 2:08pm 
I know, but that’s only one 200% efficiency implant :)
Teok  [author] 28 Jun @ 10:01am 
that was a bug, there is another brain implant called the brain melder