RimWorld

RimWorld

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[SMP] Simple Archotech Implants
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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794.422 KB
19 Apr, 2021 @ 6:16pm
8 Sep, 2024 @ 11:17am
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[SMP] Simple Archotech Implants

In 1 collection by accrrsd
SMP's Collection
2 items
Description
Adds simple Archotech organs that have 150% efficiency just like vanilla ones. They can't be crafted, the only way to get them is to find them, get them from a quest, or buy them from a trader.

Adds archotech:
  • stomach
  • liver
  • heart
  • lungs
  • ears
  • spine
  • kidneys
  • jaw
  • brain chip.
  • archo-skin.

only for 1.4+ :
  • healer (advanced heal way) Heals every 250 ticks all injuries by 0.1 (base) + 0.1 for every 50% healing from genes or implants. With only my mod healing limit around 2, but potentially - unlimited
  • archo-skin heal scars
  • Heart stop bleeding like superclotting gene

Each of these bodies has interesting, close to vanilla royalty balance. However, royalty is not required.

Update 1.4: new biology balance, more interesting.




Compatibility - with almost everything. (including multiplayer)
Recommended (but not required) mods:

Incompatibility:
None.

Note: If you have another mod that adds / modifies Archotech implants, they will be duplicated. But if you use mods like EPOE, EPOE Forked or RBSE, then everything will be fine.

A mod list with mods that duplicate things from mine. Write if you find one, I will supplement it.


Originally posted by accrrsd:
I was prompted to create this mod by the extreme imbalance of the mod Archotech Expanded, so I tried to create it as interesting as possible, while not breaking the original balance. Nevertheless, in my opinion, Archotech should be more powerful than implants from royalty, because they are much rarer and more expensive.

Supported languages:
  1. English (default)
  2. Russian

If you find spelling or semantic errors, write to me. For the most part, I translated the mod through a translator, because my native language is Russian. Also, if you want to translate the mod, you can do it, after which I will add it in mod folder, indicating your authorship in description.

FaQ:

Q: Savegame compatible?
A: Yes, but if you want to remove it from the game, remove those body parts from the pawns first.
It will probably work without it, but it's safer this way.

Q: Why spine doesn't improve caravan capacity?
A: Cause it's vanilla mechanic, i can't change it simple, but this mod did it. Carry Capacity Fixed
With this mod spine will improve capacity.

Q: Why an Archotech chip and not a brain?
A: Cause if it was a brain, you wouldn't be able to insert implants from other mods into it. The mechanics of vanilla do not involve implantation in prostheses and organ substitutes. The chip is in turn an implant that does not replace the entire brain and allows you to install another implants.

Q: Can u do ... or ... for this mod?
A: Maybe when there is a desire. So you can do it yourself faster.

Q:Can i use your mod for my own?
A:U can, all is free. But pls leave a link to this mod, or use it through the requirements.

Q:My archotech stomach causes an error with caravan calculations!
A:The vanilla mechanics of the caravan's supplies do not approve of too low hunger values. Because archotech stomach makes a hunger multiplier of up to 3%, if you put something else on reducing hunger, it will break.

Update for 1.5 is ready.

For now, I have just updated the XML and added psy-sens to ArchoChip, but I am really considering rewriting the whole mod from version 1.5 if I have enough time. The new Anomaly balance is close to my mod, but the mechanics are different. If someone reads this, could you please leave a comment about whether I should add a requirement for the Anomaly DLC and use its methods and balance for my mod?
31 Comments
Zbrigaider 5 Oct, 2024 @ 9:30am 
ah i came here for that too. its worth noting that I dont have any DLC for rimworld besides royalty. I do hate that a lot of mods are now basically gated behind DLC requirements. rimworld goes from being like 20 dollars to 100 plus if thats the case.

but yeah noticed the same thing with the archotech healing enhancer going poof. also tried devmode adding it like benjamin here but it just poofs the second it ticks with the same error as below.
accrrsd  [author] 9 Sep, 2024 @ 1:45pm 
@Benjamin Proverb Test

Hmm, thanks for the information! I have so many errors in the console while playing with RocketMan that I didn't even notice. It's likely that some native methods in RimWorld have changed with 1.5, regardless of whether there are anomaly DLC or not. I'll definitely take a look at this.
Benjamin Proverb Test 8 Sep, 2024 @ 12:41pm 
regarding the 1.5 update, I think you will need to recompile the dll for the new version of the game. When I have rocketman installed, it notes an error. "System.MissingMethodException: bool Verse.HediffSet.HasNonPermanentInjury()" and "patching HediffComp_SMPArchoHealer:Void CompPostTick(Single ByRef) Failed!"

if I use just this mod, installing the healer causes the implant to vanish, and there is a "Exception ticking hediff (SMPArchotechHealingEnhancer torso ticksSinceCreation=1) for pawn Coyote. Removing hediff... Exception: System.MissingMethodException: bool Verse.HediffSet.HasNonPermanentInjury()" (Coyote was the name of the test subject).

Note: I do have all the DLC active.
Note: if you add the healing implant via dev while the game is paused, you can see it, it is only when it ticks that it is removed.
accrrsd  [author] 16 Apr, 2024 @ 5:15am 
@Sarcomata - you can try it, i think all should be OK, but im unsure, i haven't get new dlc yet.
Sarcomata 14 Apr, 2024 @ 12:30am 
Any chance to update to 1.5?
Delta7777777 1 Mar, 2024 @ 2:14pm 
I encountered this error, but at least i t looks easy to fix:

Could not resolve cross-reference: No Verse.ThingDef named SMPArhoBrainChip found to give to Verse.ThingDefCountClass (1x null)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Nameless 8 Oct, 2022 @ 2:23pm 
Thank you so much! These are amazing news for the community!
accrrsd  [author] 7 Oct, 2022 @ 8:21am 
Hi @Nameless , damn, there's so much new in the DLC, when it comes out, it will take some time before I see what can be added from there to my mod, so yes, sooner or later, if I find something suitable in style, it will be added.

Regarding version 1.4 - if nothing radically changes in the base of the prosthetics system, version 1.3 will work well. (if so, I will make an update so that the message about the outdated version of the mod is not displayed)

However, all updates will be made after the official release and stable versions DLC with fixes. Like v. 1.43 :zomthumbup:
Nameless 7 Oct, 2022 @ 6:53am 
Hi @accrrsd, many thanks to you for such an amazing mod! Do you have any plans updating for 1.4 and the new DLC?
Nameless 26 Aug, 2022 @ 9:42am 
Thank you for your kind and immediate reply @accrrsd, this helps a lot! The efforts you invest into the development of your mod are truly appreciated not only by me, but also by hundreds and thousands of people in the community :)