RimWorld

RimWorld

Archonites [Abandoned]
43 Comments
Laurient 22 Nov, 2023 @ 1:11pm 
could be the assemblies sources be available to make it compatible with 1.4 ?
Inquisition Time! 27 Jan, 2022 @ 7:05am 
Still working even if abandoned?
Jedia Kyrol 23 Jan, 2022 @ 1:09pm 
Abandoned? Bummer.
Sergkart  [author] 20 Dec, 2021 @ 3:43pm 
@NutellaBrain, of the known incompatibilities, only CE, yet "Medical System Expansion 2" has conflicts. Partially incompatible with the "kemomimilike" mod.
NutellaBrain 20 Dec, 2021 @ 3:24pm 
anyone know of any incompatibility because this mod wont work for me
Sergkart  [author] 21 Oct, 2021 @ 6:46am 
@Kosolaper, this is not a bug.
Kosolaper 21 Oct, 2021 @ 6:04am 
recycling hediff from archorecyclers appears on same body parts several times
Sergkart  [author] 12 Oct, 2021 @ 2:49pm 
@cns, yes.
Sergkart  [author] 7 Sep, 2021 @ 10:18am 
@Jedia Kyrol, maybe in the future.
Jedia Kyrol 6 Sep, 2021 @ 8:05pm 
it doubles up with the Advanced Bionics Expanded archotech parts. Would it be possible to add a compatibility patch?
Sergkart  [author] 20 Aug, 2021 @ 2:26pm 
@tkgamer77, yes
tkgamer77 20 Aug, 2021 @ 2:10pm 
I feel like this has been asked before, but do the converted body parts count as bionics for transhumanists?
Regent 17 Aug, 2021 @ 11:03am 
Archonites material doesnt work well with CE, you whould look on it
Master Wizard Wither 20 Jul, 2021 @ 12:49am 
That would be useful for prisoners because I could possibly sell them or use them as fodder for the Altered Carbon mod as powerful vessels for dead colonists that had stacks installed. Not so much for wild animals because IIRC artificial limbs lower meat count like missing limbs. Maybe for something more dangerous I would want to tame it would be useful. But then again, I could finish off things before they could get their new limbs.
Sergkart  [author] 20 Jul, 2021 @ 12:39am 
@Master Wizard Wither, you can abduct colonists and animals. The ability does not limit the number of animals on the map and does not kill vegetation. At some point, everyone outside falls into unconsciousness. But in general, yes, it gives everyone archo-limbs.
Master Wizard Wither 20 Jul, 2021 @ 12:33am 
Transforms how though? There appear to be two types of transformation in the mod and if it's the Archotech one, it becomes a 'do not use' power simply because the high cost and that there is no conceivable benefit to using it unless you lock all your colonists and animals in an outdoor pen.

Honestly, by the name alone, I was expecting it to be like neuroquake but knocking everything on the map out so I can kidn- err... rescue people and animals and hope they may join.
Sergkart  [author] 20 Jul, 2021 @ 12:24am 
@Master Wizard Wither, uh-huh, perhaps I'll expand the description. Sleeping haze acts on the principle of integrators and toxic fallout, but unlike toxins, it slowly transforms the infected. This only affects those who are not under the roof.
Master Wizard Wither 19 Jul, 2021 @ 2:48pm 
So what exactly does the sleeping haze do? Neither the workshop description nor the in-game description really helps, alongside a neuroquake prompt that simply says "Are you sure?" Pawns that stay outside during the fog get whole body archonite integrators. Considering the warnings, it seemed like it would function similar to neuroquake by infecting raiders with something, but it doesn't seem to do anything until I wait it out to see what happens to an infected animal.
Kosolaper 14 Jul, 2021 @ 10:27am 
ok, thanks
Sergkart  [author] 14 Jul, 2021 @ 10:26am 
@Kosolaper, fixed, shouldn't disappear now. I checked it fluently, it works correctly for at least 2-3 days.
Kosolaper 14 Jul, 2021 @ 9:36am 
Way sooner, like less than a day and hediff gone, also time of dissapearing is random
Sergkart  [author] 14 Jul, 2021 @ 8:18am 
@Kosolaper, did they disappear after 120 days or sooner?
Kosolaper 14 Jul, 2021 @ 7:27am 
For some reason "archonites integrators" dissapear after some time, version 1.3 and no logs generated.
Sergkart  [author] 13 Jul, 2021 @ 11:00pm 
@tkgamer77, conflict, no, it will not. And the distribution mechanics will most likely need a patch.
tkgamer77 13 Jul, 2021 @ 7:26pm 
Would this work with communicable diseases?
elvis 11 Jul, 2021 @ 11:00am 
aaaaargh, suddenly everyone got mental breakdowns when i loaded my save. paaaaanic! :)
Sergkart  [author] 9 Jul, 2021 @ 10:50pm 
virgil, belial only appears if you have a Moyo mod. The vanometric cell has been replaced.
lychee calpico 9 Jul, 2021 @ 4:42pm 
What mods are those whole body "belial" conditions and the torso "vanometric cell" from?
Monty 9 Jul, 2021 @ 2:36am 
Added this mod then forgot about it. Started a naked brutality run with all the free pawn events turned off. Caught the archonites in the first year before while still solo. Managed to buy a slave before Jumper dropped from the pain. A year and a half only just surviving to save up enough to get a second slave.
Jumper is back on her feet now at 60% transition and have never been so attached to the story of such a small colony.

Thanks Sergkart.
lechkingofdead 6 Jul, 2021 @ 11:59am 
but than you risk KILLING the person and thats a not so nice result
ALE199 4 Jul, 2021 @ 7:25pm 
Kinda sounds rather OP in my opinion, the turning hostile would be an interesting twist to heal the infection just as it's about to be done.
Sergkart  [author] 4 Jul, 2021 @ 7:23pm 
@ALE199-ITA, no, they just augment the pawn and disappear.
ALE199 4 Jul, 2021 @ 7:18pm 
Do they turn hostile after all is done or..?
Sergkart  [author] 4 Jul, 2021 @ 6:16pm 
@Derko, thanks, I forgot to delete. It doesn't do anything, don't pay attention.
Laurient 4 Jul, 2021 @ 5:23pm 
hello, just to say. there is a bug in your Hediffs_swarms.xml:
You forget to comment the <marketValueFactorOffset>-0.1</marketValueFactorOffset> at line 22.
Scorpio 3 Jul, 2021 @ 2:39am 
i agree with @rothmal
lechkingofdead 26 Jun, 2021 @ 7:02pm 
so in short you can accadently fuck someone by having there intestions change so fast they stop sitting for a day than suddenly can fly by shitting XD as idk why that came to mind but it did
rothmal 23 Jun, 2021 @ 9:04pm 
This is a pretty cool mod, any way to have Archonites count as bionics to satisfy my transhumanists.
SamuelTheWild 23 Jun, 2021 @ 1:09pm 
Great Mod!
Chicken Plucker 22 Jun, 2021 @ 4:27pm 
interesting concept
Sergkart  [author] 22 Jun, 2021 @ 5:50am 
@pgames-food, Nope, only the Archonite network disappears, everything else remains.
pgames-food 21 Jun, 2021 @ 5:42pm 
hi this sound interesting :)

can i check what happens if a colonist gets it, and their organs get upgraded/swapped for arconite versions, and then after 120 days... do they get their original ones back? :)
TorMechia 20 Jun, 2021 @ 11:17am 
Cool!