The Advanced Archotech Arms do the same thing as the advanced legs do, but for arms. They are 4 times more expensive than regular ones, but also give a much higher mobility boost compared to the normal archotech legs. The Advanced Archotech Legs are a highly advanced version of the already highly advanced archotech legs. I won't be adding noses or fingers and things like that, as I think Vanilla Bionics Expansion does a great job of doing that already, and I don't want to step on too many toes. The bionics increase each part to it's archotech equivelant. It will be used for all advanced products and most extremely late game items, when I add them. Attomachines: These are the smallest material, and are the most expensive.Picomachines will be used for intermediate archotech products. They also can be used for all sorts of recipes, like flooring, walls, weapons or clothing. Picomachines: Picomachines are smaller than nanomachines, and thus in the lore of this game are better than nanomachines.Even longswords or clubs can be made out of this material, and recieve a boost to their melee stats as such. It can currently be used as both a fabric and a material, being able to be used as clothing as well as walls or flooring. It will be used in future recipes along with the other two materials. Nanomachines: The nanomachines are the lowest tier of all the new materials, but are considerably stronger than the strongest material currently in the game.If there are any problems or suggestions that you would like to add, just comment below and I'll try to get around to itĪdds these new implants into the game, randomly generated the same way any archotech item is: Here's also the link to the normal Github Page. Since the attatchments are now too big for the forum, here is the link to the Github releases page for the mod. See Wealth management.Expands on the Archotech technologies introduced in 1.0 If it is to be used simply as a hassle-free battery, it should be noted that it adds 6-fold more to colony wealth than a normal battery.It can also be used to charge back-up batteries.Can be loaded into caravans or transport pods to power turrets in an offensive capacity.Small and portable features allows to conveniently power "off-grid" equipment (such as mining drills) without the need for long conduits.Since it is 100% reliable, you can power high-priority equipment (such as base defenses or climate control) in case other power sources fail.They are still susceptible to solar flares and other similar effects.įor comparison, a battery discharging at this rate would deplete in roughly 14.4 in-game hours or 36,000 ticks ( 10 mins). They can also be freely uninstalled and reinstalled Vanometric power cells provide a constant 1,000W of power without requiring refueling of any kind, or requiring any particular terrain or weather. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an vanometric power cells in a given play-through. Instead they can only be acquired as a reward for performing quests. Vanometric power cells cannot be constructed nor bought from traders.
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