Pod Summoner - every 1-3 days summons item drop pods, ~10% of the time it will instead contain a person Meteorite Summoner - Triggers the meteorite event with a press of a button, a decent high risk way of quickly getting resources Mechanoid summoner - Can be used to summon a mechanoid raid or other mechanoid attacks Archotech medicine - basically just upgraded glitterworld medicine, but can also be used like a healer mech serum. Psychic stasis lance - puts the target in a stasis (can't move, can't bleed, can't take damage) Psychic terror pulser - forces hostile humanlikes to flee Psychic animal trainer - instantly trains a tamed animal Psychic tranquility lance - stops the target's mental break Psychic healer lance - heals the target's wounds. Psyrestore lance - instantly restores psyfocus and removes any neural heat (requires Royalty) Psychic Kill Switch - instantly kills the target. ![]() Psychic Inspirator - triggers an inspiration in an allied humanlike pawn Psychic Recruiter - tames/recruits any creature without fail (except mechanoids, those get killed) Archotech Resurrector - basically a resurrector mech serum, but without the drawbacks Somewhat strong but the stats are within "vanilla range", it's pretty much the best material for almost anything (at least if you don't use any poweful ones from other mods), but don't expect 10000000% stat boosts. Archotech Mass - A material that can be used in any stuffable recipe (it's a leather, wool, stone, metal etc, all at the same time). Obtained from: special mechanoid salvaging recipe (at the archotech bench), quests, traders (faction bases seem to offer them pretty often), destroying ancient ship parts, destroying/deconstructing some of the mechanoid cluster buildings (the archotech looking ones, can't miss 'em) Archotech Fragments - The main resource used to build and/or craft archotech devices. The 1.4 version was sloppily made by removing whatever's not working, might've missed some though.Ī proper sequel/remake is being worked on I gonna adjust the archite capsules price after some testing.This mod is not being worked on anymore, but feel free to share any feedback as it might be useful in the sequel/remake/whatever.Īlso it's kinda outdated, stuff might lag or load slowly I advice you not recreate this particular scenario.Ģ) After using "Skipstack" ability carriers of this gene gonna loose their stack, and drop dead, but stack going to continue to exist so you not lose your colonist, jist a body that caries the geneġ0 archite capsules gonna cost you around 7000 silver, empty archostack is worth 3000. But you can find them in a trader's gene packs if you want the possibilities are endless! Thanks to Helixien for Altered Carbon mod, and Vanilla Expanded team, that framework really makes my silly ideas possibleġ)adding this gene to a blank sleeve before growing it gonna end up with botched sleeve and broken stack, that is contains soul of a mindless husk. Lore-wise, every carrier of this gene was a pet of Archotech for a while and got it as a reward for loyalty. You can use this mod as some kind of biotech endgame, or you name it! ![]() Don't be afraid of losing stack if you change the xenotype of the carrier, it will only kill a sleeve (and stack drops nearby). Wanna make a specific pawn last longer than one fight with a giant ancient spider? Simply slap this gene on, and you're done. ![]() It's not craftable, but you can grow one with this brand new gene, and it uses vanilla biotech resourse - archite capsules. Some anonimos adventurers successfully stole the fully working gene blueprint of the cortical stack right from the nose of the Archotech.
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