Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

RimWorld - Damned Colonists in Space

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
Jan 21, 2021
Messages
9,215
Strap Yourselves In
The storyteller settings are granular enough to find your sweet spot, I think.

I also manually disabled stuff that I dislike like the infestations in mountain areas or the mechanoid bases. The config files for that are literally txt-files.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
RimWorld’s third expansion,
RimWorld - Biotech
is coming out in a few weeks!

We’re also making the free vanilla 1.4 update available now for play on the unstable Steam branch. More details about that near the bottom of this post.

This post will:
  • Describe
    Biotech's
    features
  • Present Tynan’s thoughts on why he decided to make
    Biotech
    as it is
  • Go over new features in the free 1.4 update
You can
wishlist
RimWorld - Biotech
now

!

About Biotech
Biotech
is focused around three major features:
  • Control mechanoids, including many new mechanoid types, by making your colonist into a mechanitor
  • Raise babies and children. Reproduce and create families - by both natural and artificial means
  • Genetically-modify children and adults, and interact with new gene-modded factions
Children and reproduction
Now you can raise a family and tell your story for generations to come!



With
Biotech
, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods.

Babies bring joy, but also challenges. Colonists’ hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers.

They grow up fast (especially if you use a growth vat) - soon your child will be walking, talking, and getting into trouble. They’ll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and they’ll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships.

A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices you’ll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use growth vats to pump out cheap workers and soldiers. The choice is up to you.



The mechanitor
Build and control mechanoids by making your colonist into a mechanitor - a person with a special brain implant that lets them psychically command semi-living machines.

Create mechanoids by growing them inside high-tech gestator tanks. Command the original centipede, lancer, and scyther, plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths.



Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They don’t freeze in the snow or get poisoned in toxic fallout. They don’t suffer mental breaks from long hours in dark mineshafts or filthy garbage yards.

Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically.



Mechanoid infrastructure has a special price: Pollution. Left unfrozen, toxic wastepacks deteriorate and leak pollutants into the environment. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists’ lungs. It triggers hibernating insects to emerge on the planet’s surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - freezing, export (neighbors might not like this), adaptation, high-tech atomization.

Advance your mechanitor’s capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of hyper-deadly commander mechs to fight, each with its own weapons and combat style. Be sure you’re ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own.



Gene modding
You can genetically-modify people to create xenohumans - humans with exotic traits. Genetic modifications range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality.

The world contains a new set of xenohuman types and factions, including unstoppable super soldiers, fur-covered animal-controlling arctic settlers, toxin-immune human bioweapons, fire-breathing horned desert imp-people, psychic-bonding concubines, and more. The darkest of them drink blood, live in shadows, and live forever.



You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans!



Why Biotech?
Hey everyone - Tynan here. I thought it would be worth explaining the thought process behind why we decided to make this expansion. Here’s what I’ve been thinking:

Why mechanitors?
Mechanoids have been RimWorld’s end-game foes since way back in 2014. Fictionally, however, they are human-created for human purposes, so it was natural to extend this and allow the player to control the mechanoids somehow.

Since RimWorld is a character-oriented story generator, I didn’t want to just add the mechanoids as independently-controlled robots the player can order around like an RTS. This would have been moving away from the character-orientation that defines RimWorld. The mechanoids needed to be human-connected.

That’s why I designed a system where each mechanoid is linked to a specific person, the mechanitor. The mechanoids are an extension of the human who controls them, with all the human complexity that entails.

I also didn’t want to destroy the economic balance or progression rate of mechanoids. This would have been easy to do. Human beings are inherently quite expensive - they need complex foods, decent living quarters, social relationships, entertainment, even rituals with the Ideology expansion. In a naive game design, a colony of mechanoids could skip most of these needs and be absurdly overpowered - fun for a short time but ultimately uninteresting.

Making the mechanoids human-linked alleviated part of this concern, but they needed another cost since they are inherently so much less needy than people. Just eating resources wouldn’t feel novel or interesting enough, so we needed a new kind of cost. I decided to explore the concept of pollution. Pollution doesn’t cost anything to make, but it incurs challenges that come afterwards. It’s a bit like going into debt - not a problem at first, but if you let it catch up to you, it soon becomes a transformative challenge. We made sure there are a variety of ways to approach pollution, so players can choose whether to try to stay clean, suppress the effects, or just let it happen and adapt to the changing landscape. This linked in nicely with the gene modding system as well, since some genes help with pollution resistance.

Pollution itself is designed to be interesting - it interacts with the insects, generating them and powering them up. It transforms the landscape visually and economically, replacing normal plants and animals with a new set of pollution-specific plants and creatures. The new polux tree is a natural way to alleviate pollution. It’s livable, but there are special challenges to living in pollution.

Finally, player-controlled mechanoids were going to open up new ways to do combat. In the past, the player’s units were limited in how diverse they could be since they were mostly humans. Mechanoids can have much more exotic types of movement, weaponry, and combat tools. They can also be more expendable than humans. All this opened up opportunities for more types of player-side combat strategies, which we’ve explored in depth with new types of combat mechanoids. It gives the player more tactical choices in combat, and more ways to be aggressive instead of risk-avoidant.

The naturalness of fiction, human-connectedness, unique new costs and strategies together made player-controlled mechanoids a really attractive design path. It took a lot of work to build all that but we had the time and resources to do it right.

Why reproduction and children?
The core design goal of RimWorld is to generate emotionally-compelling human stories.
This has always been a challenge when designing a game, because games tend to be very impersonal. In games, progress often focuses on economic gains, increases in power, or expansion of map control. These sorts of numbers-oriented systems work great for games because they’re predictable and mechanistic, which means players can reason about them strategically, and computers can simulate them.

The problem is that a good story isn’t just a sequence of changes in economic numbers, damage amounts, or map control markings. Good stories are about people, emotions, and relationships. Good stories take things that individual humans value - safety, family, love - and put these things up for grabs, and let the character struggle to gain them, or avoid losing them. There must be a relatable person at the center of the story, who is experiencing strong and relatable emotions about something they value.

Which are some of the strongest and most relatable emotions? Those that come from family relationships.

They’re powerful because family is important to us. They’re relatable because everyone has a family, so everyone can empathize with what it might be like to help a brother or parent, have a child, help them, or fear losing them.

This is, of course, obvious, and that’s why other narrative media have explored this topic for thousands of years. Family-linked drama is the bread and butter of stories across older media. From the most classic novels of high culture to the bawdiest barroom tales, questions of family obligation, sacrifice, life and death, and relationships are central to our most compelling stories. From “No, I am your father,” to “I will find you and I will kill you,” to “You are the father,” family relationships are at the center of story. This is true in the western stories that RimWorld is inspired by as well.

Extending that into RimWorld makes obvious sense and it’s something I’ve always been interested in. However, it took a long time to get here because these are such complex topics. Reproduction, birth, baby care and child raising all have a lot of fine details and rich content that I always knew would take substantial effort to get right. I wanted to make sure we had the development power to make the game generate these kinds of powerful family-oriented emotions without cutting corners or excessive jank.
Biotech
being the longest expansion development cycle, with the most developers we’ve ever had, I decided that it was time to bite off this big challenge.

Why gene modding?
Genetically-modified xenohumans have always been part of the RimWorld universe fiction. They are RimWorld’s way to explore how biologically-different humanoids might tell new stories or unlock new types of gameplay. With reproduction already being part of this expansion, it was natural to extend that into allowing genetic modification.

Like everything else in RimWorld, gene-modding is an inherently character-oriented system. It changes who people are and what they can do, which alters their relationships and the emotions those will produce. It also opens up new gameplay paths - genes can unlock new combat tactics, economic roles, and so on. It gives individuals more distinct visual identities. It even generates new moral choices, as players decide what kinds of modifications they are willing to apply to their people, their children, or their prisoners.

It added more variation to the human world, in the form of different types of factions. Instead of just different human factions with different diplomatic orientations, now those different factions are dominated by different types of xenohumans. This alters how they fight, which makes combats more distinct from each other. Fighting a raid of furred yttakin warriors is quite different from a raid of baseliner humans, or neanderthals, or fire-breathing impids, or pigskins. There’s a lot of fun colorful differences between them too - a raid of squealing pig people feels quite different from a raid of bear-calling furred yttakin.

We experimented with a lot of gene effects before settling on a set that is diverse and consistently fun to play with without breaking the game. It took a while, but in the end testers are loving it.

(I also had a ton of fun writing the name generators for the new xenohuman factions - especially the pigskins. Polork!)

Update 1.4
Update 1.4 is available now on the Steam
unstable
branch for public beta testing, and to give modders more time to update before release. (The main branch that most people play is unaffected and still on version 1.3 for now).

If you’d like to try 1.4, you can play on the Steam branch
unstable
. (To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch
unstable
. Restart Steam if your game does not automatically update.)

See info on key features below (changelog at the end):

Startup performance improvements:
We spent months optimizing launch and game loading times. In our tests launching RimWorld and loading savegames are roughly 37% faster! On an example system, that’s a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.

Painting and color customization for walls, floors, furniture, and lights:
Give your colony a custom look by painting the walls, floors, and furniture of your settlement any of a huge variety of colors using dye harvested from the tinctoria crop. Install a range of new colored carpets in your colonists’ living spaces. Set the mood with lamps that you can set to any color to create your romantic rouge bedroom or an eerie fluorescent laboratory. We expect screenshots to get even more wild thanks to this.

Styles always available:
You can now use all styles of all buildings, items, and floors and visually customize your colony even without Ideology active.

Actually useful shelves that store lots of stuff:
Fill your storerooms with shelves, which can now hold up to 3 stacks of most items. (Our testers were very excited with this one!) There is also a 1-tile mini-shelf. Shelves should help to keep your colony tidy and organized, and protect your items.



Two new turret types:
We added two new turret types. The foam turret spits firefoam to extinguish nearby blazes. The rocketswarm turret is a defensive launcher - when triggered, it blankets a wide area in a barrage of small missiles. It is excellent against large groups of weaker enemies, but only works when you press the button, for extra drama!

Starting possessions:
Depending on backstory, your starting colonists might come with their own possessions! Not only does it make it a bit easier to start with imperfect colonists, it also gives them a personal touch.

Rot stink:
Keep rotten corpses and meat away from your colonists. In addition to being disturbing to look at, decomposing tissue now releases rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease. Keep extra empty graves and garbage dumps available for times when you’re overwhelmed with bodies!

More prisoners to trade, release, and interact with:
In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in
Biotech
, or used in rituals and enslaved in
Ideology
. We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance. They can be disabled in the storyteller settings.



New mod manager UI:
Managing your mods is really easy and smooth with the new UI. Mods are now visibly split into active and inactive lists. You can access your mod options directly from the manager screen. You can also save and load mod lists and mass unsubscribe to any outdated or disabled mods. Press CTRL + left click to select multiple mods and drag them around. Also, new art banners!

New mod mismatch window:
Mods are now displayed in three columns: added, missing, and shared. You can save your current mod list and load it later on.

New options menu:
We’ve organized the options menu into tabs. (Mods get their own tab!) It is much easier to navigate.

Heat overlay:
A togglable heat overlay on the map visually shows you how chilly or hot it is indoors and outdoors.

Quest search bar:
A search bar in the quests menu to help you sort through all your available, active, and historical quests.

Tile inspector:
Shows you the details of a specific tile when you hover over it and press the “alt” key.

Read the full 1.4 changelog here.

What’s next?
We’ll be posting blog posts over the next few weeks about specific features of
Biotech
- stay tuned for those.

The
Biotech
expansion is our biggest yet. We hired more people and took more time than ever before to create more systems, content, and storytelling possibilities. There's so much that we considered splitting this into two separate products - but decided to keep it all together as one extra-juicy expansion.

Biotech’s
release date isn’t quite announced, but will be within weeks. More info to come!
After 14 months of work, the team is very excited to finally bring you
Biotech
! ⚙️
 

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
Jan 21, 2021
Messages
9,215
Strap Yourselves In
RimWorld going even more transhumanist. Though the children mod was indeed one of the best and it makes sense to include something similar in the base game.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
6,559
Location
Brasilien
Codex+ Now Streaming!
Rest in peace to the theory that the DLCs will spell out RIMWORLD.
Royalty
Ideology
Multiplayer

The beauty of RimWorld is that you can
Genetic purity ideology mod will come out 20 minutes after the DLC ships.
third dlc already debuked that by starting with B.
At least now i can go full kamino organ harvesting ops and CIS resource glob wise.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Hey all - Tynan here. This is the first of our Biotech preview blog posts, where we lay out the features of the Biotech expansion, and the thought behind them, in more detail. You can look forward to more posts on the way. (If you missed the Biotech announcement, you probably want to start there. You can wishlist
RimWorld - Biotech
here.)


Today’s preview post covers mechanitor core concepts, mechanoid infrastructure, and labor mechanoids. The next post is in a few days, and will cover combat mechanoids, enemy super-mechanoids, and other mechanitor-related features, and there will be many more after that.

The mechanitor

A mechlink is a new implant that allows a person to form a direct mental link to mechanoids and control them via electromagnetic signals and psychic influence. Someone who has a mechlink is called a
mechanitor
.



Mechanoids aren’t controlled independently, but through a human - this design intentionally keeps the mechanoid systems focused on a human being, which is critical to building an emotional story.

Mechanoids can perform in both work and combat. Some mechanoids are workers that will politely harvest crops or haul items as long as their little power cells are charged. Some can work or fight, crushing rock and bone with equal ease. Finally, there are a wide array of pure combat mechanoids with very diverse abilities. Incendiary beam weapons, movable projectile shields, long-range charge lances, blade-covered scythers, flame-spitters and more can be deployed in many combinations to defeat any threat via interlocking tactics.

There are a few ways to become a mechanitor, and all involve looting technology from an ancient dead mechanitor. If you can dig a datacore out of an ancient ruined super-mechanoid, you can use it to call an ancient mechanitor’s ship to land at your colony and harvest the mechlink from his body. Alternatively, you might be able to learn about an ancient mechanitor’s command complex, go there, penetrate inside through the security systems and grab the mechlink from him. You can also start the game with the new mechanitor scenario, where you begin the game as a solitary mechanitor with a mechanoid buddy.

It’s possible to do a single-person mechanitor run, where one mad scientist type lives alone in a grand base surrounded by walking, semi-thinking machines. Making this possible was a design goal from day one, because exotic play paths are so fun to explore. However, we expect mechanitors to most often live more normally among other colonists, commanding mechanoids to work and fight alongside human allies. If you really want to scale up, it is possible to collect multiple mechlinks and turn several colonists into mechanitors, though this takes a long time.

All our game mechanics interact freely. It’s possible for your mechanitor to also be a high noble with the Royalty expansion, a religious prophet with the Ideology expansion, and a deathless blood-drinker with this Biotech expansion, because why not?

Mechanitors start out with the ability to command just a few small mechs. Over time, they can grow a grand swarm. They do this by gaining more
bandwidth
and
control groups
:

  • Bandwidth
    determines how many mechs a mechanitor can gestate and control at once. A mechanitor who loses bandwidth will temporarily disconnect from some of their mechanoids. If a mech is left disconnected for too long, it may reconnect with the wild mech hive and leave - or attack.
  • Control groups
    are groups of mechs who can be controlled as a unit. A mechanitor with more control groups can send mechanoids to do more separate tasks at the same time. A more advanced mechanitor can have combat mechs patrolling a colony, labor mechs toiling in the field, and bodyguard mechs escorting them around, all at the same time.

Mechanoid challenges

A basic game design principle is to
push things as far as they can go without breaking the game
- that means make tools more powerful, enemies more dangerous, changes more overwhelming than seems safe at first. The idea is to ensure you’re exploring the full range of experience that’s possible in your game systems.

So we wanted mechanoids to be very powerful in order to create more extreme situations and distinct playstyles. The more impact they have, the more they can transform your game. However, in order to not unbalance the game, this meant that they needed to come with serious challenges as well. But what?

Existing costs in the game are things like consuming food, chemfuel, or steel over time. But simply making mechanoids consume resources wouldn’t feel transformative, and wouldn’t substantially alter gameplay since the mechanoids can pay for themselves by producing the resources they consume. The collect/spend loop is too simple and has almost no side-effects on the world, story, or characters.

So we decided to emphasize two new challenges that would come with mechanoids: Infrastructure and pollution. We cover infrastructure below - A future post will cover pollution, its causes, consequences, aspects, uses, and solutions.

Mechanoid infrastructure

Mechanoids require heavy infrastructure that takes up a lot of space and burns a lot of electricity. Big sections of your colony can turn into mechanoid maintenance, production, and control centers. You’ll feel your plucky wooden village transforming into a grand integrated machine of generators, chargers, control nodes, and gestators. Your base will tend to grow large with a lot of mechanoids, and have a lot of things moving and consuming.



Each mechanoid must contain a mechanoid brain known as a
subcore
(short for subpersona core - the psychic substrate on which a dim, sub-human-level intelligence can be hosted). There are several tiers of subcores, with more advanced mechanoids requiring more advanced subcores.

Basic-level subcores can be produced by a mechanitor with just some resources and time at the
subcore encoder
.

More advanced subcores require scanning the psychic pattern from human minds. A person can be placed in a
subcore softscanner
and scanned to produce a subcore. This causes temporary mental effects but is ultimately harmless.

The most advanced mechanoids need extremely high-fidelity psychic patterns to work, and these can only be readily produced using the
subcore ripscanner
, which scans the brain quickly at ultra-high energy, destroying it in the process.

Once a subcore and resources are ready, mechanoids can be produced in
mech gestators
. Instead of being built like normal machines, mechanoids are gestated in a mechanite-rich solution that accretes the mechanoid molecule-by-molecule in a quasi-biological process. Gestation takes time, electricity, resources, and occasional guidance by your mechanitor.

Only a mechanitor can guide the gestation process, since it requires a psychic link to the growing mechanoid. As always, everything about the mechanoids links back to the human whom they serve.

The gestator can also resurrect some types of mechanoids. This makes your mechanoids more expendable in combat, which makes using them in combat give more distinct strategies compared to using human fighters.

There are several sizes of gestators. Small gestators are used for smaller mechs, while larger gestators are needed to produce ultra-heavy war machines. Little mechs gestate quickly, while big bosses take a long time to grow.

Mechanoids consume their onboard energy supply over time and must recharge at
mech rechargers
. Mechanoids will automatically seek out available rechargers so they don’t run out of energy. If they do run out of energy they’ll enter a self-shutdown state and recover energy very slowly - it’s much better to have a mech recharger available to keep your mechs working hard. There are several sizes of mech rechargers appropriate to different tiers of mechanoids. They consume a lot of electricity, and produce pollution as well - the characteristic cost of mechanoids.

Band nodes
are signal amplifiers that can increase a mechanitors total bandwidth. They can be quickly tuned to a specific mechanitor. However, returning a band node to a different mechanitor is a complex task and requires a long time. There is no limit to how many band nodes a mechanitor can build, so a mechanitor can have a huge swarm, though it will require heavy infrastructure to control.

Mech boosters
are enhancer buildings that boost the speed and work ability of mechanoids nearby. Great for powering up mechanoid-based factories.

Mech signallers
are a set of single-use structures that can be used by a mechanitor to call in fearsome super-mechanoid enemies to attack you. You need to call these enemies so you can loot their corpses for special high-tech mechanoid chips. These chips are core to the mechanitor’s progression since they are needed to advance to the next tier of mechanoid technology. This structure of “choose your enemy and be ready” is a little bit new for RimWorld, and creates a new kind of self-directed game pace for the player (as opposed to being blindsided by raids at any time).

We’ll explore these super-mechanoids in more detail in the next blog post.

Labor mechs

Labor mechs can perform a variety of work tasks (but not absolutely everything - some things still need a human touch). Some are plucky little worker bois who are best kept away from danger, while others are hulking crusher machines that tank damage with ease.



Paramedic
mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isn’t available.

Lifters
are there to move things where they need to go. They’re small, weak, pretty easy to get and always useful. They will haul a corpse to a grave or rearm a turret. They lack a real weapon.

Constructoids
can perform an array of construction tasks, from building roofs to repairing buildings and even hauling resources to blueprints. The constructoid is equipped with a small slug gun for light defense and built-in cutting blades, but is not a good frontline fighter.

Agrihands
are small mechanoids designed to sow and harvest crops and can perform a blunt melee attack.



Cleansweepers
are light mechanoids that clean filth and do blunt melee attacks.

Fabricors
will craft all manner of manufactured objects at your work benches (though they can’t do the same quality of work as a skilled human). Like the constructoid, the fabricor has a small slug gun.

Tunnelers
are massive, heavily-armored mechs equipped with gigantic crusher claws. The tunneler can dig tunnels and mine resources tirelessly. In combat, it is slow but its very strong armor makes it an excellent tank for absorbing enemy fire while your other fighters deal damage. The tunneler has a small built-in smokepop pack which can activate to spread smoke and shield itself from incoming fire. It also has a shield pack that recharges over time. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. (More on mech combat in the next post.)

That’s it for today! You can wishlist Biotech on the Steam store page and please join the discussion of this post on Reddit.

We’re planning on several of these blog posts, so there’s no shortage of more Biotech info on the way. Cheers for now, thanks for reading.

-Ty
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
RimWorld update 1.4 public changelog

New stuff - base game​

Painting and color customization​

  • Added custom color lights. Players can change their lamp colors to any color after completing “colored lights” research.
  • Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
  • Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
  • Choose from a large variety of colors to customize your colony!
  • Moved the tinctoria crop and its harvestable dye from Ideology to Core.
  • Added many new carpet colors.

Turrets, gas, gear, and medicine​

  • Added two new turret types: Foam turret and rocketswarm launcher.
  • The foam turret spits firefoam to extinguish nearby blazes. It stands idle until activated by a colonist.
  • The rocket swarm turret is a defensive launcher - when triggered, it blankets a wide area in a barrage of small missiles. It must be activated by a colonist to fire.
  • Added new gas system and health conditions.
  • Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
  • Blind smoke blocks shots like the old smoke.
  • Added firefoam pop pack. It’s a utility pack carried by firefighters. When triggered, the pack releases a burst of fire-retardant foam onto the user and nearby area.
  • Added recipe for bulk medicine creation.
  • Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.

Shelves​

  • Shelves hold up to 3 stacks of most items. Exceptions include large corpses, chunks, and minified things.
  • Added a single-tile small shelf.
  • Shelves can be linked into groups for easier management.

UI​

  • Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
  • Completely reworked mods manager and mods mismatch UI.
  • Added tile inspector. View info about a specific tile by holding the “alt” key.
  • Added pawn icons to many menus.
  • Created a square grid float menu for paint and carpets.
  • Weapons are displayed below drafted colonist portraits.

Miscellaneous​

  • In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
  • Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
  • Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
  • Added a search bar to the quests list.
  • Added "bald" hair style.
  • Added a “storeroom” role for rooms with lots of shelves.
  • Added chopped and smashed stump types for trees.
  • Added an option to randomize the menu background every game launch.
  • Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
  • Added a "cut all blight" command to blighted plants.
  • Added prisoner recruitment last resistance reduction info in prisoner tab.
  • Added “research bench required” alert.
  • Added build hopper command to nutrient paste dispenser.
  • Drafted colonists can pick up downed people and carry them around.

Improvements and adjustments - base game​

Performance​

  • Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.

Pawns​

  • Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires.
  • Colonists can be ordered to re-arm turrets while drafted.
  • Pawns no longer hunt animals outside their allowed area.
  • Wild people no longer get mood debuffs for sleeping outside or on the ground.
  • Ascetics no longer get a negative mood debuff when eating nutrient paste meals.
  • Allow amputation on body parts with scars and other permanent injuries.
  • “Wimp” trait’s pain shock threshold has been increased from 50% to 60%.
  • Very hungry pawns now wake up if there is food available and they aren't very tired.
  • Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
  • Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).

UI​

  • Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
  • Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button.
  • Improved pawn name rendering with "disable tiny fonts" active.
  • Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.
  • Added small circular dots around the radius of a downed projectile interceptor.
  • Display recipe ingredients/products tooltip when hovering over recipe float menu options.
  • When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
  • Letters are bundled together if they can’t all fit on the screen.

Miscellaneous​

  • Carried things can now be added to caravans.
  • Trade menu always shows player currency, even when it is at 0.
  • Updated SFX for a number of designators in the architect menu.
  • Predators limit their hunting range to the same as their scavenging range.
  • Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
  • Reduced the rate of toxic buildup from game conditions by 20%.
  • Sterilized egg layers no longer produce eggs.
  • Shelf cost reduced from 30 to 20, WorkToBuild reduced from 600 to 500.
  • Techprints give a flat 2000xp bonus, unaffected by learning rate.
  • Beggar quest asks for max 700 market value items.
  • Hide pawn headgear when in bed.
  • Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
  • Added stat entries to meals displaying ingredients and dietary type.
  • Combined hunger rate and food consumption stats.
  • Prevent trees marked for extraction to be cut for construction.
  • Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
  • Growing zones and stockpiles now have a description for how many cells are in the zone.
  • Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
  • Add command to pawns and buildings for selecting their held things.
  • Locked many dev gizmos behind god mode toggle.
  • Backstory mod source is shown if it's not from an official expansion.
  • Remove standing lamps (red, green, and blue) and darklamps from the game. Old saves convert any of these lamps to standing lamps set to the appropriate color.
  • When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
  • Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
  • Keep selection on things which become despawned in some circumstances.
  • Selection is preserved as a blueprint becomes a frame and finally a finished building.

Improvements and adjustments - Royalty​

  • Imperial champions can use spears and longswords.
  • Skip and chaos skip have a max body size set.
  • Gunlink no longer counts as clothing for nudity.
  • Limit noble wimp to knight or praetor.
  • Ensure persona weapons are unbound if you leave them on a temporary map.

Improvements and adjustments - Ideology​

  • “Ideology system inactive” games can set and use all styles of buildings, items and floors.
  • Moved ideology buildings to new Ideology architect tab.
  • Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
  • Allow style selection in bill configuration dialog in classic mode.
  • Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
  • Ensure ideoligions are recalculated after an archonexus win.
  • Added complex furniture as a prerequisite for reliquary and styling station.
  • Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
  • "No slaves in colony" thought does not apply at "Very low" expectations or below.
  • Rituals are called off if the target is reserved by another pawn during the ritual.
  • Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
  • Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
  • Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
  • Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.

Dev tools​

  • Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
  • Debug actions use a node tree for navigation.
  • Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.
  • Implemented dev mode camera controls dialog with saveable presets.
  • Added a simple debug tool for framerate/ticks per second performance benchmarking.
  • Added dev add/remove hediff buttons to a pawn’s health card.
  • Added gear-related debug options to gear screen.

Technical​

  • Made loading savegames a bit faster by optimizing DefFromNodeUnsafe.
  • When loading a savegame, cache the parsed version when it's loaded instead of parsing it each time when BackCompatibilityConverter method is called.
  • Removed old WoolCamel back-compat since it's causing problems for modders.
  • Cache some stat values to prevent large numbers of calculations.
  • Converted backstories to use the def system for better moddability and expandability.
  • Replaced CrownType with headTypeDef
  • Carpet defs are generated from blueprints, creating variants for each color.
  • Allow defs to specify Action<>, Func<>, etc. as a data type for members.
  • Allow open-ended ranges for IntRange in defs, eg: "~10" to represent values <= 10 and "10~" to represent values >= 10.
  • Merged LanguageWorker.PostProcesssedKeyedTranslation() and LanguageWorker.PostProcessed().
  • Pawns can now path to a destination if the destination is a Thing that's being held.
  • Changed some pawn visual calculations to happen once per frame instead of each tick.
  • Made Projectile.DamageAmount and Projectile.ArmorPenetration virtual for better modder support.
  • Check if food need is null in MeditationUtility.CanMeditate.

Bugfixes​

  • Fix: Meals with meat shown as "acceptable for everyone".
  • Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
  • Fix: Stranger in black can have 0 shooting skill.
  • Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
  • Fix: Ritual spectators will stand on beds or in doorways.
  • Fix: Some apparel is smeltable when it would not give anything for smelting.
  • Fix: Smelted armor returns chemfuel.
  • Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
  • Fix: Proximity activator is not triggered by skip psycasts happening in its range.
  • Fix exploit: Growing multiple plants in single spot in hydroponics basin.
  • Fix: Wild people can steal ingredients while they are being cooked.
  • Fix: Drug take to inventory in policy can exceed def-defined limit.
  • Fix: Hidden and temporary factions can own work sites.
  • Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
  • Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
  • Fix: You can shoot through some ancient buildings, but can't pass through them.
  • Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
  • Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
  • Fix: Shuttle stays forever if all passengers cannot get on board.
  • Fix: SetBiotuned() method resets the biosculpter timer.
  • Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
  • Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
  • Fix: Sleeping pawns wearing burkas don’t have hair rendered, even though you can see their face/head.
  • Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
  • Fix: Classic ideoligion pawns cannot extract skulls.
  • Fix: Shuttle crash quest fails if you have VIP boarded.
  • Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
  • Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
  • Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.
  • Fix: Nullified thoughts being counted against food optimality.
  • Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
  • Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
  • Fix: Deep drilling job not canceling when forbidden or exhausted the resource.
  • Fix: "Simulate not owning __" options default to true when Prefs.data is null.
  • Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
  • Fix: Rebelling slaves could be sold to tribute collectors.
  • Fix: Berserker trance makes pawn guilty even though they cannot attack allies.
  • Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
  • Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
  • Fix: Jumping resets "Fire at will" toggle.
  • Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
  • Fix: Ability comp data is not persisted between saves.
  • Fix: Hay is listed as possible nutrition in biosculpter pods.
  • Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge.
  • Fix: Permit shuttle fails when sent to a worksite.
  • Fix: Bonsai tree reminds of unharvested resources even though it's a decorative plant.
  • Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
  • Fix: Firefoam popper apparel items can pop during surgery.
  • Fix: Relics can stack with other items of the same type.
  • Fix: Plasma swords don't provide pyromaniacs a mood buff.
  • Fix: BuildableDef.PlaceWorkers recreates returned list every frame instead of cached value.
  • Fix: Missing feedback when trying to tame an animal with no acceptable food.
  • Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
  • Fix: When searching in an information panel, clicking any stat will scroll to the top.
  • Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
  • Fix: Global work speed not applying to pruning speed, hacking speed, medical tend speed and medical operation speed.
  • Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Fix: Global work speed not applying to pruning speed, hacking speed, medical tend speed and medical operation speed.
Fucking about time
Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
It was good while it lasted
Beggar quest asks for max 700 market value items.
No more beggars, asking for 800 beers or 4000 silver.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Biotech preview #2: Combat mechanoids, pollution, and super-mechanoid bosses
Beautiful polluted wastelands, and three super-mechanoids to fight for fun and profit!

Hey everybody! I'm Will, a designer working on
RimWorld - Biotech
. In our last blog post, we covered how
Biotech
lets you build mechanoid colonies run by high-tech mechanitor overseers. You can also read the original 1.4 update and
Biotech
announcement here
.

Today, we’ll look at combat mechanoids, commander mechanoids, and pollution! New combat mechanoids open up many avenues for offensive and defensive tactics, and special super-dangerous mechs hold the key to greater power for your mechanitor. Mechanoid production also generates pollution which has its own unique challenges and uses.

Later this week we’ll take a look at reproduction, children, vatgrowing, and genetic modifications.

Mechanoid commanders
Biotech
introduces three new commander mechanoids to fight. Defeat these super-deadly enemies and harvest special mechanoid chips from their smoking husks to advance your mechanoid technology. You can provoke super-mechs into attacking your colony by using signaller devices - but be prepared!

Each mechanoid commander drops a different mechanoid chip. The first time you acquire each type of chip, you’ll unlock a new tier of mechanoid research. Mechanoid chips are also used as resources to produce top-tier mechanoids and mechanitor upgrades. With enough chips, you can power up your humble mechanitor into an unstoppable mechlord.



We created the super-mechanoid enemies to add meaningful milestones to mechanoid progression. While research is fine for most advancements, we wanted mechanitors to feel different. Progression is actively earned by overcoming tougher and tougher challenges, instead of research alone. We added tons of new controllable mechanoids, brain implants, buildings, and gear to each tier of mechanoid tech to make progression extra rewarding.

You'll be able to fight mechanoid commanders at your own speed. Unlike other challenges in RimWorld that scale as your colony grows wealthier, super-mechanoid enemies scale with the number of times you call them. This allows you to tackle them early on to beef up your tech, or wait and carefully prepare your colony for the big fight.

Super-mechanoids come with escort mechs of all other types to add combat power. Commanders bring a new escort every time they are called, and require a different tactical approach for each engagement. We designed them to be as distinct from each other as possible, so each group is a new challenge. From swarming, to sniping, to scorching, super-mechs have a huge range of combat styles.

Let's look at the super-mechanoid types:



Diabolus:
An ultra-heavy mechanoid with a high-energy hellsphere cannon. Made for siege-breaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates its waste power through a heat column mounted on its back, allowing it to produce massive fiery explosions as a defensive measure if surrounded at close range. While extremely powerful, the diabolus lacks maneuverability - meaning you’ll need to be fast and agile to defeat it! Keep your colonists moving to outpace its hellsphere cannon, or distract it with cannon fodder.



War queen:
A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of war urchins. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.



Apocriton:
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.

Combat mechanoids
Crush enemies and raiders with your own mechanoid army.
Biotech
lets you control hordes of killer mechs, all connected to your mechanitor overseer. Even death won’t stop them - you can resurrect your destroyed mechanoids in gestator tanks.

However, protecting your very mortal mechanitor is crucial. Drafted combat mechanoids need to stay within range of their overseer to receive commands. While mechanoids can work autonomously at any distance, they can only be ordered to move or attack targets that are within their mechanitor’s range. Mechanoids that become severed from their overseer risk defecting to hostile mech hives.

The new combat mechanoids in
Biotech
include:



Militor:
The cannon-fodder of any sizable mechanoid army. These small combat mechanoids are armed with a low-power mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, they are cheap to gestate and maintain, making them the perfect swarmer.

Scorcher:
A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on defenders, it can ignite and disrupt them with blasts of searing flame. Scorchers quickly turn firefights into “fire” fights. These mechanoids start wildfires with ease and are especially effective against large groups of attackers or those taking shelter in flammable defenses.

Legionary:
A combat support mechanoid with a wide-range bullet shield and long-range needle gun. Legionaries are excellent for defending long-range allies. Its shield absorbs incoming projectiles, while allowing colonists and mechanoids to shoot out freely. However, legionaries are weak to melee attackers, and their shield can be quickly broken with an EMP.



Tesseron:
A medium-range combat mechanoid with a powerful, sweeping beam graser attack. Their gamma ray laser is powerful enough to ignite its targets and can even pass through shields. This lets tesserons strike multiple foes from a safe distance, and breach shielded enemies. However, tesserons are unable to focus their laser at close range, making them susceptible to fast-moving melee opponents.

Centurion:
A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.

In addition to the new mechanoids, you’ll be able to control the classic mechanoid types - pikemen, scythers, centipedes, and lancers. With the right technology, you can even create your own super-mechanoids like the diabolus and war queen!

We had two main goals with combat mechanoids. First, we wanted to create more diversity in combat. Colonists are only human, which puts limitations on how diverse they can be in battle, whereas mechanoids can have very exotic movement types, abilities, weapons, and tools. From swarms of cheap, disposable gunners to slow-moving, tanky tunnelers and shield-projecting defenders, mechanoids bring a ton of variety to the battlefield and allow for many creative tactics.

Second, we didn’t want to entirely remove the human element from combat. Some of the most interesting RimWorld stories come from defending your colony - or attacking another! By requiring mechanitors to fight alongside their mechanoids, we preserve the human element - and the tension - of facing down hostile mechs, pirates raids, and manhunter packs.

Mechanoid colors and names
Style your mechanoids with dozens of different colors to give them a personalized look, and distinguish them from enemy units. And yes - you can rename your mechanoids.




Mechanitor upgrades
By unlocking more powerful mechanoid technology, you’ll gain access to a wide variety of mechanitor upgrades, from neural implants to special mechanitor armor.

Here’s an overview of the mechanitor implants you’ll have access to in Biotech:
  • Control sublink:
    These neural implants expand a mechanitor’s processing power, giving them additional control groups and increasing the work speed of labor mechs.
  • Remote repairer:
    A mechlink upgrade that allows a mechanitor to repair mechanoids at a distance. The user links with the mechanoid and psychically guides the self-repair mechanites. It’s great for long-distance mid-combat repairs.
  • Remote shielder:
    An implant that allows a mechanitor to project a shield onto a friendly mechanoid. Use this during critical moments to save your mechanoid!
  • Mech gestation processor:
    This implant connects the mechanitor directly to their gestator tanks and increases the speed of mechanoid production or resurrection.
  • Repair probe:
    The more mechanoids, the more repairs! Repair probe implants substantially increase the repair speed of a mechanitor.
Most mechanitor implants can be installed multiple times. There’s a ton of room for progression to make an extremely powerful mechanitor. However, all power comes at a cost. High-level mechanitor upgrades can only be made using high-tech chips obtained from defeating super-mechanoids.

In addition to implants, mechanitors have a wide variety of specialized gear:
  • Mechanitor headsets:
    These head-mounted comms computers increase the number of mechanoids that your mechanitor can control.
  • Mechanitor packs:
    Control packs and bandwidth packs allow mechanitors additional flexibility, granting more control groups, or more bandwidth.
  • Mechcommander and mechlord armor:
    The ultimate in mechanitor gear! This power-assisted armor dramatically amplifies a mechanitor’s bandwidth.
The basics of pollution
Mechanoids make for powerful allies, but they come with a unique cost - pollution.

Creating and recharging mechanoids creates toxic wastepacks. Unless frozen, these packs of toxic waste will eventually deteriorate and pollute nearby terrain. Even worse, if they’re burned or damaged, they’ll pop like a balloon and release deadly tox gas. Storing them close by may be convenient, but be careful!

Mechanoids aren’t the only source of pollution. Toxifier generators provide a steady supply of power but directly pollute the terrain around them. These generators are perfect for mechanoid colonies that need plenty of cheap power… so long as you don’t mind some toxic buildup. While a small amount of pollution is manageable, it can quickly get out of hand if you’re not careful.



While mechanoids are immune to pollution, your colonists aren’t (depending on their genes, of course). Pollution makes living things sick. It poisons colonists and animals, causing them to slowly gain toxic buildup. Anyone who’s encountered toxic fallout in the base game will be familiar with the deadly effects of toxic poisoning. High levels of toxic buildup can cause vomiting, dementia, carcinomas, and ultimately death. Additionally, normal crops and animals can’t survive on polluted terrain. The more polluted your colony becomes, the more it will attract toxin-adapted plants and animals. From the twisted witchwood tree to the gas-filled toxalope, pollution will slowly corrupt the land and animals around you.

Pollution also affects the planet at a larger scale. The more polluted an area, the more it affects the surrounding world. High levels of nearby pollution can cause acidic smog to roll in that’ll make your colonists’ eyes water. Acidic smog blocks the sun and slows plant growth, and the vaporized chemicals corrode exposed items. When starting a new game, you can adjust the world’s pollution level. Turn it off for a relaxing game, or turn it up for some extra challenge.

Managing pollution
There’s no shortage of tools to deal with (or even embrace) pollution. Wearing anti-pollution gear, like face masks and gas masks, reduces your colonists’ exposure to pollutants. Transplanting artificial detoxifier organs makes your colonists immune to pollution’s toxic effects. There’s even pollution-related genetic modifications - but we’ll discuss those in a later post.

Order colonists to manually clean up polluted terrain and they’ll package it back into toxic wastepacks. However, the safer option is to use automated pollution pumps to keep vulnerable colonists away from the pollution.

Now, what to do with the heaping piles of wastepacks?
  • Freeze them.
    Frozen wastepacks won’t dissolve, but they take up a lot of space.
  • Export them.
    Use caravans or transport pods to dump your wastepacks on the world map. For extra fun, you can even leave them as a gift in your enemies’ bases. People may not love you doing this.
  • Polux them.
    Heavily polluted maps will eventually sprout special polux trees. These trees slowly purify polluted terrain around them. Their delicate root network prevents them from being replanted.
  • Atomize them.
    High-tech wastepack atomizers let you completely neutralize the threat of toxic wastepacks. The process is somewhat slow - and quite expensive.
  • …or ignore them!
    Polluting the land does have some benefits. Polluted terrain can grow new crops, like the fast-growing toxipotato. (Just don’t eat it raw.) Pollution can also attract new animal variants, like toxalopes and waste rats.
Pollution and insects
Giant insects love pollution. Originally engineered as anti-mechanoid bioweapons, these insects are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.

When conditions are inhospitable, insects form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for decades. Many planets are littered with these cocoons, lying just below the surface. The scent of a dissolving wastepack can trigger the cocoons to resurface in a dormant state, until they’re disturbed… causing a mass eruption of insects.



Cocoon infestations are threatening, but have their uses. They can be intentionally triggered to farm insect meat or be set up defensively in strategic locations. (Stop raiders in their tracks with a horde of angry insects!) You can also avoid cocoons altogether with strict wastepack management.

Tox gas
Tox gas is a deadly chemical irritant. It burns the lungs and eyes, causing temporary shortness of breath and reduced sight. Chronic exposure to tox gas results in toxic buildup, and eventually death. It can be created by burning toxic wastepacks, or weaponized with a new research project. Tox gas weapons include tox grenades, toxbomb launchers, tox mortar shells, tox IEDs, and wearable tox packs.

Tox gas adds a lot of interesting combat tactics. Tox gas clouds can greatly diminish the effectiveness of ranged attackers. After all, it’s hard to shoot a gun if you can’t see or breathe. Additionally, attackers that are exposed to tox gas for long enough will eventually be downed from toxic buildup. You’ll also need to learn how to defend against tox gas (it’s the signature weapon of one of our new factions - more on that later!) Wear gas masks or be smart about your colonists’ movement to negate the effects of tox gas.

More on the way
All blog posts:
Stay tuned! We have more
Biotech
details coming soon. In the meantime, wishlist
Biotech
on Steam!


Have something to say? Join the discussion on Reddit!

- Will
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
The most obvious solution to pollution is to load shitbricks to launch pod and shower enemy faction.
Come to think of it - this could be a new event that may happen to you...
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Tox gas
Tox gas is a deadly chemical irritant. It burns the lungs and eyes, causing temporary shortness of breath and reduced sight. Chronic exposure to tox gas results in toxic buildup, and eventually death. It can be created by burning toxic wastepacks, or weaponized with a new research project. Tox gas weapons include tox grenades, toxbomb launchers, tox mortar shells, tox IEDs, and wearable tox packs.
We can live the meme
+_bb09a4bbc21a3a94a63fe5bbe62339c3.jpg
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,524
Location
casting coach
That's a lot of stuff, prob gonna be rebalanced hard for the first month or three after release.

Whether it'll be more or less fun to play in the initial imba state, though...
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Biotech preview #3: Reproduction, children, genetic modification, & release date
RimWorld - Biotech releases on October 21, 2022, plus the joys of raising children and genetic engineering
Hi everyone, Jay and Matt here - we’re developers at Ludeon.

We've got a release date for you:
RimWorld - Biotech
is coming out on
October 21, 2022
.
Mark your calendars and wishlist
Biotech
now
!

Today’s preview covers reproduction, children, vatgrowing, and genetic engineering.

You can also check out our previous blog posts below:
Natural and artificial reproduction
Biotech lets you have children and raise a family! Children end up in your life in many ways - colonists could give birth or use a surrogate mother, take in a band of orphans, and even gestate embryos in machines.



Pregnancy can occur through natural means or advanced fertility procedures. You can let your colonists’ relationships develop organically, or play matchmaker with new romance options! Browse your colonists’ romantic interests and encourage them to make a move on a potential sweetheart. (Hopefully they share some kind of chemistry, or someone will be brutally rejected.)

We sped up pregnancy to last only 18 in-game days, given the short-lived nature of many colonies. Take care of mom during this time - pregnant colonists get real big, slow, and hungry. They also struggle with waves of morning sickness and brutal mood swings from the highest highs to the lowest lows.

Prepare for your little one before labor begins. Birth is difficult and dangerous for both the mother and child - you’d be smart to have a good, clean birthing room with supportive family members and a skilled doctor nearby - it could make the difference. Complicated births can be turned off via storyteller setting.

Taking care of babies
A baby’s life is simple: eat, sleep, and play.

Newborns won't move on their own and rely on adults to feed and protect them. Colonists assigned to "childcare" work will be responsible for all the babysitting!

Keep your baby's tummy full with lots of good eats. Babies can't stomach the complex meals adults like, so keep mom nearby for breastfeeding or cook up some mushy gooey baby food. (Adults forced to eat baby food will not like it.) In a pinch, insect jelly and animal milk do a great job of keeping babies full.



Everyone benefits from playtime. Build an adorable nursery brimming with toy chests and baby decorations that help fulfill the little ones' play need. Adults will play with the youngsters and carry them around the colony. When it’s naptime, babies sleep a lot better in a high-quality crib made from good materials - no splinters please!

Happy babies make for happy colonists. Parents share a special bond with their children, and will be in high spirits when their children are happy (or feel terrible when their kids are unhappy). Keeping babies happy is vital for the short and long term health of your colony. Unhappy babies unleash a powerful sonic-psychic weapon (known as crying) which can reduce the mood of any person within earshot. Likewise, a happy baby’s giggling brightens the day of anyone who hears it. It pays to keep the youngsters and the adults in a good mood!

Raising children
At age three, children will be walking, talking and getting into trouble. We adjusted the speed they grow so that you'll see the most important life moments in a single game. Those that prefer a more “natural” progression can adjust the speed in the storyteller settings.

Children have a unique "learning" need. Satisfying this need depends on what their current learning desire is - they may want to chat over the radio, explore nature, scribble on the floor, take lessons in class, daydream on the ground, or watch the adults as they work. Fulfilling children's learning desires contributes to their overall development and improves their chances. While children are generally slower and less skilled than adults, they have a natural optimism and a curiosity for the world around them. Like newborns, when children are happy, it improves the mood of the adult colonists around them. Children will also require clothing tailored just for them. Make sure you’ve got enough child-sized parkas to keep them warm in the winter!

At ages seven, ten, and thirteen, children reach developmental milestones known as "growth moments" where you choose their traits and passions, and unlock new work types for them. Children that spend more time fulfilling their learning needs have a greater variety of advantageous traits to pick from. Balance your children’s work and leisure schedules with care. A rich childhood with lots of attention gives them better chances to be a capable adult, but doesn’t guarantee anything.



Vatgrowing
Technology offers an alternative to long and burdensome human pregnancies: growth vats. Extract and combine genetic material from the parents to create an embryo, and insert it into the machine.

Growth vats accelerate development and sustain the embryo without subjecting a mother to the unpleasantness of pregnancy. In a mere 9 days, embryos develop into babies. You could remove your child at this time - or leave them inside to continue growing.

Children grow significantly faster in the vat than if they were out and about in the world. However, they’ll miss out on childhood and never pursue their learning desires, resulting in poorer choices of traits and passions during growth moments. Whether you keep children floating in growth vats or let them out to experience life depends on your goals.

Growth vats are excellent tools for churning out super-soldier and simple workers, but require large amounts of nutrition. Without an adequate supply of nutrition, individuals in the vats will suffer from bio-starvation.

Genetic modifications
With
Biotech
, you can create your very own genetically-engineered colonists, known as xenohumans.



To create a xenohuman, you'll first need genepacks - small capsules containing a handful of genes. Genepacks can be purchased from traders, earned as quest rewards, or extracted from a host using a high-tech gene extractor. The process is not terribly comfortable, but the result is a genepack containing a random assortment of the specimen’s germline genes and xenogenes. Using a gene assembler, you can recombine several genepacks together into an implantable organ called a xenogerm. Once implanted into a human, they will immediately gain the traits associated with the xenogerm's contained genes.

Don’t want to wait to make xenohumans? When starting a new game, you can select premade xenotypes for your starting colonists - or create your very own! We’ve also added a number of xenohuman factions (but more on that in a later blog post).

Genes
So what do genes do? Well, quite a bit. Let's preview a few of them:
  • Fire spew:
    The carrier of this gene gains the ability to spew flammable bile. The bile sticks to anything in a small area and can ignite people, objects, and the ground. (Just make sure to have a firefoam pop pack handy.)
  • Longjump legs:
    This gene gives the ability to jump long distances, letting melee attackers quickly close distance between them and their foe.
  • Furskin:
    The body of a carrier is covered in thick fur, providing some insulation and changing the person's appearance. Furskin is perfect for cold climates.
  • Smooth tail:
    Carriers of this gene grow a slender tail that can act as a dexterous fifth limb, increasing their manipulation.
  • Strong stomach:
    Carriers have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
  • Psychic bonding:
    People with this gene bond with a single person for life, sharing a psychic bond with them. As long as they remain close to their mate, they will be happy - but if their partner dies, it can be catastrophic to their mental health.
  • Robust:
    Carriers take less injuries than others from the same damage. This can stack with the 'tough' trait to create incredible powerhouses.
  • Never sleep:
    This gene completely prevents the need for sleep.
  • Ageless:
    Carriers of this gene do not age biologically. Stay young forever!
  • Great shooting:
    Greatly increases a person’s aptitude for shooting, effectively increasing their shooting skill by +8.
  • Psychite addict-immune:
    Carriers are immune to addictions caused by consuming psychite.
  • Deathrest:
    Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses with the right infrastructure. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.
…and that's just a small sample from more than 200 genes available in
Biotech
!

Genes come in two distinct flavors: germline genes and xenogenes. Germline genes are present in every cell of the host's body and are able to be passed onto children. Examples in a baseline human would include hair and skin color. Xenogenes, on the other hand, are technologically implanted and cannot be passed on.



You’ll need to pick genes carefully. Powerful genes will decrease a person’s metabolic efficiency, making them need more food. On the other hand, genes with drawbacks will increase a person’s metabolic efficiency. Creating a functioning xenotype is a thoughtful balancing act of picking the right strengths and weaknesses. Create a muscular cave dweller who’s afraid of the sun, or a sleepless genius who needs smokeleaf to survive. The possibilities are endless.

The most powerful genes require archite capsules - small containers of microscopic machines produced by superintelligent archotechs. These devices are capable of enabling genes with physical and psychic feats which would otherwise be impossible, from perfect immunity, to super healing, to immortality.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
This gene gives the ability to jump long distances, letting melee attackers quickly close distance between them and their foe.
For fuck's sake we had tribal swarms and mechanoid breachers bad enough but now we'll have furry pig-hormogaunts
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom