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Out of our reach
About This Mod
Extend the gameplay beyond the familiar medieval, industrial, and cosmic styles, and explore mod descriptions, including Ultra and Archotech
Finishing the game with Plasteel isn't all that boring. As more and more mods and add-ons create new problems, it's useful to be able to grab something. Out of our reach (out of our reach)
Built by excellent modmakers, it has undergone changes such as even more connected devices, unofficial vanilla Chemfuel extensions, xenotypes of mass effect, fire control computers, Terra pumps and more.
And the scope of caravan's activities is beyond our reach, this is the 4th iteration of the classic "Science Never Stops" concept, which began in the alpha phase of Rimworld.
* Plastic is no longer a durable material.
* In our assortment will be presented 3 series of new materials, each of which is better than the previous one in terms of expected parameters. You will fight the enemy in solar steel armor, a quasar jacket and a tenebrit sword.
With the Sun, kwazaari and Tenebral first-aid kits, your medicines will go beyond the sensible. Your settler will take pills with properties superior to those available in vanilla. You will be able to prepare the neutroamines yourself.
* Decorate your colony with technologies not available in rim.
* With 57 new buildings for your colony divided into 4 separate levels, BOR will make the colony even better than ever. Thanks to the artistic style of Soldiergg1 and ThatBartGuy, your colony will not only generate energy, create forged products and have fun, but also have variants of all new buildings, both conventional and brand new concepts. The new building will include
-5 generators
- 2 connected devices to the generator (in addition to the possibility of installing connected devices)
- 4 forges (buildings that convert neutronium into other materials/objects)
- 4 workshops (buildings for equipment; weapons and armor; neutronium)
- 3 new medical tables (for medicines and bionics)
- Modern table for poker, billiards, chess and board games
- 3 new giant TVs
- 3 new telescopes
- 3 new computers
- 3 new batteries
- 3 new hydroponics tanks
- 4 new plug-in devices for research
- 3 oil refineries and associated pipeline networks (valves, tanks, pipes, drainage, cranes)
-1 Resource Generator
- 3 new pollution removal pumps (using biotechnology)
- 2 new solar screens (with the mod "Protection from solar flares")
— 3 new bio-sculptors (with ideology) - now disabled
- 3 new sleep enhancers (with ideology)
- 2 more fire control computers (with mode "Fire control computer")
* All of these buildings can be used to create new objects, bionics and research
* New materials and techniques will allow you to perfect yourself and destroy others, creating new weapons to win or defend
* Many new items, including:
-10 new weapons
- Dozens of new armor and helmets, divided into 3 levels, are mostly variants of existing armor (e.g. Roman armor can be made from original, solar, Quasi-Asian and tenebral variants made from BOR material).
- New types of ammunition and shells for advanced combat based on BOR materials
- 3 categories of medicines
- Mood (flakes-based), immune system-boosting (penoxycillin-based), insomnia (goji juice-based) drugs, only 3 categories.
-Fuel cells
- New types of components
* Your settlers own things and use them from the outside, but inside you can improve them.
* No one can improve with technology. No ability. They're not available.
Dozens of new bionics, mostly variants of existing ones, with constantly improving functions (for example, loyalty gives you more than the BOR-4 neural calculator).
- Bionics of 1st and 2nd levels (solarite and kwazaari) work according to the usual logic (creation of parts, installation of components).
— Level 3 Bionics (Tenebra) uses "templates" so you can create a set of shadow organs and appendages and use them in various operations
- Level 4 Bionics (umbral) requires only new resources - femtoclusters
- Any bionic installation requires one of three resources: a nanocluster, picocluster or femtocluster, special resources dedicated to bionics.
Many studies are needed to strengthen internal and external staff.
* Continue the tradition of "science does not stop" and "space ambition" and imagine new research that is not available to us
* 71 new studies, covering both basic mods and their modifications, have been integrated into 4 levels of technology.
* You are not the first to use these techniques, you have to fight both new enemies and friends.
Mod required for Vanilla extensibility framework
Loyalty
* 3 layer options for each famous armor
· 3 Cataflactic Armor Options
· 4 level options for each Royal Bionics
* Quasari factions gain power, titles and favors from merchants
* Quasari factions gain additional pawn types.
Ideology
· 3-level sleep accelerator
* Biosculptor pod 3-level option
* Multi-level Marine Corps helmets can now be designed in the same fashion as regular helmets.
* Supports animal and dune style packs as well
Biotechnology
* 3-level pump for environmental cleaning
· 3-level modifications of each collected fur
* 4-level mutants for each of the mechanoid implants
* Recycling capability (faster but wasted)
* Additional studies
Poor dubbing hygiene
* 3-level option for bionic bladder and hygiene enhancer
Extended prosthetics and organ engineering - Split
· 4-level variations of each rib bionic projectile
Increased combat capabilities
* Added patches for each weapon, bionics and armor
Additional ammunition options for vanilla weapons
Another vanilla turret 1.1+
-> Enhanced capabilities of the neutronium variant of the plasma mortar
for vanilla cars.
-> Added additional types of ammunition for tanks and armored personnel carriers
Synthetic vehicle
-> Additional types of ammunition for tanks
RimThunder - Roaring Tiger
-> Additional types of ammunition for tanks, infantry fighting vehicles and armored personnel carriers
XCOM Standard Plasma Weapon
-> Additional types of ammunition
.
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