Dark Archotechs – Darkinite Xenotype

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Author: RockPaperRemote

Last revision: 11 Sep, 2025 at 11:55 UTC

File size: 755.92 KB

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Description:
DESCRIPTION:

The Anomaly DLC introduced the idea of evil Archotech minds, and now they’re starting to create more of themselves…

Isn’t it odd that despite the Anomaly DLC being out for quite some time now, there hasn’t been any mention of "evil machine gods" since then? Well no more!

This is an UNOFFICIAL addon for the fantastic Archotech Genetics mod that patches in a brand new corrupted xenotype to fill the gaps that the lore has left us.

Check out Archotech Genetics here: https://steamcommunity.com/sharedfiles/filedetails/?id=2995858859
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FEATURES:

1 New Xenotype:

Darkinites! If regular Archotechs create Archinites (according to Archotech Genetics logic), then it only makes sense that Dark Archotechs would find a way to do the same!

9 New Genes with varying levels of effects:

Ageless Siphon: Getting old is a thing of the past, for you anyway. You live indefinitely! Unfortunately for your other pawns, it comes at the cost of their own life, aging them up randomly (the effect pausing at 18 and starting again at 19 should you steal that much life).

Disease Vector: You no longer get sick! Hurray! Unfortunately for your other colonists, you’ve become a beacon for plague, occasionally dealing out random diseases thanks to the corrupted mechanites in your body.

And more! Hair and eye genes, regeneration effects, corrupted blood. I plan to add more over time, so stay tuned.

Visuals that match Archotech Genetics’s very own, as well as a settings toggle that lets you chose whether you want the overpowered genes or not, just like Archotech Genetics!

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DISCLAIMER, COMPATIBILITY, PERFORMANCE:

All textures were made by me in Photoshop; none were reused from the Archotech Genetics mod. I’m not a coder, so the majority of the code was written with the assistance of ChatGPT.

Most genes don’t do per-tick work. As colonies scale, you may see issues with the balance mode turned off thanks to Void Regeneration. Lot’s of missing parts can spam the regrowth message, and as you can imagine, that worsens at scale. Overall, performance hits should be mostly negligible as long as you’re not going crazy making Darkinites, but the spawn rate is super low anyway so not really a huge concern.

This should be safe with most other gene/xeno mods. Disease Vector picks from a list of Vanilla hediffs, so if one of those is removed or renamed, some rolls will be skipped.

TL;DR: Performance should be okay as long as you keep the Darkinite colonists to a reasonable amount, and it should be compatible with most mods.
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Q&A:

Q: Mid save compatible/removable?
A: Mid save add should be fine, mid save remove is a no go.

Q: AI!?
A: Yes.

Q: How do you get the new Xeno?
A: There’s an 8% chance that when you use a Bio-Unit from Archotech Genetics that it will turn you into a Darkinite instead.

Q: Is it inheritable?
A: No.

Q: Does Neronix17 know you made this?
A: I didn’t inform them. This in no way claims to be official or a reproduction of their mod, but if they would like me to take this down, I 100% will.

Q: I found a bug!
A: Please give me a log, and I’ll do my best to fix it!

Q: CE?
A: Some genes may be affected by CE in weird ways. Your mileage may vary.

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Required DLC:

These DLC should be installed in order to use this item.


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