RimWorld

RimWorld

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March of the Archocubes
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Mod, 1.4
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2.086 MB
1 Apr @ 6:55am
1 Change Note ( view )

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March of the Archocubes

Description
The Archocubes are here!

An ancient evil has awakened, and invaders from the outer reaches of the known cosmos are invading your planet! Will you be able to defeat them with your subpar armament? Harvest their archotech materials and use them to create your own arsenal of powerful quantum weapons and reign supreme!

This is the GitHub link: GitHub link[github.com]
And join my Discord server[discord.gg] to tell me about how the Archonoids destroyed your run.

What's in the mod?

A custom faction of archonoids which is selectable at game start, and it's hidden. The faction is made up of 3 different archobeasts which will raid you like mechanoids, but only after 50 days have passed. The archonoids use powerful quantum-foam weapons that scrape the fluctuations in the quantum-foam to fire powerful skipshots that are capable of skipping anything in the blast radius to a far away place. These weapons are extremely lethal, but by killing the archonoids and harvesting them you can make your own versions, much sleeker and more ergonomic, to hold back the archonoid menace.

What else??

Archocompound and vanometric cores which you can use to craft the 4 iconic archotech artifacts and even your own version of vanometric power cells which are more volatile, but hey, free energy.
All of this is part of a single research project named "Archosynthesizing" placed right above "Starflight Basics."

Is this balanced?

Roughly. The archonoids and their weapons are a lot stronger than conventional weapons and mechanoids, I recommend getting some more powerful dakka to deal with these invaders (something like my Impact Weapons.)
Although this rough balancing goes both ways, as the man-made quantum weapons are an incredible late-game set of weapons and are probably the most OP guns I've made so far.

Credits

All the art assets and XML are made by me, god help me, I rushed this mod out because I forgot about April Fool's but thankfully I was able to finish it.
All the writing is also mine although Visandar, Zomuro and CatLover helped a tad.
Sounds aren't mine.
61 Comments
Mismagius 21 Jun @ 1:14am 
@Mr.Dispenser i don't think it would make sense for them to be entities. the DLC hinted at possibly evil archotechs that may be the ones responsible for all these anomalies. the archotechs in this mod don't sound like the type of archotechs that would belong in anomaly. i see the anomaly archotechs being black/gray with red glows
thetakyuu 4 Jun @ 11:29am 
Shame that this mod releases just as 1.5 got announced. I didn't have a chance to try it. Hope the dev is working on the update.
FelipeGames2000 3 Jun @ 2:19am 
PRAISE THE CUBE
xkp92110(orick) 8 May @ 5:58am 
i never see DV_Archocubening in my game.
And i can't spawn hidden faction by VEF faction discovery
Mr.Dispenser 7 May @ 6:53am 
It would be nice if the archotech mechs from this mod would count as Anomaly enteties for Anomaly dlc
Unofficial Status 25 Apr @ 3:10am 
i want you to know that im stressed and depressed not being able to play this mod in 1.5 , i need this, like, duh right now -_-...
lechkingofdead 14 Apr @ 3:39pm 
maybe he is updating it but its been a project sense he also has to make it work with the new dlc
Marty in the multyvers 14 Apr @ 8:35am 
v
v
THE PROPHET HAS SPOKEN!
slurpme223300 12 Apr @ 12:33am 
legit not Waffling I
v
Mr Samuel Streamer 11 Apr @ 1:41pm 
You're ruining the Rimworld community by refusing to update this mod to 1.5 and I am reporting this to Dexter Feldoh himself