RimWorld

RimWorld

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Archotech Genetics
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Mod, 1.4, 1.5
File Size
Posted
Updated
2.366 MB
28 Jun, 2023 @ 7:28am
15 Apr @ 11:19am
5 Change Notes ( view )
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Archotech Genetics

In 1 collection by Neronix17
Outpost 21 Mods
50 items
Description
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]
93 Comments
Torkkar 10 Sep @ 2:49pm 
holy crap he's right this things totally a Guyver
Giant Mech! 16 Aug @ 4:47pm 
Holy cow there's a Guyver mod. This needs to be the core of a series.
' 30 Jul @ 1:23pm 
I enjoy pairing the tenant mod with this mod, and arresting a bunch of archinites in order to infinite harvest their spine, liver, heart, lungs and kidneys. As archinite organs regrow in less then a day aswell with their deathless genome which allows you to harvest everything without killing them.


based mod 11/10
SKLupus 20 Jun @ 7:08pm 
does have any problem add the mod in an existing save?
Zeues 13 Jun @ 9:32am 
archogeneration gene showing under health tab instead of archite, not sure if its intentional
! Benz 9 Jun @ 8:54am 
Archo-regeneration seems to cause lag spikes in my game every 5 seconds.
I am not sure if the lag comes from this mod or Tabula Rasa.
les_fantome 19 May @ 9:47am 
huh that archo bio unit look very familiar is that a guyver ref by any chance?
Latex Santa 13 May @ 1:53am 
@emanthefourth
Probably, yes.
emanthefourth 10 May @ 4:11pm 
do they know how to make a grilled cheese
:steamthis:
Neronix17  [author] 6 May @ 11:05am 
You’ve posted a lot of comments ignoring the description, why would I bother repeating it if you didn’t read it the first time?