RimWorld Mods

EM Ancient Technology Mod

Author of the EM Ancient Technology Mod: mlie

EM Ancient Technology Mod expands early and tribal gameplay with “ancient” defenses, weapons, and armor powered by blood and mechanites, letting tribals access advanced-feeling tools without moving into full industrial progression. You can excavate for lost tech fragments, refine blood into mechanites, and research rudimentary autonomous defenses.

EM Ancient Technology Mod Features

Core progression

  • Excavate earth to obtain dirt piles used for discovering lost technology fragments.
  • Use a Mechanists Table to sort through dirt piles and produce various ancient-tech components.
  • Break down blood into mechanites, stored and maintained via specialist crops.
  • Research tribal-style “turrets” and craft unique weapons and armor.
  • Designed to deepen tribal runs and enable a more advanced colony feel without reaching industrial tech.

Buildings

  • Excavation: Produces resources used in the ancient-tech pipeline.
  • Mechanists Table: Lets a researcher process dirt piles into useful fragments/materials.
  • Mechanite Grave: Disposes of corpses and supports mechanite-related production (requires growing the relevant plant).

Plants

  • Bottle Gourd: Inedible plant used to bottle blood and keep it fresh for longer.

Turrets

  • Fear Effigy/Totem: High rate of fire, low damage, applies a debuff on targets.
  • Dart Trap/Turret: High rate of fire, low damage, strong area denial for small zones, effective vs groups.
  • Acid Launcher: Slow rate of fire, long range explosive, low damage but heavy debuffs.
  • Rock Launcher: Slow rate of fire, minimum range, very long range, high damage but poor precision on specific targets.

Armor

  • Helmets: Three different helmets with distinct bonuses. Requires specific materials obtainable via disassembly or from lower-tech access paths.

Weapons

Melee

  • Six melee weapons split across lower and higher tiers.
  • Noxious Shiv: Poison effects.
  • Searing Club: Burn effects.
  • Singing Spear: Blood pumping debuff.
  • Mechanoid Lsword: Bleeding and fear effects.
  • Sledgemace: Slow, high damage.
  • Ceremonial Blades: Fast attack with slow effects.

Ranged

  • Six guns split across lower and higher tiers with unusual behavior.
  • Shotstaff: Very short range, mass-shotgun style.
  • Chemical Charges: Blunt-force grenade-like attacks.
  • Bowsling: Rapid-fire “arrow machinegun”.
  • Ripper: Low range bleed machinegun.
  • Bomb Javelin: Medium range, high damage, extremely hot.
  • Evil Eye: Very long range, low power, applies slow debuffs.

Specialisations

  • Content is arranged into 3 specialisations that unlock different weapons and armor.

New damage types

  • Fear: Lowers manipulation and mood.
  • Slow: Lowers consciousness with low or no damage.
  • Acid: Lowers movement speed and causes burns.


Compatibility notes

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader.
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort to sort your mods.
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