RimWorld

RimWorld

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Artifacts Expanded
   
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Mod, 1.2, 1.3
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4.087 MB
9 May, 2021 @ 11:41pm
22 Jul, 2021 @ 12:36am
11 Change Notes ( view )

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Artifacts Expanded

In 1 collection by Carnagion
Realism, Expansion, and Immersion
171 items
Description
It's rare to come across an artifact or powerful item in RimWorld, and even then, there's not much variety, severely limiting strategies and situations when they could be used.

With that in mind, this mod adds 9 new limited-use items that are relatively balanced, and will (hopefully) fit vanilla playstyles quite well. All of them have custom 128x128 sprites that should look and feel like they are part of the vanilla game.

Update (22 July 2021):
- Fixed a bug that caused errors to pop up due to some utility items still using the old "mote" system

Update (8 July 2021):
- The mod is now compatible with version 1.3
- Made changes to the way the mind suppressor calculates recruit chance, in accordance with the changes made to recruiting by version 1.3

Update (27 May 2021):
- Added the revitalizer mech serum
- Added an option in mod settings to change the age decrease from the revitalizer mech serum

Update (20 May 2021):
- Archotech sacrificer belts worn by raiders will no longer kill colonsts, and will properly kill pawns from the raider's faction instead

Update (18 May 2021):
- Fixed issues with the mind suppressor having no market value and mass
- Renamed the psychic cowardice lance to psychic fear lance

Update (15 May 2021):
- Added the mind suppressor
- Added an option in settings to change the resistance decrease per day from the mind suppressor

Update (14 May 2021):
- Added the anti-psychic pulser
- Added an option to toggle whether the anti-psychic pulser affects all pawns on map instead of player faction pawns only
- Fixed bug where having 2 or more pawns wearing an archotech sacrificer belt on the same map would eventually cause an infinite loop of death and resurrection
- Changed the archotech sacrificer belt's texture
- Added an option to toggle whether the archotech sacrificer belt gives a mood debuff to the resurrected pawn
- Added the amnesiac mech serum
- Added an option to modify the commonality of high-frequency standard items (includes artifacts) when choosing rewards

Update (12 May 2021):
- Added mod settings
- It is now possible to configure the growth factor for the grower mech serum, the experience gain factor for archotech neurotrainers, and whether the archotech sacrificer belt counts prisoners and animals
- The archotech sacrificer belt now gives a mood debuff to the resurrected pawn depending on which pawn was killed (colonist, prisoner, or animal)

Update (11 May 2021):
- Added the archotech sacrificer belt
- The mod now requires Harmony to function


FEATURES

Psychic fear lance
- A limited-use utility slot item that makes the target flee in panic. Just like the vanilla psychic lances, its effectiveness depends on the target's psychic sensitivity, and it will not have any effect on targets with 0 psychic sensitivity.

Psychic chaos pulser
- A powerful artifact that will make every pawn (animals, humanlikes, and mechanoids) on the map go berserk. Pawns that belong to the player's faction have a 16% chance to go berserk (as opposed to 100% for all other pawns).

Anti-psychic pulser
- A rare artifiact that reduces the psychic sensitivities of all colonists on the map to 10%. The effect wears off after a few days.

Revitalizer mech serum
- A mech serum that makes pawns instantly younger.

Grower mech serum
- A mech serum that makes pawns grow older instantly. There is a possibility of mild scarring.

Amnesiac mech serum
- Makes the user forget all negative memories (such as a colonist/animal death, insults, "ate without table", etc) instantly. Also provides a small mood buff that lasts a few days.

Archotech neurotrainer
- A very rare and valuable item that grants instant experience to every single skill of the pawn that uses it. The experience gained is affected by passion modifiers, and disabled skills remain unchanged.

Mind suppressor
- A brain implant that passively reduces the resistance of prisoners, and attempts to recruit them as well.

Archotech sacrificer belt
- A powerful yet dangerous artifact that can be worn by colonists. Colonists that wear it will be resurrected immediately upon death, but another colonist (if one exists on the map) will die instead. It can be used indefinitely, but cannot be removed from its wearer after the first resurrection.

Certain features (such as the growth factor and experience gain factor) are configurable in the mod settings.

FAQ

1. I set the commonality of artifacts to maximum, but they're still not common. Why?
A. That setting is not a magic wand that will automatically generate hundreds of artifacts as rewards. RimWorld's reward generation works such that artifacts are part of an overarching category of reward items, so increasing the commonality of artifacts means increasing the commonality of those items as well. Overall though, you should expect to see a somewhat decent increase in artifacts as rewards.

2. Is this mod compatible with:
- More Archotech Garbage?
A. Yes. Its author even has a patch to craft the artifacts from this mod; check it out.

- Any other mod that adds more archotech items, mechanics, etc?
A. Yes, this mod should not have any compatibility issues.

3. Is it safe to add to an ongoing save?
A. Yes, absolutely. However, it is good practice to make a backup of the save file before adding it, just in case something unexpectedly goes wrong.

4. Is it safe to remove from ongoing saves?
A. Yes, absolutely. Just remove all instances of the items added by this mod before doing so. Also, be sure to make a backup of the save file, just in case something unexpectedly goes wrong.

CREDITS

Shoutout to the modders on the RimWorld Discord server for giving me good ideas.

Thanks to Brrainz for making Harmony, which is an amazing tool for modders like me.

RimWorld is owned by Tynan Sylvester.

KNOWN ISSUES

There are currently no known issues.

If you find any bugs or balance issues, please let me know in the comments. I will try to fix them as soon as possible.
80 Comments
Three 16 Sep, 2024 @ 10:40am 
Thanks sincerely for this mod. I have used it in many games. Good luck in whatever you are doing now.
vin 2 Dec, 2023 @ 11:23am 
You got my support for the update! Take your time!
Diddzen 8 Oct, 2023 @ 2:41am 
@TurtleShroom have patience brother
TurtleShroom 7 Oct, 2023 @ 5:43pm 
Will this Mod ever be updated?
Carnagion  [author] 29 Aug, 2023 @ 4:20am 
@Retrovex I'm still working on it.
Diddzen 20 Aug, 2023 @ 7:57am 
hey man hope youre doing good! any news about the mod? :D
Soviet Tom Bombadil 11 May, 2023 @ 6:20pm 
do it when you can, i consider this mod an essential rimworld mod there's so many strategic options it opens up.
Carnagion  [author] 7 May, 2023 @ 3:55am 
Working on it right now. I've been busy with life and university lately, so I haven't found as much time to work in it in the past few months.
dvdmcwilliams 24 Apr, 2023 @ 9:03am 
Any news?