RimWorld

RimWorld

429 ratings
Fray of the Fog
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Mod, 1.5, 1.6
File Size
Posted
Updated
7.691 MB
18 Apr @ 7:34am
22 Jul @ 2:05pm
12 Change Notes ( view )

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Fray of the Fog

Description
Adds assorted things related to Fray, an eccentric archotech signal that has taken a liking to your colonists.




Inspired by mods like Archotech Expanded, Fray of the Fog aims to introduce a young hyperintelligence to the post-Anomaly DLC pantheon that grants players the ability to craft resources, equipment, and bionics leading into the endgame.

Pierce the psychic fog with new ultratech research and make contact with the gold-blooded Endless Waves. Her love and frenzy will grant your colonists favor beyond human reckoning.



















• Arms - Enhanced melee speed
• Legs - Jump ability
• Eyes - Enhanced psychic sensitivity, aiming and learning
• Heart - Improved baseline performance
• Liver - Regeneration
• Spine (Requires Biotech) - Enhanced mechanitor stats

• Ultravigor gland (Requires Big and Small) - Enhanced size and non-passion learning
• Psyskin gland - Enhanced heat resistance, scaling with psychic sensitivity
• Altermind jaw - Work speed boost ability
• Psymind assistant (Requires Biotech) - Enhanced consciousness and mech gestation speed











Balance can change with feedback or new additions as I do not subscribe to the notion that archotech content should just be blatantly overpowered. If you encounter any issues, help me fix them with logs or steps to reproduce!



• Biotech
• Odyssey - Unique weapon traits, vacuum resistance
• Vanilla Psycasts Expanded - Eltex added to certain recipes
• Adaptive Storage Framework
• Big and Small



• Long melee mechanoid
• Warcasket weaponry
• Purifier machine capable of converting anomaly materials



Some of the textures in the preview images are from Vanilla Expanded, SimpleStairs and Pavimentum. If you want to try to remove a thing, try Cherry Picker.

Known Issues
• Unconfirmed: infusion bionics likely don't work with quality or integrated bionics since the hediff changes





Art and designs by Dvdyyz
173 Comments
Not Dvdyyz  [author] 4 minutes ago 
I've heard about this issue from bradson and company

let me take a look
calicoh 2 hours ago 
Hello. This mod is really (really) great, quite pretty, and wonderfully lean. I am sincerely glad you've taken the time to make and continue adding content to it.

Currently, Odyssey gravship rotation causes terrible, no good things to occur with the Ambry. Wall phasing, outright deletion, vomiting items everywhere, etc. I investigated some patches made for other adaptive storage frameworks mods to fix this, and they consist quite simply of changing the thingdef property "rotateable" to "true". Replicating that particular change on the Ambry immediately fixes all issues, in exchange for allowing you to pointlessly rotate the ambry when placing it. I would recommend implementing this by default.

I would (personally) very much like for this to accompany more rotations of the ambry visually, because it's a cool looking thingamabob, and I'd like to see it from other angles. This involves genuine work, so I naturally have no expectations in this regard.
Not Dvdyyz  [author] 3 hours ago 
Sorry if that was a bit misleading

I'm not entirely against the idea but I would need to actually design a full set of psycasts for something like that and that seems a bit much
ImNotCreat1ve 6 hours ago 
fair enough, thanks for the info!
Not Dvdyyz  [author] 6 hours ago 
Sorry I guess those got deleted at some point

No it just adds eltex costs to certain recipes at the moment
ImNotCreat1ve 13 hours ago 
what is the compatibility with Vanilla psycasts expanded? Is it a new psycast tree?
Not Dvdyyz  [author] 20 Jul @ 3:14pm 
@Irkalla in vanilla, power armor is 30% on the body and 65%+ on the helmets, reaching a highest of 98% on the cataphract armor (this seems to be intentional balance)

I did not want to devalue vacuum resistant xenotypes by making a readily available armor better than cataphract but I don't have a lot of experience with odyssey myself so I am not entirely sure how annoying it is currently

I am trying to keep an eye on the balance for the glare weapons since they have either large AoE or absurd range
Irkalla 20 Jul @ 2:28pm 
One minor thing I noted with the new powersuit: The full suit with the visor helmet doesnt seem to give full vacuum protection. So I opened QOL mod and checked stats, the suit gives 30% and I dont recall exactly on the helmet but it was below 70%. So my fraytech augmented supersoldiers are slowly dying in vacuum. Easy enough to fix with QOL mod, just keep in mind. I'll check my mod setup tomorrow if something tampered with that though.

Otherwise they give a bunch of neat buffs while still being well balanced

Glare rifle definitely needs aim cooldown and warmup time modifiers i.e. from implants etc, then its a pretty sick gun. Probably intended to be used together with other Fraytech gear.
Nova Solarius 20 Jul @ 11:02am 
@EstusBot: if you go all the way to the top of the page, directly above the name of the mod, you see "RimWorld > Workshop > Not Dvdyyz's Workshop." If you click on Dvdyzz's name, you are taken to a page that shows all mods they have made. Alternatively, here are their other two Rimworld mods:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3341551589
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3359672272
EstusBot 20 Jul @ 8:15am 
I want to see if you've made anything else, but your profile is private so I can't see your workshop :(