RimWorld
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Archotech Genetics
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Mod, 1.4, 1.5
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2.366 MB
28 JUN 2023 a las 7:28 a. m.
15 ABR 2024 a las 11:19 a. m.
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Archotech Genetics

En 1 colección creada por Neronix17
Outpost 21 Mods
50 artículos
Descripción
Intentionally overpowered mod adding Archotech styled genetics for both functional and aesthetic differences. Some stats may be too overpowered even for those looking for some sturdy plot armour, so I have included a setting in the mod options to lower them to more reasonable stats where that may be the case.

The included Xenotype does not spawn anywhere normally, you either make them with the included device (see below) or start with them. Or cheat them in, I'm not gonna gatekeep against that in a single player game. The device can be applied to existing Xenotypes, the pawn will retain the genes and result in some interesting combinations from the ones I've tested on.








Combat Extended is not supported, if they patch this it's up to them to provide support. Otherwise I am not aware of any incompatibilities.


I have done a decent amount of testing myself, but things will of course slip through the gaps. So...

If you have an issue to report you MUST include a HugsLib log (Ctrl+F12) or I can't help in most cases.


  • Will you add [tangentially related thing]?
    Nope, I'm done with this as it is. Only future updates will likely be fixes and support for future RimWorld versions.
  • Could you add/change this random thought I had?
    No, this is done, finished, no more changes/additions. If you want a change, make a patch mod.
  • This is way too overpowered even with the lowered stats setting!
    That was the idea yes, if you don't like it then this isn't for you.
  • Wasn't there another Archotech Xenotype mod release like a week before this?
    Yes! I was not aware it was being made, and by the time it was released this was already mostly done, it ended up different enough that I think this and that will appeal to different people and I didn't want the work I'd put in to be wasted so here we are.
  • Weren't these skin textures a retexture for a race mod before?
    Yes, they were, I no longer use HAR at all so wanted to see them get some continued use.
  • Do they still sleep? Eat? Have moods? Need comfort?
    Needs are unchanged, thoughts are unchanged, mood is unchanged, if it's not mentioned in the description it's probably not touched in the mod.


- Neronix17 - Art, XML & C#

(CC BY-NC-ND 4.0)[creativecommons.org]

[www.patreon.com]
101 comentarios
Coalglow 29 ENE a las 9:13 a. m. 
Kinda hoped that the preformer would ignore the regenerating eye, and continue with the second one, but they just had to constantly attempt to cut out the first one... resulting in a massive mess before i just said "Fuck it" and canceled the ritual.
Neronix17  [autor] 29 ENE a las 9:07 a. m. 
Yeah, it’s pretty hard to cut eyes out when they grow back just as fast. Just one of the negatives of regeneration.
Coalglow 29 ENE a las 5:34 a. m. 
Hello, I'd like to ask: When doing the Blinding ritual on a pawn with the Archoregeneration, it will cause the ritual to get stuck as the preformer keeps attempting to cut out the first eye, which keeps endlessly regenerating. Is this intentional, or just a bug?
eeveecator 8 NOV 2024 a las 11:19 p. m. 
hello, interesting mod I'm gonna give it a test, I'm looking for a gene that regenerates limbs and organs but don't affect trauma savant, I was using limb regeneration from OG but it doesn't regenerate internal organs, would this gene help?
He who remains 29 OCT 2024 a las 12:09 p. m. 
Hi Amazing mod! I like the unbalanced aspect of this, my question is where can I find ArchiteMetabolism? I want to edit it for my own gameplay cause I wanna have OP pawns :)
Mask of Humble 25 OCT 2024 a las 2:06 p. m. 
I was wondering if maybe you could add the ability to craft archite capsule from the glowing pod, this would give a use for the pods if you don't want to use them other then selling and allow you to get the genes you want and all.
Resistance Band. 3 OCT 2024 a las 11:45 p. m. 
Does anyone know how the Archoregeneration gene interacts with the Regenerating Limbs superpower from VFE Ancients?

(Do they work in tandem on the same missing body part? Does one override the other, does it depend which one ticks first, anything like that?)
Mask of Humble 2 OCT 2024 a las 9:54 a. m. 
So I have the "Glowing Pod" even disabled yet the event still happens, how does one disable it?
Torkkar 10 SEP 2024 a las 2:49 p. m. 
holy crap he's right this things totally a Guyver
Giant Mech! 16 AGO 2024 a las 4:47 p. m. 
Holy cow there's a Guyver mod. This needs to be the core of a series.