Информация о моде
Этот мод расширяет технологии Archotechs, продвинутой «расы» машинных суперинтеллектов.
Если вам требуется только лишь протезирование из мода, используйте следующую версию: Archotech Expanded Prosthetics.
Что конкретно добавляет мод
Новые имплантаты
Новые материалы
Что делают имплантаты?
Что делают материалы?
Если у вас возникли проблемы, или появились предложения, что бы вы хотели добавить в мод, просто оставьте комментарий в Steam, и я по возможности постараюсь рассмотреть его.
Совместимость
Этот мод совместим с (RBSE/EPOE/Misc. Core/Любой другой мод), но разместите данный мод над любым другим. Три основные проблемы с совместимостью связаны с модами — EPOE, RBSE и Misc. core, поэтому Archotech должен быть расположен над ними.
Если вы все еще получаете ошибки null класса
Двигайте этот мод вверх в списке загрузок модов до тех пор, пока ошибки не перестанут отображаться, лол.
Отличные новости
Я только что выпустил новое обновление, которое добавляет очень простой крафт.
Теперь вы можете изготавливать Nanomachines из компонентов и серебра, а затем Picomachines из Nanomachines и серебра, а затем Attomachines из Picomachines и серебра. Вы также можете создавать всю бионику, используя nano-, pico- или atto- machines и другие компоненты 🙂
Позже я добавлю более продвинутые вещи, различные станции для крафта и исследования, но сейчас это работает для всех тех, кто так долго этого ждал. Спасибо, что остаетесь рядом.
Archotech Expanded
Uploaded · Published October 10, 2018 · Updated July 25, 2021
Last revision: 21 Jul at 16:40 UTC (7)
File size: 2.67 MB
Description:
This is a mod I worked on when Archotech items were first added into the game. I made this mod for myself mainly, which is why it’s so unbalanced. I consider this mod to be mostly finished, and because of that I’ve decided to stop working on it. I’ll keep updating it to new versions, unless they completely rewrite how XML mods work, but anyone who wishes to take over the development of this mod can ask me for permission to do so.
Yes, but place this mod above them. The 3 main compatibility problems come from EPOE, RBSE, and Misc core, so move Archotech above those.
This mod expands on both the technology of the Archotechs, an advanced «race» of machine superintelligences.
Adds these new implants into the game:
Also adds these three new materials into the game
To reiterate, this mod is not being worked on actively. I’m updating it for the sake of the people who still use this mod, but I won’t be doing more than that most likely.
Revisions:
Old revisions of this mod are available below. Click the link to download.
A bit of misleading info on Cover percent. They’re all based on that has a range of 0-1 that I simply modified into 1-100%. Walls have a of 1 or 100% in this case. However, since Rimworld does things differently for any above 0.99 (99%), anything above it defaults back to 75%. In other words, there is no such thing as 100% cover. They are all supposedly 75%; the same as walls. Sorry for any confusion regarding Cover. The other fences below 100% should be accurate though.
LAST EDIT:
I’m taking an indefinite hiatus as I’m getting more busier with life, especially college. You are free to modify and post the mod. Thank you for the support!
An Architect Expanded mod that provides 8 types of fences that blends nicely with the vanilla aesthetic. All of which can be used as defense cover and can be easily modified with the mod settings, along with other options.
Description of each modifiable property of fences or gates can be found at the «Home» tab of the ToolBox settings: Mod Settings > ToolBox > Home. Another guide can be found at the ToolBox Wiki. [github.com]
»Minor Update (v1.3.5.1) [08/11/20]
-Added 1.2 in supported versions.
»Bug Patch (v1.3.5.0) [05/06/20]
-Fixed: GenSpawn.SpawningWipes() and GenConstruct.CanPlaceBlueprintOver() patch of [AE] Fences. It broke the functionality of the Replace Stuff mod.
»Bug Patch (v1.3.4.0) [05/05/20]
-Fixed: GenSpawn.SpawningWipes() returning a null exception, causing floors to be unbuildable.
»Minor Update (v1.3.3.0) [04/21/20]
-Fence gate blueprints are now placable over fences, instead of removing the fences first and building the gate.
Note: As much as I don’t like adding mod requirements due to possible future hiccups, Harmony is required to make this update possible. I’m fairly sure many of you have it already installed so this shouldn’t be too much of a problem. If you haven’t, here’s a link to the mod: Harmony.
»Blueprint for gates does not change appearance for vertical versions. It also does not update rotation instantly like doors. However, once built, it rotates immediately to align with the fences.
»This is not compatible with Vanilla Fences and even the Tab version. It still uses the same defName so it will overwrite which ever was loaded first.
Q1: Save game compatible?
A1: Yes.
Q2: Removable from save game?
Q2: Yes. However, if you’re still using ToolBox, an error will pop-up. Just open the ToolBox settings and close it to stop it from occurring.
Q3: Will you be adding more fences?
A3: Yes, however, the other fences will act as an add-on. It will not be directly added in this mod.
Q4: Isn’t this Vanilla Fences just retextured?
Q4: Well yes, but actually no. I’ve redone the whole settings and gates. Though I am sorry for taking a year to do all of those. I do things on my own pace.
Q5: Are the fences climbable?
Q5: Well no, but actually yes. By default, all fences cannot be stood or pass through. It can however be changed within the settings: Mod Settings > ToolBox > [AE] Fences
Q6: Can I use this on a save that previously used Vanilla Fences?
A6: You’ll 100% get an error and all gates will disappear. The settings will not pass through, thus it will default to the current properties of the fences. The fences will still remain but will have significant damage. In other words, it’s possible to transfer, but there will be drawbacks.
If you’ve uploaded a translation patch for this mod, leave down a link on the comment section. I’ll gladly place a link here to your patch.
»Rimworld is owned by Tynan Sylvester.
»Art and Code used for the mod are created by me, Nif.


Мод добавляет 8 видов заборов, которые отлично вписываются в игру. Заборчики могут служить для защиты или просто для красоты.
Для работы мода требуется: ToolBox и Harmony
Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.
Рекомендуем ознакомиться с полным руководством на тему: «Как установить моды для Rimworld?»
Информация о файле
- Добавил: Den Martin Автор: Nif Формат файла: RAR Размер: 3.5 mb Источник: Перейти
Вы можете войти в свой аккаунт или зарегистрироваться на сайте, чтобы скачивать моды без ожидания.
ТОП группа по RimWorld
Помощь по игре и масса полезного контента. Подписывайся!
A bit of misleading info on Cover percent. They’re all based on that has a range of 0-1 that I simply modified into 1-100%. Walls have a of 1 or 100% in this case. However, since Rimworld does things differently for any above 0.99 (99%), anything above it defaults back to 75%. In other words, there is no such thing as 100% cover. They are all supposedly 75%; the same as walls. Sorry for any confusion regarding Cover. The other fences below 100% should be accurate though.
LAST EDIT:
I’m taking an indefinite hiatus as I’m getting more busier with life, especially college. You are free to modify and post the mod. Thank you for the support!
An Architect Expanded mod that provides 8 types of fences that blends nicely with the vanilla aesthetic. All of which can be used as defense cover and can be easily modified with the mod settings, along with other options.
Description of each modifiable property of fences or gates can be found at the «Home» tab of the ToolBox settings: Mod Settings > ToolBox > Home. Another guide can be found at the ToolBox Wiki. [github.com]
»Minor Update (v1.3.5.1) [08/11/20]
-Added 1.2 in supported versions.
»Bug Patch (v1.3.5.0) [05/06/20]
-Fixed: GenSpawn.SpawningWipes() and GenConstruct.CanPlaceBlueprintOver() patch of [AE] Fences. It broke the functionality of the Replace Stuff mod.
»Bug Patch (v1.3.4.0) [05/05/20]
-Fixed: GenSpawn.SpawningWipes() returning a null exception, causing floors to be unbuildable.
»Minor Update (v1.3.3.0) [04/21/20]
-Fence gate blueprints are now placable over fences, instead of removing the fences first and building the gate.
Note: As much as I don’t like adding mod requirements due to possible future hiccups, Harmony is required to make this update possible. I’m fairly sure many of you have it already installed so this shouldn’t be too much of a problem. If you haven’t, here’s a link to the mod: Harmony.
»Blueprint for gates does not change appearance for vertical versions. It also does not update rotation instantly like doors. However, once built, it rotates immediately to align with the fences.
»This is not compatible with Vanilla Fences and even the Tab version. It still uses the same defName so it will overwrite which ever was loaded first.
Q1: Save game compatible?
A1: Yes.
Q2: Removable from save game?
Q2: Yes. However, if you’re still using ToolBox, an error will pop-up. Just open the ToolBox settings and close it to stop it from occurring.
Q3: Will you be adding more fences?
A3: Yes, however, the other fences will act as an add-on. It will not be directly added in this mod.
Q4: Isn’t this Vanilla Fences just retextured?
Q4: Well yes, but actually no. I’ve redone the whole settings and gates. Though I am sorry for taking a year to do all of those. I do things on my own pace.
Q5: Are the fences climbable?
Q5: Well no, but actually yes. By default, all fences cannot be stood or pass through. It can however be changed within the settings: Mod Settings > ToolBox > [AE] Fences
Q6: Can I use this on a save that previously used Vanilla Fences?
A6: You’ll 100% get an error and all gates will disappear. The settings will not pass through, thus it will default to the current properties of the fences. The fences will still remain but will have significant damage. In other words, it’s possible to transfer, but there will be drawbacks.
If you’ve uploaded a translation patch for this mod, leave down a link on the comment section. I’ll gladly place a link here to your patch.
»Rimworld is owned by Tynan Sylvester.
»Art and Code used for the mod are created by me, Nif.





























