RimWorld

RimWorld

Archotech Race
166 Comments
Kihtan 10 May, 2024 @ 2:48pm 
Thank you.
noddistVitae  [author] 9 May, 2024 @ 2:41pm 
Fixed, thanks for the logs
Kihtan 9 May, 2024 @ 1:10pm 
Kihtan 9 May, 2024 @ 12:59pm 
Does anybody else have a bug where the archoteck colonists wounds dont register? They just go on like nothing happened with twenty fresh wounds listed but when i tell them to go heal the medical bed says that they arent hurt and every 2 seconds a message pops up that "Whatshisname" is fully healed. The only thing they actually lie down for is threating infections and astma.
Mismagius 7 May, 2024 @ 3:00pm 
sounds great, thank you. also sorry for deleting that comment from earlier, it was an accident...
noddistVitae  [author] 7 May, 2024 @ 2:55pm 
will add deprecated to the title and link to nameless' mod when it's out
noddistVitae  [author] 7 May, 2024 @ 2:52pm 
temporarily of course
noddistVitae  [author] 7 May, 2024 @ 2:52pm 
updated
BaguetteMan 6 May, 2024 @ 10:21pm 
Good idea
Mismagius 13 Apr, 2024 @ 7:59pm 
@Nameless hey if you are reading this, maybe you could consider making a hostile archotech faction that revolves around the anomaly DLC? instead of being green with yellow glows, they could be black/gray with red glows. maybe call this faction/race "dark archotechs" or something.
Nameless 2 Apr, 2024 @ 1:09pm 
Hey guys, we'll work on that :)
noddistVitae  [author] 1 Apr, 2024 @ 9:21pm 
I think nameless should do it, so there aren't two versions when 1.5 drops. But we'll see what they say
Mismagius 1 Apr, 2024 @ 4:40pm 
are you planning on updating this to 1.5?
Nameless 20 Feb, 2024 @ 1:37pm 
YOU ARE THE BEST! Many thanks!
noddistVitae  [author] 20 Feb, 2024 @ 1:33pm 
Nameless 20 Feb, 2024 @ 12:58pm 
Hi @AludisNHG, thank you for your immediate and kind reply! I have a couple of questions to you: 1. Can you please share the source code and assets for Archotech Race and Archotech Xenotype mods? 2. Can I please add you in Discord, what would be your handle there? Hi @Mismagius, thank you for your comment! I'll note that. To everyone: I am looking for people to chip the expenses on the mod, please let me know if you are interested.
Mismagius 20 Feb, 2024 @ 7:49am 
@Nameless if you plan on adding the Xenotype type as well, make sure you have it so it doesn't require biotech and the genes only becomes active if the mod detects that the player has biotech
noddistVitae  [author] 20 Feb, 2024 @ 7:47am 
@Nameless yeah go ahead
Nameless 20 Feb, 2024 @ 7:28am 
Hi @AludisNHG, I am a huge fan of your great work! Thank you for your efforts! I am continuing More Archotech Garbage mod. Do you plan to maintain Archotech Race and Archotech Xenotype mods? If you allow that, I'd like to take maintenance of these over or fork and merge with More Archotech Garbage. What do you think?
Mismagius 10 Feb, 2024 @ 3:46am 
i think you should give them a health regen since i feel like they would recover faster than humans. just add this line of code in statbases. and also change the 2 zeros into whatever value you what. for example, 1.0 will be twice as fast and 2.0 will be 3 times as fast and so on

<InjuryHealingFactor>0.0</InjuryHealingFactor>
Mismagius 2 Feb, 2024 @ 9:24pm 
hey can you update this race mod's EVA support for space our ship 2 1.4 build? https://github.com/SonicTHI/SaveOurShip2Experimental/wiki/Adding-EVA-compatibility-to-mods
Mismagius 1 Feb, 2024 @ 10:45am 
question, does this mod have support for Archotech Genetics?
King Bee 14 Jan, 2024 @ 10:52pm 
I know your xenotype mod for this is dead because of Neronix17's xenotype, which...fair. However, is there a way for this race mod to automatically use Neronix17's xenotype with them? I still play with the Empire mod, and I love the idea of having a full Archotech Empire, but when you choose what races are allowed, you aren't able to also choose xenotype. I'm aware that's super op, but I think that's kinda the point of Archotechs, and the Archotech faction would be a real challenge if you pissed them off. XD
draqounmaguese 20 Dec, 2023 @ 7:42am 
Thanks for this mod. I look forward to the xenotype.
These have been an auto include for my games since I first played with them.
noddistVitae  [author] 8 Nov, 2023 @ 10:25am 
Fixed
Trapus 8 Nov, 2023 @ 3:54am 
I cant align my colonists with the archo faction in edit scenario menu.
noddistVitae  [author] 31 Oct, 2023 @ 10:49pm 
Done, new archotechs will now spawn with the transcendent gene as an endogene (the inheritable one) regardless of xenotype. You'll have to add it with devmode for already existing ones. Also soldiers from the archotech faction will now spawn with weapons and armor
Mismagius 31 Oct, 2023 @ 3:31pm 
hey this mod came out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3067715093
and is there by any chance you could get this race to equip the weapons and armor from this mod?
Rizonan 5 Jul, 2023 @ 4:06am 
Ah okay thanks for checking anyways
noddistVitae  [author] 3 Jul, 2023 @ 8:01pm 
I looked all over the HAR wiki and it says nothing about disabling certain breakdowns
Mismagius 3 Jul, 2023 @ 6:59pm 
or better yet if you haven't, blacklist the gourmand trait?
Rizonan 30 Jun, 2023 @ 11:01am 
Oh okay. And another thing, can you disable the food binge breakdown since they don't even need to eat?
noddistVitae  [author] 28 Jun, 2023 @ 1:48pm 
No, sorry. They might be robots but they have an AI mind. Some were even humans, so they would eventually get bored.
Rizonan 28 Jun, 2023 @ 12:00pm 
Wouldnt it be more realistic if they didnt need recreation since they're basically robots?
BrenTenkage 18 Jun, 2023 @ 5:53pm 
awesome can't wait for the biotech version, more so with the re-continued more archetech garbage
noddistVitae  [author] 18 Jun, 2023 @ 5:20pm 
Yes, I'm working on it
|dvh| 18 Jun, 2023 @ 4:04pm 
Any chance we can get a Biotech gene-based version?
Mismagius 18 Jun, 2023 @ 3:46pm 
oh ok then, thats fine
noddistVitae  [author] 18 Jun, 2023 @ 3:22pm 
@Mismagius I'm sorry this took so long, I was drawing the new textures. I've changed their stock
noddistVitae  [author] 16 Jun, 2023 @ 2:56pm 
Huh, I forgot about that. I'll see what I can do
Mismagius 15 Jun, 2023 @ 11:58pm 
hey uhhh...sorry if i seem pushy with suggestions but any chance you could make it so they have more stuff to trade? they seem to have trades a lot similar to outlander unions. its kind of odd that they mostly have tech that would be considered primitive to them for trading instead of higher tech like archotech related items
noddistVitae  [author] 27 Apr, 2023 @ 12:36pm 
Use Character Editor, there's also a very rare chance to get one when randomizing a colonist
EchoShadow 26 Apr, 2023 @ 1:59pm 
how do you start with a colon who has this race
noddistVitae  [author] 9 Apr, 2023 @ 9:16am 
Done and done
Mismagius 8 Apr, 2023 @ 6:09pm 
yo, a new archotech mod has came out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2959623724
any chance you could make these weapons spawn on this race? oh and can you change their tech type to Archotech instead of them being ultra?
noddistVitae  [author] 20 Mar, 2023 @ 8:35am 
It was because I didn't set bodies for children so they used thin. You'll have to use Character Editor to change their body to child
Victor 20 Mar, 2023 @ 7:58am 
My archotech kid put on a kid romper and it turned into a pink square, could it have to do with the retexture by netorix?
47713 19 Mar, 2023 @ 4:52am 
@AludisNHG
Wow that was quick. I will check it out. Thank you for your time! I appreciate it.
noddistVitae  [author] 18 Mar, 2023 @ 9:42pm 
Yes, that's intended. I set those ages before Biotech released, so I didn't know how it was gonna work. I'll change it
47713 18 Mar, 2023 @ 8:59pm 
@AludisNHG
Love the mod. I have it installed in my Biotech playthrough and intended to grow my own colony with this race. I used Biotech's extract ovum procedure and fertilize the ovum then replanted the embryo. Pawn went through pregnancy as expected but I think the gestation time was longer. Newborns are not born with archotech eyes but that's not a big deal. However, I did notice some possible bugs with the growth stages of children. The newborn stage is from birth to age 5. Toddler stage is from age 5 to 12. Is this intended? Coz otherwise the children have one gimp growth moment from from age 5 to 7, one full growth from age 7 to 10, and the last growth moment never occurs coz they "grow up" at age 12. Not sure if this is just a mod compatibility issue.