![]() ![]() This is a feature that was intended for a bigger picture, but that I decided to make as a standalone/light version. Secondary usage of the Mechanite Forge let you manufacture neutroamine and plasteel with appropiate research. Stabilized mechanites is a small mod adding 2 new drugs which are only obtainable via traders or quest rewards, giving you a lesser permanent bonus based on the well known diseases fibrous and sensory mechanites. They also act as a cure if they are taken after being infected with fibrous or sensory mechanites. *Herculium and Peithium are benign mechanites of the fibrous and sensory mechanite diseases. Also helps your colonists stop dealing with the devil. *Addiction purifier will make even the most immersed junkie drug free at first use. *Trollbood which let you regenerate wounds on the fly, even old scars! Perfect companion drug to Seraphium. There is a catch though when regrowing lost bits It hurts. *Seraphium is a wonder drug that greatly increase the fortitude of your colonists by allowing them to take on disease like a champ, clot their wounds during battle and over a quadrum regrow lost limbs and organs. Also the flankers best friend in their arsenal. ![]() *Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. In addition, as long as an animal is afflicted. Upon death, animals with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. If not treated, it kills affected animals in five days. Items Stabilized Mechanites Stabilized mechanites is a small mod adding 2 new drugs which are only obtainable via traders or quest rewards, giving you a lesser permanent bonus based on the well known diseases fibrous and sensory mechanites.This is a feature that was intended for a bigger picture, but that I decided to make as a standalone/light version. ![]() Thank you all for supporting this mod!I have given the project over to Trinity. Scaria is a disease that causes afflicted animals to be permanently manhunter. There are no future updates planned, but the mod will still work on all listed versions. Planting healroot or making other long term plans might be wise at the first sign of this disease.Please note that this mod is EOL. Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.īecause of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Treatment can be applied every 48 ingame hours (2 days, or 120,000 ticks ( 33.33 mins)). The only cure for this disease is time it will fade in 1-2 quadrums. Severity decreases by up to 100% per day when tended actual rate depends on treatment quality.Severity increases by 0.25 per day when not tended.Severity increases when left untended, and slows or regresses once tended. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab. Pain is typically described as Minor, Serious, Intense, or Mind-shattering. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. Im not completely sure, but are sensory mechanites even affected by treatment. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. The early symptom of "Serious" pain is a bit confusing. No other additional effects over early stage.Intense pain (+0.6 pain, indirectly causing -22% consciousness).Serious pain (+0.2 pain, indirectly causing -4% consciousness) Think of the difference between when you’re dreamlessly dead asleep and fully awake.You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycast to negate the pain, making them mobile. Note that the pain will incapacitate pawns with the Wimp trait. The mechanites will only be cured with time, and will remain for the same length regardless of what you do. Treatment does not cure the disease, it only prevents the pain from worsening. However, this "disease" is useful if these stats are important, like a Social pawn. One of my colonists got sensory mechanites 12th of Aprimay and she didnt get rid of it until around early Septober. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. Sensory Mechanites give massive boosts to certain stats, but also give a large increase to Rest Fall Rate. ![]()
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