RimWorld

RimWorld

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Archotech Expanded Prosthetics
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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609.816 KB
5. srp. 2018 v 22.40
13. čvn. v 23.59
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Archotech Expanded Prosthetics

Popis
Expands on the Archotech Bionics introduced in 1.0

This mod is rather old, as to being one of the newer 1.0 mods, and hasn't been updated in about a year or so. Anyone who has a problem with it, I can help with minor things, but this mod is no longer being worked on. Anyone who wishes to continue the mod with their own ideas and ambitions can do so if they send me a message first. Thanks, -Teok

This is JUST the prosthetics from my Archotech Expanded mod, for all those who were asking.

Heres the original link:
Archotech Expanded

Each part in the mod is the equivalent of Archotech or better. Here's a detailed list of every abnormal item.
  • The Advanced Archotech Legs are a highly advanced version of the already highly advanced archotech legs. They are 4 times more expensive than regular ones, but also give a much higher mobility boost compared to the normal archotech legs.

  • The Advanced Archotech Arms do the same thing as the advanced legs do, but for arms.

  • The Archotech Obliterator is an alternative to the death claw, where it deals fast consecutive blunt hits rather than 1 high powered claw attack. This is especially useful for capturing prisoners.

  • The Archotech Death Claw is a high powered Power claw, basically. For the Archotech. It's much more expensive than any other Archotech item as it serves as an archotech arm and a power claw simultaneously.

  • The Archotech Brain Melder is a better pain stopper and joy giver. It increases consciousness, removes pain, gives joy and heals scars on the brain. It's incredibly useful for any situation.

  • The Archotech Membrane is a thin layer of archites which covers the entire body like a second skin. It provides incredible protection.

  • The Archotech Regeneration Matrix is a rapid regeneration implant installed in the torso, connecting your body to a distant and powerful archotech engine. Wounds heal incredibly quickly, though it is legendarily expensive.

Since this is JUST the Archotech Prosthetics, there will be no way to craft or research these ever. If you want to, use the main mod when it's updated in the future.
Populární diskuze Zobrazit vše (2)
4
30. kvě. 2023 v 15.29
How do I gain the ability to craft prosthetics and implants?
Todokoro
1
3. led. 2020 v 7.52
Rarity of Advanced Archotechs?
sex_defender
Počet komentářů: 182
Teok  [autor] 24. říj. v 0.20 
No, this mod is just the prosthetics from that mod
[Br] Nasid 23. říj. v 17.17 
if I have (Archotech Expanded) installed, will this mod add anything new?
Bardez 14. říj. v 17.43 
Update: looks like my reported error is due to the replacement patches by `Medical System Expansion 2` -- making a patch for that mod that injects `costList` into its XML removes my errors
Morningstar 16. zář. v 20.02 
@Nordom
That’s vanilla thing. Get the mod called “No missing Body Parts”
Nordom 3. zář. v 19.37 
I just noticed I cannot wear boots with Advance archotech legs. It states I am missing body parts despite having two of the legs on my pawn.
Bardez 2. zář. v 7.48 
I'm getting a few errors that appear to be conflicts with recycling:


Config error in ArchotechObliterator: has a recipeMaker but no costList or costStuffCount.
Config error in ArchotechObliterator: is smeltable but does not give anything for smelting.
Config error in ArchotechDeathClaw: has a recipeMaker but no costList or costStuffCount.
Config error in ArchotechDeathClaw: is smeltable but does not give anything for smelting.


This is the only mod from which I am seeing such errors.

Is there a GitHub repo I can submit PRs to?
VoidFP68n 28. srp. v 8.26 
is this compatible with FSF advanced bionics?
D3K43 20. čvc. v 17.14 
Well I just have vivid memories of a pawn with dual Obliterators wailing on a Centipede for like 10 minutes and not being able to kill it despite its multiple debilitating injuries.
Teok  [autor] 20. čvc. v 17.03 
I've never played with CE so I wouldn't know what change would cause this but I assume the low damage is enough to disrupt but never reaches a threshold for fatal damage
D3K43 20. čvc. v 13.56 
Obliterater can't kill heavily-armored Mechanoids though, that's something I've observed. At least not with CE. It can disable and heavily damage them, but seemingly can't kill them.