Rain World

Rain World

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Archaic Facility (1.9.15b)
   
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21 Jun, 2024 @ 9:08am
18 Jan @ 7:43am
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Archaic Facility (1.9.15b)

Description
WARNING: Archaic Facility WILL cause your game to be stuck on an infinite black screen on launch on the Watcher version. This is because of some weird code issue involving Weavers (I think). No giving Bry crap about it either! I've got a lot of planning to do for KF's future direction anyways. I was hoping to tie the region into the Watcher DLC somehow, but if you've played it you obviously know that's a fairly pointless endeavor. Right now I'm focused on tweaking the map in a few places, expanding routing, polishing, and planning out worldstate changes. Also Drain Mites had caused some issues for the Gutter subregion in the last version and this has been a long running issue. Just want to be clear that they're not a required dependency and you don't need them enabled to play Archaic Facility.

An unassuming floodplain separates an island from a ruined superstructure. On an islet between them, three large holes bore from atop the sand, gaping maws that have consumed countless cycles of dust and rain, flooding into the storied caverns and tunnels of an archaic facility. Mosses grow where spiders creep; not all that glows can be trusted. Will you emerge from the darkness alive?

As it stands, Archaic Facility features:
79 rooms with 208 screens
2 subregions
2 colored pearls with 8 total dialogue variants
3 alternative creature token locations for Bry's Drain Mites and Bubble Weavers
A safari token (untested)

This region was made in mind to provide easy access to Bitter Aerie and to provide more alternative entrances to the Sunlit Trail. To be specific, it connects to Submerged Superstructure, Bitter Aerie, and Moss Fields. As a bonus, I wanted to expand the domains of a lot of fitting modded creatures that live in nearby regions. As a consequence of filling up the region with all that fauna and water, it's quite dangerous.

Karma gate rooms:
Bitter Aerie: MS_bitteraccess
Submerged Superstructure: MS_I11
Moss Fields: MF_C02

This first version of Archaic Facility is how it stands between Hunter to Monk's times, and will be polished and improved with player feedback before I dive into different worldstates for the other slugcats (I also need to work on the transition rooms in the other regions) - but different campaigns still have different spawns(except Saint). Check the wiki[rainworldmods.miraheze.org] for more info.

The region's threat music was composed by a mysterious benefactor, from whom it is also their first contribution to the Rainworld modding scene! They composed two amazing tracks, one of which has two distinct variations to give each subregion its own distinct feel!

And the lovely region art and thumbnail were made by yours truly. Obviously if anyone wants to make actual region art I'd be happy to replace it, but I think it's funny and works as is, and it's not like no effort went into it, I'm just not a practiced landscape painter :p

And for the custom creatures and region connection, credit is due to the following folks for creating the content that inspired me to create Archaic Facility:

-Myrmice: creating Moss Fields, which had two exclusive creatures now found here as well. Myr's aesthetic was a massive inspiration for the region: In Mossy Grotto, I just thought what if we took Moss Fields' beautiful aesthetic, and made it a dark, underwater, frightening and claustrophobic experience full of spiders instead?

-Bry: for making three fantastic occupants of the region. The Weavers truly define the region in the later campaigns, and no creature can navigate the Archaic Facility as gracefully and freely as they can. Terrifying stuff, really. And the Drain Mites are adorable.

M4rbleL1ne: The Polliwogs are a cute yet scary inclusion to the region, and very fitting for a lot of the spaces they occupy. The Noodle Eaters are fantastic for breaking up the tension, those absolute goobers. Water Spitters are hilarious and very fitting lizards. Surface Swimmers make for an awesome aquatic bug fitting the Eggbug niche while suiting the region well. Amazing work here that's already been proven by the regions they already occupy.
30 Comments
cam  [author] 11 May @ 5:14pm 
@noahwheublein Yeah it wasn't fun for me either when it reset my entire modlist (didn't have to go as far as unsubbing tho) but hopefully to stop more situations like yours from occurring I've added a big WARNING on the first paragraph disclaimer XDDDDDD

I might just re-release KF without the Bubble Weaver or Drain Mite spawns, since it seems like it's going to be a long time until they're updated. But I'm going through a fairly slow process of reworking some lower-quality rooms while designing expansion concepts for the region, so it may just work out that by the time Bry gets to updating them, I'll have a much better region ready for you to enjoy.
noahwheublein 11 May @ 1:53pm 
10/10 would play again
noahwheublein 11 May @ 1:53pm 
I literally had to unsubscribe from all of my mods because of this-
miraclewillow1 10 May @ 12:02pm 
oh THIS was the black screen mod i see now ty for the description clarification
cam  [author] 19 Sep, 2024 @ 6:21pm 
Oh, actually for Artificer, the wall/leg section and connection to Submerged/Waterfront will be completely inaccessible. Artificer will remain the only slugcat with only one way into Archaic, through Moss Fields.
cam  [author] 19 Sep, 2024 @ 6:20pm 
@CtenosaurOaxacana I think I already removed the connection for Saint, so hopefully should be fine. The wall section won't exist for Spearmaster or Artificer - it'll be replaced with a leg leading into Looks to the Moon directly. The Submerged Superstructure connection will be leading to Waterfront Facility, likely through a Subterranean-like section.
CtenosaurOaxacana 18 Sep, 2024 @ 10:07pm 
Thank you! I've tested again and I can confirm that the upper gate works properly for hunter on both sides now, and presumably the same most other slugcats!

That being said, I do wonder if maybe saint's map of Submerged Superstructure is affected by the gate placement? if only because that lower-left corner of the 'bitteraccess' room is where they usually travel to access Bitter Aerie from the lower map. But I think rooms and connections can be altered and closed off between separate slugcats/campaigns, too.

Speaking of 'improper' gate naming... now that you mention it, I don't think I've ever seen any other custom regions name their gates different either, so I guess the game really is strict about that after all. I don't think it's as important for shelter names, though I could be wrong. They probably all have to start with 's_' and then number, but I swear I've seen some downpour dlc shelters named differently.
cam  [author] 17 Sep, 2024 @ 7:48pm 
@CtenosaurOaxacana The problem was alluding me for a bit, but I buckled down and fixed it finally. I was using improper naming conventions with the karma gate so it wasn't working like one. I kept thinking it was an issue with the connections and was going a little nuts switching them back and forth to no avail lol. But now all the karma gates should work fine at least.
CtenosaurOaxacana 17 Sep, 2024 @ 9:14am 
I need to report a major bug, hopefully this one is easy to fix:
the 'MS-KF_aerie' gate is completely broken.

The gate opening and closing animation works like normal,
but once you try to continue into the next region, the exit spits you back into the gate room.
So it acts like a broken/region-less gate.
In other words, it does NOT change the region when you pass the gate.
This problem applies on BOTH sides of this gate, I've already tested with warp menu.

The lower 'MS_KF' gate that leads to lower/'regular' submerged superstructure seems to work just fine, though. Same with the gate leading to Moss FIelds.
cam  [author] 17 Sep, 2024 @ 7:50am 
Well good to hear those aren't causing problems. I haven't had problems with Drain Mites either, otherwise I probably wouldn't have added them. Curious as to why different folks have such different experiences with stability with these creature mods. But I'll try squeezing out some error logs from my own play testing and try and figure out what might be causing the instability for the main region. Apparently using RWE+ was a mistake according to random things I've picked up from the discord but all the issues I've been facing regarding different level editing softwares definitely took the wind out of my sails for a bit lol. But I think I know where to go from here at least, hopefully I can clean up the messy bits while I flesh out the region itself and its timeline variants.