True Archotechnology – Archotech Artifact Overhaul
This mod adds more Oomph to Archotech Artifacts, to really make them feel like artifacts of a god.
For example:
Mechlinks, which are mere ultra-tech, can install themselves deep within the brain- instantly, painlessly, and without relying on that doctor who’s eyeing the Yayo a bit too intensely. So can Psylink Neuroformers, miraculous Archotech inventions that permanently grant humans psychic supernatural powers.
So why do other augments created by a god-like being rely on crude surgeries and anesthetics, and get instantly destroyed if your doctor trips on a cat on his way to the operating room?
The mod adds an option to auto-patch Archotech parts (that have the Archotech tech level) to be installable without surgery, and removable without fail chance, medicine or anesthetics.

This includes vanilla and any correctly labeled parts from mods.
It also has other optional effects for Archotech implants, as well as optional effects for Emanators and Lances.
Other options for you to choose from:
- Damage Reduction: Reduce damage taken by Archotech parts by a configurable percentage, from 0% all the way up to 100%. No longer will parts that are "harder to damage than plasteel" get damaged as easily as a wooden peg leg.

- Indestructible: Make Archotech parts indestructible (will not go below 1HP). No one knows how they keep regrowing from the stumps, but they do.
- Return On Investment: Make Archotech parts extractable from dead bodies, like mechlinks. Easy removal remains guranteed post-mortem, or your money back.
- Feels Amazing: Makes Archotech parts not anger Body Purists (they look and feel natural, allowing the Purists to gaslight themselves), and finally makes Body Modders more happy about them than peg legs.

- Better Emanators: Psychic Emanators will optionally restore recreation in their radius.
- Ancient Lances: Psychic Shock & Insanity Lances will have unlimited range and require no line of sight like they used to. Their charges are also configurable now, from 1 to 10 (or infinite).
In general I’d recommend seriously increasing the value of such artifacts through something like RIMMSqol if you use most of the features.
This mod has been reported to behave weirdly with Humanoid Alien Races or other non-vanilla pawn types. I recommend saving before installing Archotech parts to non-human pawns, and if it behaves incorrectly, installing them through regular surgery. This mod doesn’t disable vanilla Archotech surgeries if you need them, and the option to install implants without surgery can be toggled off completely if you want.
If you get any other bugs, report them in the bugs thread.
Should be compatible with anything and auto-patch correctly labeled archotech implants from other mods.
Safe to install mid-game. If something doesn’t work with a mid-game installation, inform me.
Feel free to make any. There aren’t that many Archotech artifacts in vanilla, but more cool effects is always good. On my todo list is making Vanometric Power Cells work during Solar Flares (well, technically they do, but I want them to grant immunity to 1000W of electrical devices in their network each).
Overwatch, for the icon in the thumbnail and for all the time I spent playing it nearly a decade ago.
You can do whatever you want with this mod or any parts of it. Copy them uncredited, reupload them, boil ’em, mash ’em, stick ’em in a stew. You have my permission and blessing to update, patch and fork anything as needed. If you find a way to monetize something here, I will be impressed.
Mod’s Github[github.com]