RimWorld

RimWorld

More Archotech Garbage [Discontinued, maybe still functional, wouldn't bet on that tho]
MrKociak  [developer] 20 Feb, 2022 @ 3:59am
More Archotech Garbage 2 ideas/suggestions
Ideas for what to add/remove/change in this mod's remake/sequel.
Does anything need major changes or should just be removed? Share it here!

Changes for MAG2 so far (I wanna share these before getting to work on them cuz I wanna know what people think about them):

Style (and slight gameplay) changes:
Archotech *buildings* added by this mod be spacer/ultratech and archotech hybrids instead of purely archotech

Said buildings will require a “symbolic” amount of electricity to work

Stuff will have more informative and lore-friendly descriptions

Gameplay changes:

Instead of direct crafting, archotech items will be produced at item processor(s)[one for items with quality, one for those without them, with some exceptions like VE Cooking stuff) (VE Framework). Their cost in fragments (and it will stay as just fragments) will remain mostly the same as it is in MAG1. The crafting time (3/6/9 days) will depend on the tier it is in in MAG1.

The archotech replicators and the resource assembler have been merged into one building (also an item processor). It can replicate the resource that is put into it (only works on selected items), the processing time depends on the item’s market value

Niche archotech buildings (mech summoner, meteor summoner etc.) will be moved into a separate add-on mod. They’ll also use archotech fragments as fuel to do their thing.

Archotech meat/plant matter/kibble/animal product/cheese will have their nutritional value lowered to “normal” levels. To make up for it they’ll stack more, cost less and more of them will be produced. Basically, they’re being split because some recipes would pretty much waste the extra nutrition. The health and mood buffs will stay the same

Archotech walls, doors and other stuff will be moved into a separate add-on mod, because invincible walls might be a bit overpowered to some people, but others might still like them.

Archotech mass will be directly “craftable” at the archotech replicator, so there will be a way to reliably obtain it instead of it being a side result.

Archotech medicine and its Healer Mech Serum-like function will be split into separate items, because every piece of archotech medicine having that ability is a bit op

Stuff that requires proximity will be moved into a separate add-on mod, so in the end MAG2 will only require the VE Framework mod.

Archotech fragments can no longer be obtained from mechanoids, the number of fragments needed to start will be lowered, the amount obtained from other sources will be increased

“Technical” changes:

LoadFolders will be used instead of FindMod patches, it will lower load times and make content in them easier to edit by other modders via patches

Additions:

Archotech security stuff (separate add-on mod, but still)

Archotech quest locations (mostly small relic/archotech fragment hunts)
Last edited by MrKociak; 26 Jun, 2022 @ 2:41pm
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Showing 1-15 of 69 comments
legodude17 13 Mar, 2022 @ 2:20pm 
I would appreciate it if you could remove the dependency on Proximity.
Noisy Koi 13 Mar, 2022 @ 2:32pm 
full archotech pawns, all organs and limbs.

Consciousness transfer from pawns into archotech devices/machines/automota that allows the player to control the archotech machine as they are too advanced for a normal person to interact with using buttons or anything.

archotech weapons? prolly some kind of take on weapons from an archotech's perspective? like why bother with guns when you can just psychic shock an entire area or nuke it with an archotech warhead or something. or perhaps armor and weapons are useless to an archotech because they would rather convert a human into an archotech doll with psychic powers or something and let them rampage.

archotech variants of VFE Mechanoids expanded stuff would be awesome.

archotech ideology stuff, can archotech fragments/mass be prayed to? or can it be holy to have archotech implants?

something like the SOS2's archotech spore perhaps, could even be like the center of the mod. maybe the archotech nexus is given a new purpose aside from ending the game and now your pawns can pray to the archotech nexus for archotech mass in return? make sacrifices to your archotech god? perhaps even an archotech afterlife like SOS2's holograms?

Would archotech pawns be perfect at everything or perfect at one thing and terrible at everything else?

archotech teleporter (acts as the transport pod but instantaneous and can recall whatever it teleported).

archotech corruption; an archotech virus created in a massive war between two archotechs as a last resort. this corruption can slowly decay your archotech devices or even turn them against you? Alternatively; Archotech devices may slowly corrupt your human pawns' minds and bodies, you must be careful.

other factions can use archotech stuff? what happens if an imperial archotech knight attacks your colony?

archotech faction? a faction of religious zealots who pray to their archotech gods and want to sacrifice nonbelievers?

archotech pets? craft archotech automota that will take care of all kinds of chores for your colony.

different kinds of archotech matter? to the untrained eye all archotech mass looks the same but often when plebian humans try to craft something by mixing archotech mass it rejects eachother, this phenomena is what happens when you mix different types of archotech mass with eachother. Omega mass, Zeta mass, Beta mass, etc?
MrKociak  [developer] 13 Mar, 2022 @ 2:35pm 
@legodude17 Yeah that's one of my main reasons for making the new version. The VE Framework should have pretty much everything I'll need :p
Noisy Koi 13 Mar, 2022 @ 4:01pm 
instead of "Archotech garbage 2" you could rename it to something entirely new, especially if the old one is staying up. "Archotechnology"? "Archotech studies"?
MrKociak  [developer] 13 Mar, 2022 @ 4:17pm 
@Noisy Koi yeah I already have a different name planned as the sequel is gonna try to be an actual vanilla-ish expansion of archotech stuff instead of just adding more of it
Mr. J Soda 13 Mar, 2022 @ 4:40pm 
I love the idea of archotech foods in this mod, however how about for the next one it gets expanded a little and adds researchable "archotech plants" that are hard to grow, take a long time, give small harvest amounts, but the harvested food is on par/better than the current archotech vegetables or gives something like a "archotech chocolate"?
Noisy Koi 15 Mar, 2022 @ 6:54pm 
for the sequel, a new means of obtaining archotech mass/fragments could be some kind of tree thing like the gaurenlan seeds. You find like 3 pieces of archotech mass/frags so you plant them into the ground, after like a year or two they grow into an Archotech sprout. from there you could harvest it for more archotech mass and replant to continue production, or you can risk letting it continue to grow which could lead to dangerous consequences or fortune.
Resistance Band. 23 Mar, 2022 @ 6:35pm 
Archotech pawn equipment like more tools or even armor would be great, for the depth if it were possible then the implementation of moodlets and consequences for prolonged periods wearing it:

If a pawn wears archotech gear for a whole season, and is separated from its enhancements and potential moodboosters, then something similar to withdrawal?
Victor 24 Apr, 2022 @ 9:38pm 
I'd also suggest a rework on archotech stuff obtaining. The generators added by this mod are way too expensive for the amount they give, a cool idea, bot terribly unbalanced.
MrKociak  [developer] 25 Apr, 2022 @ 12:50am 
@Victor yeah a better method is planned. I have a few ideas and thankfully none of them involve any of the items being secondary products
Sernior 28 Apr, 2022 @ 6:29pm 
I'd really love some archosecurity... turrets that get recharged with archo fragments.
MrKociak  [developer] 1 May, 2022 @ 8:02am 
@Sernior I have archotech security planned, though I wanna give the turrets something unique so it's not just "pew pew but with bigger numbers". I have something like that done for traps, but not turrets. I'm open to suggestions on this one if anyone has any.
MrKociak  [developer] 1 May, 2022 @ 8:08am 
Oh also, I'm gonna be "splitting" the sequel into a few modules. I'm not gonna be going overboard with those, currently I think most stuff should go into the base one, then anything that requires Proximity will go into a separate module. I guess if I make anything combat-related it will get its own module too.
I guess mods that require more than just a few simple patches will get separate patch mods as well (Sos2 for example).
If there's anything that should get its own module, let me know, I'm yet again open to suggestions :]
Mismagius 24 Jun, 2022 @ 8:48pm 
don't forget about the archotech furniture like beds and tables and such. and how about a building that lets you start up your own psychic sooth or drone on the map and how strong you want the drone to be. which could come in handy during raids to make the raiders go insane from the drone you started up. oh and maybe some archotech armor too which is better than power armor, unbreakable, and gives the pawn some boosts like regeneration, raising pain tolerance, and maybe even patch up some wounds too (you could take a look at some of the code of Polarisbloc - Security Force mod so you can get an idea how to make that possible). but it also raises the psychic sensitivity on the pawn wearing the armor and makes them break easier since they hear voices while wearing the armor. i know it may sound overpowered but this is archotech, the highest tech possible in the game.
Last edited by Mismagius; 24 Jun, 2022 @ 8:50pm
UncleMratni 27 Jun, 2022 @ 2:10pm 
An archotech sunlight for growing plants would be very nice. Preferably with a somewhat bigger radius than vanilla sorces.
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