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More Archotech Garbage - standalone artifacts

Content

This mods adds standalone versions of artifacts from More Archotech Garbage.

Though, a new one has been added and 3 old ones have been removed (for reasons like balance concerns and two of them being just bad)

List of items

The amount isn’t very large so I might as well quickly go over all of them.

  • Archotech resurrector – basically an upgraded resurrector mech serum. The revived pawn can immiediately get to work and without any future complications.

  • Psychic kill switch – works similarly vanilla psychic lances, you target a pawn and things happen to it. This one causes the target to instantly die.

  • Psychic inspiration lance – causes the target to instantly experience and inspiration. It has 5 charges.

  • Psychic stasis lance – puts the target in a stasis, preventing them from moving, bleeding and taking any damage. Pretty good for rescue and/or kidnapping operations.

  • Psychic tranquility lance – instantly resets the target’s mental state, stopping mental breaks in humanlikes and manhunting in animals (does not cure scaria). It has 3 charges.

  • Psychic terror pulser – causes an ongoing raid on the currently selected map to instantly end by forcing every hostile humanlike to flee in terror. Does not work on mechanoid raids or manhunter packs.

  • Psychic guardian pulser – upon activation it lowers any incoming damage targeting your colonists. First it sets the incoming damage multiplier to 0%, it then gradually goes back to 100% over the course of 12 in-game hours.

  • Psychic healer lance – instantly heals the target and gives full immunity to any ongoing infections or diseases. It has 3 charges.

Before resuming my work on More Archotech Garbage 2 (name not final) I want to split off anything I can into its own thing. This may or may not be the only thing that would work as a standalone thing though.

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Vanilla Expanded Framework

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