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Dr. Arch13's ArchoWonderium - DigiFox (tm)
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Mod, 1.4, 1.5
File Size
Posted
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62.198 MB
11 Dec, 2022 @ 12:22pm
18 Apr @ 8:21am
7 Change Notes ( view )
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Dr. Arch13's ArchoWonderium - DigiFox (tm)

In 1 collection by StarMan_Dx
Dr. Arch13's Wonderium
2 items
Description
Salutations, organics!
Engage with jubilation as Dr. Arch13's ArchoWonderium tradeships
are coming to a system near you with all sorts of fantastical and amazing products that will
bedazzled your mind, improve your frail organic frames, and loosen your credits!
Only with the marvelous archogenious of Dr. Arch13!

Greetings, organics! I am the magnificent, the marvelous, the wondrous archogenious, Dr. Arch13, famed collector & purveyor extraordinaire. I travel the galaxy far and wide for archo-secrets long thought lost, and using my fantastical AI mind, breakdown, distill, and package them in a manner both easily accessible for you and your wallets.

Now, without further ado...







The Digifox™ returns thanks to the archogenius of Dr. Arch13! The original xenotype modeled long ago on ancient and archaic terran signals was long thought lost to time. Its original xenogerm highly coveted, highly sought after for centuries by the ultra wealthy as the ultimate status symbol. But thanks to the wonderful genius of Dr. Arch13, its ancient secrets have been unlocked! Perfected, patented, and very purchasable by organics like you! The Digifox™ is a hybrid of archo-origins, a fusion of digital and organic matter combined! A wonder, lost to time, locked away by the glitterworlds, restored! Thanks to the archogenius of the wonderful Dr. Arch13!



















Q: Can I add this to an ongoing game?
A: Should be perfectly fine. I have a very large mod list and it loaded fine into my current game. The Digifox fur gene forces a custom head, so be mindful when using. Dunno if that'll mess with anything.

Q:CE compatible?
A: I don't use CE.

Q: Aren't these furries overpowered?
A: It's a single player game that is easily busted, exploited, and cheatable. If you want to use them and don't want a bunch of busted pawns, honor the spirit of their lore and only have one. They are incredibly rare and constantly hunted for slaves/pets for the ultra wealthy. Some of that I do want to bring into the game, I just lack the knowledge to do so.

Q: Eww, furries.
A: Get triggered UwU



IMPORTANT UPDATE INFO FOR 1.5
1.4 should still be supported. No file was touched. 1.5 MOD FREE. No longer requires any mod to work. You'll still get flagged in your mod list (cuz it's something I don't know how to do) but the mod no longer requires any mod to work. This is an early update, most of my mod list isn't updated, only tested with base game and works flawlessly. Should do so since there are no mods required to make this work.







Artwork: me, Starman_Dx, aka GatesMcCloud
Coding: me again, Starman_Dx, aka GatesMcCloud though HEAVILY reversed engineered from other mods, as is modding tradition.

Credit to the frameworks I used:

Better Gene Graphics Framework
https://steamproxy.net/sharedfiles/filedetails/?id=2880940958

Genetools
https://steamproxy.net/sharedfiles/filedetails/?id=3047454700


Upcoming Projects
-------Psychic Cat-------- -----A Blast From The Past-----


I am always open to suggestions for new xenotypes for Dr. Arch13 to acquire. Making these are 'easy' so long as everything works. I'm an artist by trade so the art part is easiest part for me. Coding... That depends on what I want.
But if you got a suggestion, just leave a comment below and I'll see if it's something that can be added to the Wonderium.




Help Board
Looking for anyone who knows how to make a custom genepak that uses only modded genes (or select ones for that matter.)I have tried looking and can not find anything. I really want to make Dr. Arch13's gene infusers and presto xeno along with a custom Dr. Arch13 trade ship. Also, anyone who can create a new dll for the Ultra Ray ability. The one I created causes crashes on save. My knowledge of C# is extremely limited and boy do I want to keep it that way (Not a fan.)
Any and all help would be extremely appreciative

135 Comments
Foxxy Renamon 11 Jul @ 7:39pm 
It turns out I am an absolute dummy and didn't research penoxycillin, which is required to perform many implant surgeries.
StarMan_Dx  [author] 11 Jul @ 5:39pm 
@Foxxy Let me know if you any other problems.

@Doge I did not now that the archo eyes, I never design mine with that in mind. If you have any other problems let me know. Hopefully Steam will notify me in a more timely manner.
@StarMan_Dx I ended up getting a mod that specifically removed the Body Mastery eyes, as they were the only ones that clashed with the digifox eyes (the archotech eyes manage to fit over the digifox eyes more or less perfectly so it's not as noticeable). It seems to be an issue with non-vanilla bodies/eyes in general which is why someone ended up making the mod.
Foxxy Renamon 10 Jul @ 2:26pm 
Gotcha, must be something I have messing with that then, thanks for the info
StarMan_Dx  [author] 10 Jul @ 7:01am 
@Doge Yah, thats the eye graphic being bigger than the base game eye. All it does is slap a png over the eye spot, so if they aren't the same exact size you'll see both. I obviously can't change the size of my eyes, because thats the design, and I don't know if I can assign mine priority. A fix, if it bugs you, is to remove the digifox eye gene.

@Foxxy, unless you're on 1.4, there are no mods needed for Digifoxes, or my Dragons mod as well. They are baseline, vanilla humans as far as the game is concerned. You might have some medical mod, or just a random mod as in my case usually, interfering. It's probably that, in my game I have a Legendary Dragon and a Digifox that are melee centric and are fully kitted in archo and glittertech body parts. Usually when I can't operate on them it's a larger issue.
Foxxy Renamon 9 Jul @ 9:06pm 
Two things, 1) I absolutely LOVE this mod, such a lovely one, 2) Is there a mod needed to allow them to have prosthetics that are modded? I remember EPOE being something but it hasn't been updated in a hot minute so idk if something else is needed to get it workin, my Digifox colonist needs a fancy new Archotech arm and I can't see to slap it on.
I've recently gained a digifox creepjoiner with the Body Mastery trait (Anomaly). One of the issues with this combo is that it causes an odd graphic when it comes to their eyes. I've linked an example of what's happening below.
https://i.imgur.com/6M7BEdt.png
Somnicat 23 Apr @ 9:11pm 
Ooh, a color neutral option that plays nicer with other gene modding parts would be very useful, I think!

If you can't decide, you could make it a regular-color-gene version and a color neutral version of each visible gene? That way people can customize for themselves.
StarMan_Dx  [author] 21 Apr @ 12:57pm 
Currently testing a color neutral version so colors are more accurate. Tradeoff is that original color is gone, even though I have the color code for it, and the shading is a uniform gray instead of the color specific shading I had originally.
Upside is that colors aren't tinted by the baseline digifox yellow or the color specific shading.

Would like to know how everyone feels about this. I'm either way on this. I like more accurate colors, but I am a stickler for being accurate to my references.
StarMan_Dx  [author] 19 Apr @ 3:42pm 
New mod should be up as soon as Steam clears it, enjoy! Legendary Dragon has finally come.
https://steamproxy.net/sharedfiles/filedetails/?id=3226197882