RimWorld

RimWorld

Artifacts Expanded
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?
Carnagion  [author] 6 Feb, 2023 @ 12:50pm 
@whitespacekilla interesting, thank you for the report.
I'm just in the process of fixing my mods. Should hopefully be done soon.
whitespacekilla 29 Jan, 2023 @ 12:50pm 
2 easy fixes (that the ModErrorChecker actually finds instead of just pointing out overloads it doesn't understand...) are to remove the reference to PawnKindDef.baseRecruitDifficulty, it was an attribute the base game never used so they got rid of it in 1.4 (maybe just go with 0.5 or increase the range of the randomness in the method) and Pawn_AgeTracker.DebugMakeOlder (you now have DebugSetAge to use, just set the ticks you want instead of the ticks to age).

The InstantGrowth and MindSuppressor effects are broken until updated with those changes, unfortunately.
ElPapaDeTu 18 Jan, 2023 @ 9:36am 
So excited!
Carnagion  [author] 12 Jan, 2023 @ 3:56am 
@Star_Chris yes I have come across that problem in my testing. I didn't have access to my laptop for a while, so I couldn't work on it, but now I can. With any luck, you can expect an update before the end of Jan or early Feb.
Star_Chris 4 Jan, 2023 @ 12:41am 
Quick test with 1.4 shows that everything but the serums work

For the future as well if this is continued:
Config error in Apparel_ArchotechSacrificerBelt: is smeltable but does not give anything for smelting.
Man2quilla 1 Jan, 2023 @ 2:18pm 
I hope everything's going well and Happy New Year!
ElPapaDeTu 31 Dec, 2022 @ 6:47am 
Looking forward to the update! Thank you for the mod!
AncestorsGift 6 Dec, 2022 @ 12:07am 
@Carnagion are we gonna need resurrecting by your own mod when its done, my pawns cant fight naked without fear of death till your mod is up...
fallengrace 20 Nov, 2022 @ 8:31am 
you would think these would work in 1.4 since from what i read the update only tweaked pawn hediff which is why every race mod broke. so this might work ...might not :/
jetblade545 29 Oct, 2022 @ 11:32pm 
thanks for the up[date @Carnagion
Carnagion  [author] 28 Oct, 2022 @ 9:33am 
Am working on a 1.4 update. I don't expect it to be finished for at least a month though. Maybe December.
FranCSGO Gameplays y Tutoriales 26 Oct, 2022 @ 8:51pm 
1.4?
President Snew 22 Oct, 2022 @ 4:50am 
Please update to 1.4!
Compineer 22 Oct, 2022 @ 4:47am 
Would love to see a 1.4 update on this!
Nameless 7 Oct, 2022 @ 6:49am 
Hi @Carnagion, many thanks to you for such an amazing mod! Do you have any plans updating for 1.4 and the new DLC?
Coolchilion 24 Aug, 2022 @ 1:36pm 
I'm not sure if this is intentional, but I kinda expected the grower serum to also allow baby animals to grow in other stats according to the age they are given after administering the serum.

For example, a baby animal with advanced training can rescue pawns but are too small to be trained for this. Giving them grower serum does increase their age but it still does not allow them to be trained for rescue, as the game still thinks they're too small to be trained for it.

https://gist.github.com/97388f31f55497d64bc9bb3fef5287a0
GVLT 16 Aug, 2022 @ 3:32pm 
Hi, thanks for the great mod and nice ideas. The only thing I want to point out is that skilltrainer is way to common for being that powerful. I expected seeing him as rare as we see healer mech serum, instead I hoarded 3 of them from 10 settlements visited
Carnagion  [author] 19 May, 2022 @ 11:33am 
@Darklight Ah. Well, I'm not really adding new features to the mod at the moment. I'm too busy to properly mod RimWorld anymore. I just ensure all the mods are working fine when new updates come along, but new features are not something I see myself doing in the near future.
Darklight 19 May, 2022 @ 6:24am 
Sorry, force of habit. Could you make the belt kill prisoners as well as colonists?
Carnagion  [author] 18 May, 2022 @ 2:49pm 
@Darklight wait so what's the question again? You deleted your previous comment and now I don't remember what you were asking anymore.
Darklight 18 May, 2022 @ 10:36am 
It doesn't kill prisoners
Carnagion  [author] 18 May, 2022 @ 9:54am 
@Darklight I thought it already does that? Make sure you're using the right version.
Blue Zergling 6 Sep, 2021 @ 3:58am 
The “a/an” thing gets dumb, since it’s based on phonetics rather than spelling. Since “One” is phonetically identical to “won”, it uses “a”. On the other hand, it’s “an hour” typically, but some accents use “a hour”, while pronouncing “a” as “uh”.

English is dumb.
Ontheheavens 27 Aug, 2021 @ 5:48am 
Right, my bad. Looked it up afterwards to double-check and was ashamed of myself. Thanks for your hard work!
Carnagion  [author] 27 Aug, 2021 @ 4:56am 
@Ontheheavens "a" is correct when used before "one-use", not "an". The rules of English unfortunately aren't just as simple as "a before consonants, an before vowels". It depends on the pronunciation as well. If you don't believe me you can check on the internet :)
As for the "super" typo, thank you for reporting it. I'll fix it soon, but not immediately since it's not a pressing issue and there are other things on my priority list.
Ontheheavens 27 Aug, 2021 @ 3:22am 
Archotech neurotrainer has a very annoying typo in description:

''A one-use supder-dose of mechanites'', while it should be aN one-use and super, without D. Should be easy to fix.
Carnagion  [author] 9 Aug, 2021 @ 12:08am 
@farq4 at the moment I don't plan on adding any new artifacts. However, I do like your idea, so I'll try to implement something like that once I'm done with my current tasks.
farq4 8 Aug, 2021 @ 1:26am 
would you mind adding one more item to artifacts ?
I feel like game is missing a high tech "cleanliness" so I thought about something like "air purifier"
that would just add like +20 to cleanliness to room.
I thought it would be nice as an architect artifact.
what do you guys think?
Sal 22 Jul, 2021 @ 1:08am 
thank you ! that was a quick fix wow , im always amazed at how you guys modders can find the source of the problem and fix it so fast , its really hard to troubleshoot and to find which mod cause the error .
Carnagion  [author] 22 Jul, 2021 @ 12:40am 
@The Big Blue Box @KitsuneKas @Sal
I have fixed the errors. It was caused by one of the lances still using motes in one of its comps. You shouldn't have any problems using the mod now; it's all updated.
Thanks for the reports; I probably wouldn't have noticed if you hadn't told me.
Enjoy.
Sal 21 Jul, 2021 @ 5:37pm 
Hello there ! so after some hours troubleshooting and adding moving mod 1 by 1 , i found that the error come from this mod sadly (same error as the big blue box)psycast blabla line (No Verse.ThingDef named Mote_PsycastPsychicEffect) i had that in 1.2 and now also in 1.3 , and i think the error also affect the first quest , cant do bestowing for some reason .
Carnagion  [author] 20 Jul, 2021 @ 9:50pm 
@The Big Blue Box @KitsuneKas thanks for the reports.
I know that the mote system changed, and I did update accordingly. There were no errors when I tested, but that was a week ago. I'll re-check now and do the necessary.
KitsuneKas 20 Jul, 2021 @ 3:56pm 
@Carnagion My understanding is that motes are handled differently in 1.3, as that was one of the things mentioned in the patch notes. Your mod may need to be updated to use the new "Fleck" system.

I'm sure these errors could be safely ignored for now, but the mod is definitely generating mote-related errors. I formerly had the ones the previous comment lists, but am now receiving a single, slightly different one.

Here's the log:

https://gist.github.com/bde2b2b777eec8b037dbc1c6f1d5a9ee
The Big Blue Box 19 Jul, 2021 @ 9:55pm 
Getting these errors. Taking this mod out of my list removes the errors.

Could not resolve cross-reference: No Verse.ThingDef named Mote_PsycastPsychicEffect found to give to RimWorld.CompProperties_TargetEffect_MoteOnTarget

Could not resolve cross-reference: No Verse.ThingDef named Mote_PsycastPsychicLine found to give to RimWorld.CompProperties_TargetEffect_MoteConnecting
Carnagion  [author] 20 May, 2021 @ 8:43am 
@Aegael the problem should be fixed now. I can't figure out why raiders spawn with sacrificer belts, but now the belt should only kill pawns from the same faction. So if you kill a raider wearing it, another raider will die, not a colonist.
Carnagion  [author] 20 May, 2021 @ 1:48am 
@Aegael raiders shouldn't be able to come in with archotech sacrificer belts. I'll look into the issue. What kind of raiders were they? (eg. pirates, tribals, etc) And what wealth was your colony at, approximately?

Until the issue is fixed, it's best to shoot raiders that don't have the sacrificer belt. They'll still flee like usual when half of their raid members die.
Aegael 20 May, 2021 @ 1:36am 
I just had a raider come in with an Archotech Sacrificer Belt, and everytime I killed him one of my own colonists would die. Is this intended?
Mezz 17 May, 2021 @ 9:47pm 
Hey thanks for taking the time to respond! I wasn't fully grasping your theme for this mod so now I understand. Thank you for taking your time to explain.

Whatever little time you have, thank you for making and updating this mod.

I've followed you so I look forward to more of your creations!
Carnagion  [author] 17 May, 2021 @ 9:42pm 
@TheSpookiestSkeleton can't unsee now :|

@Cherman the grower mech serum is mainly aimed at people who use mods like Children School and Learning. It makes having children a more viable option because the serum will let them grow instantly. It's also useful for making animals with very long lifespans grow quickly, like thrumbos. I am considering adding a serum that reverses aging. Maybe in a future update.

@Mezz that is a great idea, but unfortunately it doesn't really fit with the theme of this mod. This mod is geared towards artifacts and rare items in general, not specifically archotech body parts. Plus, there are plenty of mods out there that already add more archotech body parts, so if I were to add some, I'd have to make them unique, which takes more time and effort. I don't have that kind of time at the moment, so I won't be doing that, sorry.
Mezz 17 May, 2021 @ 9:08pm 
IF you are looking for more ideas, [Archotech+] mod is my favorite.

I've modified a lot of aspects of the mod, but personally I'd like it to be more expanded upon.

I've always thought needing a doctor to implant Archotech Bionics was a little weird so being able to self-install different body parts was a revolutionary idea.

From this point on is my request but I'd personally like a self-install implant that give you a full Archotech Body.

You seem to be a really capable coder/modder so just for you consideration.