RimWorld

RimWorld

Archotech Expanded
728 Comments
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
Travioli 24 Jun @ 11:25pm 
or add another brain archotech part? I like my 600% part efficiency brains ':)
Travioli 24 Jun @ 11:22pm 
Re-add the bill to allow for archotech membrane on the brain please? :)
Б.А. Левин 14 Jun @ 1:11pm 
норм то что когда архо нексус в пешку вживил он исчез? Типо секунду побыл и пропал
Travioli 9 Jun @ 4:15pm 
Can you make it possible to add them to animals? Technically it's possible with dev-tool, but it'd be much more immersive to be able to add them via surgery.
Inerael 24 May @ 12:46am 
Thanks you verry much ! Yesterday i started a colony and everybody is crying, now with your mod back, brain melder will save me ! x)
Teok  [author] 23 May @ 7:31pm 
Sorry to everyone who has had this issue. I had a problem with this mod and the prosthetics mod which has now been resolved and updated. The regeneration matrix should now work properly
Inerael 12 May @ 9:30am 
is it still working pls ?
oleoletox 6 May @ 8:20am 
help...same problem wiht the archotech regeneration matrix.
Lord_Eol 16 Apr @ 3:17am 
@Katt; came to say the same thing
Katt 13 Apr @ 4:57pm 
am unable to install regeneration matrix in pawns is there gonna be a fix for that?
Триумфатор 13 Apr @ 4:03am 
I have nothing in my machine except legs, arms and eyes.
What is it connected with?
lostormisplaced 22 Feb @ 7:54am 
Could you add an option in settings to not have the nano/pico/attomachinary commonality at 0, I liked having the option to get a piece of powerful equipment but have another faction against me.
Madded_Fox 12 Feb @ 10:41pm 
Больно не бейте переводил deepseek
Madded_Fox 12 Feb @ 10:40pm 
Пришлось делить так как стим не пропускает более 1000 символов
Madded_Fox 12 Feb @ 10:40pm 
<li>
<filter>
<thingDefs>
<li>ArchotechRegenerationMatrix</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechRegenerationMatrix</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Torso</li>
</appliedOnFixedBodyParts>
<addsHediff>ArchotechRegenerationMatrix</addsHediff>
</RecipeDef>
</Defs>
Madded_Fox 12 Feb @ 10:40pm 
<RecipeDef ParentName="SurgeryInstallBodyPartProstheticBase">
<defName>InstallArchotechRegenerationMatrix</defName>
<label>install archotech regeneration matrix</label>
<description>Install an archotech regeneration matrix.</description>
<workerClass>Recipe_InstallImplant</workerClass>
<jobString>Installing archotech regeneration matrix.</jobString>
<workAmount>3700</workAmount>
<surgerySuccessChanceFactor>1</surgerySuccessChanceFactor>
<deathOnFailedSurgeryChance>0.10</deathOnFailedSurgeryChance>
<skillRequirements>
<Medicine>12</Medicine>
</skillRequirements>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
Madded_Fox 12 Feb @ 10:40pm 
<ThingDef ParentName="BodyPartArchotechBase">
<defName>ArchotechRegenerationMatrix</defName>
<label>archotech regeneration matrix</label>
<description>When installed, the user experiences rapid regeneration unlike anything the human body can naturally do on its own. The lucky few scientists who have studied these devices have found no internal parts or mechanisms, and can only speculate wildly on how such technology works. Some believe it draws power from another reality, others believe it connects to the archotech itself. All agree that its workings are beyond human comprehension.</description>
<thingSetMakerTags>
<li>RewardSpecial</li>
</thingSetMakerTags>
<statBases>
<MarketValue>16000</MarketValue>
<Mass>0.2</Mass>
</statBases>
<techHediffsTags>
<li>Archotech</li>
</techHediffsTags>
</ThingDef>
Madded_Fox 12 Feb @ 10:39pm 
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<HediffDef ParentName="ImplantHediffBase">
<defName>ArchotechRegenerationMatrix</defName>
<label>archotech regeneration matrix</label>
<labelNoun>an archotech regeneration matrix</labelNoun>
<hediffClass>ArchotechExpandedProsthetics.RegenerationMatrix</hediffClass>
<description>An installed Archotech Regeneration Matrix. The user experiences rapid regeneration unlike anything the human body can naturally do on its own, closing wounds, healing scars, and even rapidly regenerating body parts.</description>
<descriptionHyperlinks><ThingDef>ArchotechRegenerationMatrix</ThingDef></descriptionHyperlinks>
<spawnThingOnRemoved>ArchotechRegenerationMatrix</spawnThingOnRemoved>
</HediffDef>
Madded_Fox 12 Feb @ 10:39pm 
"I had to think about it (since I am not a programmer or a RimWorld modder), and through trial and error, I managed to figure out the following: if you change the parent class from <RecipeDef ParentName="SurgeryFlesh"> to <RecipeDef ParentName="SurgeryInstallBodyPartProstheticBase">, the regeneration matrix will start installing like any other implant. The final text of the file (if you click 'Open Folder' in the RimWorld menu) is located at \1.5\Defs\HediffDefs\AE_Hediffs_Local_Implants.xml:
VirtualHallofCost 3 Feb @ 2:30am 
Hey to get the matrix to install get the prosthetics one also. I installed the other one and now i can install them.
💜Domashniy Oreshek💜 2 Feb @ 2:19am 
Me too can't install regeneration matrix
Agent Sandman 30 Jan @ 8:36pm 
unable to install regeneration matrix in pawns -- unsure what could be causing this
Geeezzzz 23 Jan @ 2:06am 
is anybody experiencing the same problem where you can't install the regeneration matrix?, when i clicked on the item, it's the only thing that doesn't have "view: install archotech....", however the other archotech implant have this
anantasak5g 18 Jan @ 4:20am 
@Teok, Thank you I found it.
Teok  [author] 18 Jan @ 3:36am 
Hi Anantasak, it's already in the mod, has been for ages
anantasak5g 17 Jan @ 9:22pm 
Please add Archotech Membrane please.:steamthis:
Teok  [author] 17 Jan @ 3:05pm 
I also added the Regeneration Matrix from the prosthetics mod
Teok  [author] 17 Jan @ 2:46pm 
Since so many people are having this issue, I've attempted a band-aid fix by setting the commonality to zero as Nolan had suggested. From limited testing this seems to have worked, though I don't know the effect this will have for trading for materials at this time.
lostormisplaced 17 Jan @ 11:18am 
Are tribal visitors that come and trade right at the start of the game supposed to have nanomachine items for sale? Not that I have the money to buy them, but I sometimes *accidentaly* shoot the muffulo that is holding it.
Nolan 11 Jan @ 1:52pm 
****By default the first tier nanomachinery is set at 0.01 which at a glance SHOULD be fine as is****

Terrible spelling error needed clarification.
Nolan 11 Jan @ 1:49pm 
@nicktheawesome100 you just go into the thingsdef xml file for the mod. Then change the "commonality" of the materials. By default the first tier nanomachinery is set at 0.01 which at a glance shouldn't be fine as is, but the like the dev said something must have changed with rimworld itself to cause his materials spawn on tribals so early on in the game. I changed my commonality on all 3 mats to 0. It would take a lot of setting and checking to get this to a balanced level I feel. I don't blame the dev for not wanting to fix this. I am sure if someone else wanted to put in the time to tweak and balance the xml he would appreciate it. I personally am just glad the dev keeps it updated between rimworld versions.

@Teok Great mod btw, been using it since it came out.
Kevin Jung 31 Dec, 2024 @ 7:07am 
Thanks, I wonder why this version is missing The Archotech Regeneration Matrix which is in the Archotech Expanded Prosthetics version?
Teok  [author] 31 Dec, 2024 @ 12:42am 
No archite genes added, no
Kevin Jung 30 Dec, 2024 @ 8:32am 
Hi author, this mod don't have add new Archite genes right ?
Only implants and materials !
nicktheawesome100 26 Dec, 2024 @ 7:59am 
@Nolan Hey is there any way you could share what you changed? I'm having the same issue unfortunately.
LuhChillMann 25 Dec, 2024 @ 5:54am 
Vanilla bionic arms do the same thing, after melee attacking an enemy the durability(?) goes down and breaks. It shows removed at the clavicle and arm
Teok  [author] 25 Dec, 2024 @ 5:02am 
I don't understand what you mean by break, as in the arms themselves break?
That sounds like a glitch with another mod
LuhChillMann 25 Dec, 2024 @ 4:45am 
I have a colonist that hunts with his fists, but I have advanced archotech arms on him, and they keep breaking. I tried to put Obliterators on him and those broke as well. Is this a bug or an Intended feature?
Teok  [author] 21 Dec, 2024 @ 11:41pm 
I also don't know, I'm sorry to say. I have no intentions of fixing the mod bar maintenance, keeping it updated for new versions. Potentially something has changed in the way rarity works over the years, but this mod was made almost as soon as the game came out of beta
Nolan 21 Dec, 2024 @ 10:35pm 
I felt the materials from this mod spawned way too often, I was getting tribal raids with piece of this stuff on every one of them almost. I went to disable this in the xml and noticed that the rarity setting by default is low AF. I did end up disabling the nano stuff from spawning in my games but and left confused as to why I felt I had to seeing the xml file defaults. I can't figure out why I am getting so much of this stuff spawning on tribals with the rarity as low as it is.
wrestlingroger 21 Dec, 2024 @ 8:10am 
Hello, Where can I go to adjust the ingredient requirements for the various body parts and nano, pico, and atto bots? Thanks
Teok  [author] 24 Nov, 2024 @ 10:39pm 
Feel free! This mod is not under development and is barely under maintenance.
CTH2004 24 Nov, 2024 @ 8:33am 
I was about to ask if I may use parts of this mod in my own mod. Then I re-read the top... oops...

still,as a courtasy, I'll just say: "I am makeing a complex mod, and I might integrate some parts of this. For instance, your different machines (nano through atto), I wanted to make something similar. But, why re-do that?
Luke TasRook 24 Nov, 2024 @ 4:09am 
Tribals with Pikofuckingmachinery robes are literal iron men. Who thought this was a good idea.
Ark_the_Legend 23 Oct, 2024 @ 11:47am 
Not sure if it's just me because I can't find any other mention of it after searching, admittedly not that long, in the comments but does anyone else get, and know how to fix, the pathing error that i get with the advanced archotech legs? The pawns with them either just end up standing still sometimes doing nothing or get an error when trying to move. Any help would be appreciated!
donut 17 Sep, 2024 @ 12:32pm 
The emptying workbench was not archotech expanded, it was unpowered fortress industrial radio tower which for some reason cleared all tables within its reach periodically.
donut 14 Sep, 2024 @ 11:52am 
Hm for some reason archotect workbench empties itself from tasks if i visit another map.
Playzr 🐵 1 Sep, 2024 @ 6:56am 
I have the adaptive assembler from Project Rimfactory making the atomachinery and others, as I usually end up doing, but it looks like when it's making bulk picomachinery it deletes the nanomachinery but the amount of picomachinery isn't increasing. I have no atomachinery so I know it's not just being converted to atomachinery. It has cost me a lot of components and just seems to be stuck in an infinite loop this time around.