[DEVBLOG#142] Where is my god damn 'build a lab DIY' kit?
Added 2021-08-14 14:04:06 +0000 UTCHey there partners!
So, I decided that today, out of all days, 14th of August, on Pakistan Independence day, is the day to tell you about the most important part of the Vanilla Factions Expanded - Ancients mod.
Building a makeshift laboratory using salvaged Ancient technology will allow you to inject your pawns with super-nanites, granting them special psychic superpowers. Superpowers will be covered in detail later, but there is a number of things you should know before we proceed - most notably, what is the process of injecting the super-nanites.
GENETIC LAB
In order to even start creating supersoldiers, player needs to collect the necessary tech from different missions around the planet. All these tech buildings are not buildable, but can be uninstalled at the quest locations and taken to the base in a form of caravan.
RISKS INVOLVED
Using Gene-tailoring Pod should prompt the player what the current risk of failure is. Failure, if rolled, can result in 3 separate events:
Experiment failed: Death
Subject has died and the experiment failed. No new powers were granted.
Experiment failed: Brain death.
Subject has suffered complete failure of brain functions and is now brain dead. No new powers were granted.
Experiment failed: Berserk.
Subject has suffered severe brain damage and has gone mad. No new powers were granted.
Risk, by default on a sole Gene-tailoring Pod is 50%. This means that there is a 50% chance the experiment will fail upon completion.
It can however be mitigated by installing a number of apparatus found in the quest locations. The total risk after all the apparatus is installed goes down to 0%.
The values stated above are for level 1 ability. Each further level, all the way up to level 6, add 10% to risk, so even with all the required apparatus, unlocking a level 6 ability comes with 50% risk.
Nanotech Retractor risks
Nanotech Retractor allows you to perform the ‘Remove Weakness’ action, however it comes with large risks. Basically, the chance of failure is the same as a normal experiment: 50% (that can be lowered to 0% using all the apparatus around the pod) + 30%. This means that even with all the apparatus, the chance of failure is still 30%, however, there is no higher cost no matter what level the weakness is, unlike the whole ‘unlocking higher level powers comes with higher risk’ mechanic.
Gene-tailoring Pod
The main and the most important element of a Genetic lab, a Gene-tailoring Pod allows the player to designate a pawn to be injected with super-nanites. Pawn will have to lie down in such a pod for a long duration (default 15 days).
It needs to be constantly fueled with human meat, as if it runs out of fuel, the experiment fails (see Risks involved section).
It also needs a dose of Super-nanites per each use.
Super-nanite Injector Pump
A small, 1x1 structure that links to Gene-tailoring Pod. It speeds up the process of injecting the super-nanites by 1 day. Maximum linkable is 10.
Super-nanite Dialyzer
A 3x1 machine that filters out bad strains of the super-nanites, greatly decreasing the risk of adverse side-effects. Maximum linkable is 2. Lowers the chance of side effects by 5% each.
Super-nanite Centrifuge
A 2x2 structure that separates faulty super-nanite routines from the functional ones. Maximum linkable is 2. Lowers the chance of side effects by 5% each.
Simulation Drive
A 1x1 supercomputer that runs a simulation of super-nanites connecting with host DNA, reducing the risk of adverse side-effects. Maximum linkable is 10. Lowers the chance of side effects by 1% each.
Genome Stabilizer
A 3x3 structure that tries to stabilize the genome after a bad reaction to the Super-nanites. Greatly decreases the risk of adverse side effects. Maximum linkable is 2. Lowers the chance of side effects by 10% each.
Super-nanite Containment
A 1x1 ‘shelf’ used to contain super-nanites, which have a huge deterioration rate no matter where they are stored. This containment stops deterioration completely.
Genome Macrothermometer
A 2x2 structure that allows the nearby linked Gene-tailoring Pod to grant 4th ability.
Stabilised Mucus Inducer
A 2x2 structure that allows the nearby linked Gene-tailoring Pod to grant 5th ability.
Nanotech Retractor
A 4x4 structure that allows the nearby linked Gene-tailoring Pod to have the ‘Remove weakness’ task, which is very risky but if successful will remove a random weakness. This action follows pretty much the same rules as Learning new powers, as in it takes 15 days to remove a random weakness.
It requires a dose of Super-nanites to use.
Super-nanites
A container with extremely volatile ancient supernanites. Whilst a large percentage of these nano-robots are faulty, dead or corrupted, a small amount is known to be fully operational, enhancing the person injected with them with unique powers. Super-nanites were used by the long forgotten governments to create supersoldiers, now outlawed by the galactic law.
Super-nanites are a fuel item for the Gene-tailoring Pod. They cannot be normally consumed, they need to be injected using that very pod. Super-nanites deteriorate at an insanely high rate. I’d say they can only survive 3 days outside of proper containment.
They should also deteriorate on shelves and under roofs. They need to be placed on a special kind of shelf to stop deterioration.
All of the aforementioned lab equipment can be either found in ruined vaults, sealed vaults or as a drop in cargo crate event (you know, the one that slowly descends on the parachute). All of these elements can be uninstalled and taken with you so that they can be installed on your local map.
Next up we will talk about super powers, and I'm very excited to show you what we have in store. Let me know what you think about the lab equipment, and stay safe out there!
Comments
Hmm, maybe one of the items could be a database of some kind you fill with Experimental Data? Do it that way, and you could have an option where you not only make it yourself with every successful or failed experiment, but have the option to trade for or 'acquire' data from somebody else's super soldier program.
Ethan Downing
2021-08-17 04:57:35 +0000 UTCBuild cargo pods there!
Oskar Potocki
2021-08-16 08:56:02 +0000 UTCHow will you get super-nanites from the vaults to your base in three days before they deteriorate?
Varjonyymi
2021-08-16 08:07:30 +0000 UTCA great job! I also think more experiment failures variants would be great. Such as permanent organs/limbs damage, long lasting breakdowns, also getting blood rot and paralytic abasia etc. Also you might consider using a number of previously conducted experiments as some sort of experience for colony's scientists, so that it would divide failure chance by some value. In that case, player will be encouraged to conduct these experiments on prisoners and slaves, before risking your own colonists!
Артем Архаин
2021-08-16 06:08:05 +0000 UTCI will cover powers in the next devblog!
Oskar Potocki
2021-08-15 20:57:16 +0000 UTCAre all the modifications active powers, or are there things that provide a passive benefit to the soldier in general. Like improved move speed or incoming damage reduction
2021-08-15 19:22:33 +0000 UTCOnly if your name is Armin Van Buuren.
Oskar Potocki
2021-08-15 12:04:14 +0000 UTCAll powers are actually equal level. Level 6 power means you can have a 6th power, but for that you need a fifth and fourth power as well.
Oskar Potocki
2021-08-15 12:03:29 +0000 UTCSo, can you just jump straight to the level 6 powers?
Scott Dockery
2021-08-15 03:28:18 +0000 UTC"you should never assume something I post in the devblog will be what ends up in the final game!" Which means in the final game there's probably 23 more "experiment failed" events.
David Voss
2021-08-14 23:56:22 +0000 UTCOh, many!
Oskar Potocki
2021-08-14 23:22:10 +0000 UTCYes Yes Yes! And lazer eyes as well!
Oskar Potocki
2021-08-14 23:21:59 +0000 UTCYes!
Oskar Potocki
2021-08-14 23:21:30 +0000 UTCYes.
Oskar Potocki
2021-08-14 23:21:21 +0000 UTCIt's not really that hard to find the equipment, two or three vault raids should give you the full set of lab equipment. Of course all values will be tweaked through testing so you should never assume something I post in the devblog will be what ends up in the final game! I hope testers will help to balance it!
Oskar Potocki
2021-08-14 23:21:17 +0000 UTCWell the risk can drop to 0% eventually if you find enough gear
2021-08-14 23:09:53 +0000 UTCTbh the fail chance feels too high, especially if the lab equipment is hard to find. I know its supposed to be high risk high reward, and we dont yet know the "reward", but it would probably be nice if there was a fail event where your pawn isn't permanently injured or dead.
The ENRGY
2021-08-14 21:37:57 +0000 UTCare they solar flare immunne has well? and btw does the imunity extend to emp dynamos and such
2021-08-14 20:01:57 +0000 UTCI like that there is bulk science equipment to build so you can make a room look like a lab, and not like an empty room with one production center in it.
Tyler Brown
2021-08-14 19:01:40 +0000 UTCAn alternative solution could be to have an automated grinder or something that prevents the mood debuff
Noisy Koi
2021-08-14 17:05:54 +0000 UTCWhat if super nanites were consumable and doing so basically made the pawn a living super bomb?
Noisy Koi
2021-08-14 17:04:34 +0000 UTCDude, that's awesome. But can we mix some sick beats in Super-nanite Dialyzer turntable?
Lyn the Cookie
2021-08-14 17:02:20 +0000 UTCHuh... ninites going thrue your body? supersoldiers? Cool, buuuut... Will those Super-nanites in your veins do something else then psychic superpowers? Some super regeneration? Super speed or strengh? You know...some super soldier stuff!
Polish_Milk
2021-08-14 16:37:27 +0000 UTCThe galactic law you say? I smell lore.
2021-08-14 16:19:36 +0000 UTCDamn, that all sounds really cool. Any idea how many lines of code/features that your combined mods contains in comparison to the original game? This is really impressive how far you’ve expanded the game through mods.
David Voss
2021-08-14 15:59:43 +0000 UTCCool stuff. I really like, that it takes a huge amount of effort to make us of this incredibly strong technology and that there is always the inherent risk of a complete failure.
2021-08-14 15:31:44 +0000 UTCThis is cool, looking forward to seeing what powers we can unlock with this stuff. The only tricky thing is that the pod has to be powered with human meat, means this is going to be hard to use for non-psychopath/cannibal colonies, would it be possible to have an option to change it to just meat?
Con
2021-08-14 15:28:18 +0000 UTC3x2
Oskar Potocki
2021-08-14 14:54:54 +0000 UTCNo it will not. Hardly makes sense - they don't really need weapons as they are super soldiers who use tech that looks similar to the human tech of the 60s and 70s. They will use Assault Rifles and Sniper rifles etc.
Oskar Potocki
2021-08-14 14:54:41 +0000 UTCwhat is the size of the pod?
2021-08-14 14:46:46 +0000 UTCThis looks awesome. This is a LOT of work. I don't know how you guys do it. Very well done and thought out.
Michael Fisher
2021-08-14 14:39:17 +0000 UTCExciting!
Gerhard de Boer
2021-08-14 14:39:08 +0000 UTCok well I can I just dont want to :X
2021-08-14 14:23:09 +0000 UTCcant wait to get my hands on this
2021-08-14 14:22:50 +0000 UTCWill this mod add new ancient weapons and armors?
Mafelusz
2021-08-14 14:22:00 +0000 UTC