RimWorld
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Biotech Capacitor Genes - OP
   
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Mod, 1.4, 1.5, 1.6
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30 października 2022 o 13:04
11 lipca o 11:03
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Biotech Capacitor Genes - OP

Opis
Description:
With the help of Nano-robotics pawns of the rim have achieved a new era.
Introducing "Capacitor Genes"!
Based on the gene, a number of nanites are added to a person's xenogenome, optimizing the pawn's genetic code as never seen before, allowing for more beneficial genes to be incorporated into the pawn without the downside of metabolic deficiency.

Feature:
Adds multiple genes that increase the metabolism at the cost of complexity.

Tier 1:
Complexity: +5
Metabolic Efficiency: +5

Tier 2:
Complexity: +10
Metabolic Efficiency: +10

Tier 3:
Complexity: +15
Metabolic Efficiency: +15

Tier 4:
Complexity: +20
Metabolic Efficiency: +20

Tier 5:
Complexity: +25
Metabolic Efficiency: +25

Tier 6:
Archite Capsules: 5
Complexity: +25
Metabolic Efficiency: +50

Notes:
1.If you want to test this mod and see how it, using dev-mode you can edit a person's genes, you can find them under the name Capacity_Booster_Tier_X.
2.Removing the mod mid-playthrough, causes some one time errors to happen.
3.All the genes are obtainable as any base game genes (Traders, Quests)
4.All Capacitor genese stack, for a total of +125 metabolism.

Balance:
Not very balanced.
I am welcome to feedback on this matter.

A add-on with more op genes can be found here: Biotech Capacitor Genes - Extra OP
The balanced version of this mod can be found here: Biotech Capacitor Genes - Balanced

Copyright Notes:
Portions of the materials used to create this content/mod are trademarks and/or copyrighted works of Ludeon Studios Inc. All rights reserved by Ludeon. This content/mod is not official and is not endorsed by Ludeon.
Komentarzy: 48
Petre27  [autor] 11 lipca o 11:12 
The mod has been updated to 1.6!

@Ghost - I just tested it and it worked. Make sure that the Gene bank is powered and connected to the Gene Assembler

@Torkkar - I don't currently plan to create any more mods. I am pretty busy with work :(
TokoYulip 20 czerwca o 3:55 
For those checking in, this mod seems to work just fine on the 1.6 unstable.
Ghost 5 kwietnia o 3:13 
Heya, this is super late in but how do you implement them in the xenogram making machine? It doesn't come up as an option to add to xenogram when recombining. I have one in a genebank nearby it?
2001 quesenart toaster 5 września 2024 o 16:55 
aw hell YEA
Doggocide 31 sierpnia 2024 o 12:24 
I can now have an effective super army that doesn't have to be foodless! :D
Torkkar 29 sierpnia 2024 o 6:25 
hey loving these mods but I've a request for an addon to a mod that would fit in here the mod is VRE - Insectors & its a custom race with a geneline editing feature that works seperate from biotech xenotype editor, it allows us to modify an INDIVIDUAL seperate from the xeno type think Zerg & the difference between Zerglings & Hydrolisks, anyway it'd be nice to have a set of negatives traits added to that that works like this with a minimum of 3 & max of 12 so 3, 6, 9, 12 or so as each gene has a count of 1 & requires 1 negative however its balancing is off & from what I've seen most optimal noncompeting genes number about 6 but there's just not enough non-gimping negs to take to afford that many genes.

I'm begging for a yes here dude its a fun mod but needs a little help from something like what you've made here in these works of art.
Petre27  [autor] 21 czerwca 2024 o 12:30 
@miruem83 - I've made a mod that is similar to this one. I named the mod "Android Reactors", and you can find it easily on my workshop items. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3190456722
miruem83 21 czerwca 2024 o 12:27 
Hello. Can you make this applicable to Androids?
TcT Goth98 8 czerwca 2024 o 16:03 
How exactly do you get these genes? I can't find them anywhere.
Renix 17 kwietnia 2024 o 14:43 
Needs mitochondria mods and parasite eve atp