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Beyond Our Reach addon
About This Mod
A mod that expands gameplay from the familiar medieval, industrial and cosmic styles to Ultra and Archotech.
Isn't it boring to end the game with a patch? As more and more mods and add-ons introduce new problems, it is useful to have something to grab at.Beyond Our Reach.
More connections, Vanilla Chemfuel Expanded - Unofficial Expansion, Mass Effect Xenotypes, Fire Control Computers, Terra Pumps, and Beyond Our Reach" created by mods like "Caravan Activity Framework" and other great fashion creators.
And "Beyond Our Reach," including "Caravan Activity Framework," is the fourth iteration of the classic "science never stops," which began in the alpha phase of Rimworld.
* Plastic is no longer the most durable material.
* Beyond Our Reach is bringing three new materials, each exceeding the previous one in expected parameters. You will fight the enemy in solar steel armor, quasar wicker jacket and tenebrit sword.
Pharmaceuticals transcend the shining world with sunny, quasar and tenebrite medical kits. Settlers take medicines with abilities superior to those available in vanilla. They will also be able to produce their own neutroamines.
* Decorate your colony with technologies not available in Rim.
* With 57 new buildings for your colony on four levels, BOR will make your colony more beautiful than ever before * With the artistic styles of SoldierGG1 and ThatBartGuy, your colony will generate energy, build a forge and have a good time! . New buildings include.
- Five power generators
- 2 connecting units to the power generator (with the possibility to add more connecting units)
- 4 forges (buildings where neutronium can be converted into other materials and objects)
- 4 workshops (buildings where weapons, armor, neutronium and other equipment can be produced)
- 3 new medical tables (where you can produce drugs and bionics)
- Modern poker table, billiards, chess and table games
- 3 new giant TVs
- 3 new telescopes
- 3 new computers
- 3 new batteries
- 3 new hydroponic aquariums
- 4 new connected research equipment
- 3 oil refineries and associated pipelines (valves, tanks, pipes, drains, taps)
- 1 resource generation unit
- 3 new disinfectant pumps (with Biotech technology)
- 2 new solar screens (with a mode of protection against solar flares)
- 3 new biosculptors (with ideology) - currently unavailable
- 3 new sleep accelerators (with ideology)
- 2 new fire control computers (with mode "Fire control computers").
* All these buildings allow you to create new objects, bionics and conduct new research.
* New materials and technologies will allow you to create new tools for victory and defense, improve yourself and destroy others.
* Many new items, including:
- 10 new weapons
- Dozens of new armor and helmets, divided into three levels, are mostly variants of existing armor (for example, Limzenal armor can now be made in original, solar, quasar and tenebrar versions, which will allow you to use both your favorite armor and BOR materials).
- New types of ammunition and projectiles for advanced combat based on BOR materials
- 3 types of medicines
- Mood improvement drugs (cereal based), immunity enhancement drugs (penoxycillin based) and insomnia drugs (juice based).
- Fuel cells
- New types of components.
* Colonizers own and use external components, but can upgrade internal.
* There is not a single person who cannot be improved by technology. Opportunities do not exist.
* There are dozens of new bionicles, most of which are variants of existing bionicles, with constantly improving capabilities (eg, Neurocalculators give Loyalty, BOR - four more).
- Bionics of the first and second levels (Solarit and Quasari) function according to the usual logic (assemble parts, install parts).
- The third level bionics (tenebra) uses "templates" so that sets of tenebral organs and appendages can be created and used in various operations.
- Bionics of the fourth level (Umbral) requires only a new resource - femtocluster.
- Bionics objects require one of three resources - nanoclusters, picoclusters and femtoclusters - which are designed for bionics.
* A lot of research needs to be done to strengthen the cadres inside and out.
* In the tradition of "Science Never Stops" and "Space Ambition," new research is presented in "Beyond Our Reach."
71 new studies covering both basic modifications and modifications, grouped into four technological levels.
* You will not be the first to use these technologies and you will have to fight both new enemies and friends.
Vanilla expansion framework mod is required.
Loyalty.
* 3 levels of choices for each prestigious armor.
* 3 levels of options for each cataphract armor.
* 4 levels of options for each royal bionic.
* The Cuzaari faction receives permits, titles and advantages for traders.
* The Cuzaari faction gets an extra type of pawn.
Ideology.
* 3-level Sleep Accelerator option.
* 3-level version of Biosculptor Pod.
* Multi-level sea helmets can now be styled in the same way as vanilla helmets.
* Animalistic and Dune style packs are also supported.
Biotechnology.
* Three-level environmental pumping options.
* Three-level variants of each collectible fur.
* 4-level version of each mechanoid implant.
* Recycling option (faster, but more wasteful).
* Additional studies
Poor sanitization of dies.
* 3-level option for bionic bladder and hygiene enhancers.
Extended prosthetics and organ building - Forked
* 4-level variants of each shell of bionic ribs
Advanced combat capabilities.
* Patches for each additional weapon, bionics and armor.
* Additional options for ammunition for vanilla weapons
Other vanilla turrets 1.1+.
-> Neutronium variant of plasma mortars
Improvements for vanilla technology.
-> Additional types of ammunition for tanks and armored personnel carriers
Synthetics - Vehicles.
-> Additional types of ammunition for tanks and armored personnel carriers
Rim Thunder - Roaring Tiger
-> Additional types of ammunition for tanks, BMPs and armored personnel carriers
Plasma weapon vanilla XCOM.
-> additional ammunition type
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