Archite capsule
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Archite capsule
A small capsule containing archites - microscopic machines produced by a superintelligent archotech. These devices are capable of physical and psychic feats which seem impossible to human scientists. As with all archotechnology, no human can create one. We can only try to scavenge the ones that archotechs create for their own unfathomable reasons.
This capsule is useless by itself, but it can be spent at a gene assembler to create a new archite-powered xenogerm. This requires researching archogenetics and a genepack that contains an archite gene. Archite genepacks can be obtained from traders.
Base Stats
- Type
- Exotic item
- Stack Limit
- 25
- Mass
- 0.5 kg
- HP
- 200
- Deterioration Rate
- 0
- Flammability
- 0%
- Rotatable
- False
- Path Cost
- 14 (48%)
- defName
- ArchiteCapsule
Archite capsules are exotic resources that are spent when adding archite genes to a xenogerm.
Acquisition[edit]
Like all archotechnology, archite capsules cannot be crafted. Instead, they can only be acquired through trade with tradeships, caravans, and faction bases, or as a reward for performing quests. Exotic goods traders will usually carry a few.[Detail]
Base | Caravan | Visitor | Orbital | |
---|---|---|---|---|
Neolithic | Can't sell | Can't sell | Can't sell | N/A |
Outlander | 50% chance of 0 25% chance of 1 25% chance of 2 |
90% chance of 0 10% chance of 1 |
Can't sell | 50% chance of 1 50% chance of 2 |
Summary[edit]
Archite capsules are necessary for applying archite genes to a xenogerm. These genes each have an archite capsule cost, denoted by the symbol. Archite capsules will be loaded into the gene assembler before recombination begins, and will be consumed by the process.
In order for the archite capsule to be used by the gene assembler, make sure to have a genepack with archite metabolism requirements. Then have the archite capsules put into the same room as the gene assembler with a stockpile zone for the capsules. The gene assembler will then recognize the archite capsules and use them when you make your genepack. One of the colonists will load the gene assembler with the archite capsules and your main research colonist will make the progress time move faster.
Archite capsules are safe from deterioration, and cannot be burned. However, they can still be stolen, smashed, or blown up.
Analysis[edit]
Archite capsules are largely common when it comes to buying them from traders and settlements, meaning that you don't need to buy them early and keep them until the research is done: You can wait and spend silver on more useful early game items. Archite genes are extremely powerful, but are largely combat pawn based, with Scarless meaning less permanent injuries, Deathless can allow pawns to become almost invincible (since they can only be downed most of the time), and Perfect immunity meaning they cannot get infections and will not die from regular illness. Non-combatant pawns can also be greatly improved by using Archite metabolism, or by giving them good genes such as Perfect immunity. Ageless and Non-senescent can be put onto older pawns, meaning that they will not develop age-related diseases which can help them last longer. Gene implanter allows you to duplicate expensive genomes with a long cooldown, so it mostly will act as a supplement if you want to give the genome to a lot of colonists.
Version history[edit]
- Biotech DLC release - Added