[DEVBLOG#142] Where is my god damn 'build a lab DIY' kit? (Patreon)
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Hey 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!