Difference between revisions of "Resources"
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− | Colonists in RimWorld | + | Colonists in RimWorld use a variety of different '''resources'''. They fall into the following categories: |
− | * '''Food''' is used to survive. [[Herbivore| | + | * '''Food''' is used to survive. [[Herbivore|Herbivorous animals]] need [[plants]], while humans and [[omnivore|omnivorous animals]] eat plants and [[meat]] in various stages of processing. |
− | * '''Materials''' are used to build [[ | + | * '''Materials''' are used to build [[structure]]s and other [[buildings]], craft [[sculptures|art]], [[weapons]] and [[apparel]]. Materials are split into five categories: [[Stony]], [[Metallic]], [[Woody]], [[Leathery]] and [[Fabric]]. Most materials can be obtained by mining, harvesting plants and shearing or butchering animals. Some fabrics can only be obtained through trading. |
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* '''Medical Items''' include medicine, used to treat wounds and perform operations, and artificial body parts used improve or replace missing parts. | * '''Medical Items''' include medicine, used to treat wounds and perform operations, and artificial body parts used improve or replace missing parts. | ||
− | * | + | * '''Crafted resources''' are made in the colony from simpler raw resources, but traders can still offer them too. |
* '''Exotic Items''' can be traded for a large surplus in silver. | * '''Exotic Items''' can be traded for a large surplus in silver. | ||
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== Food == | == Food == | ||
− | {{Main | + | {{Main|Food}} |
{| {{STDT|c_24}} | {| {{STDT|c_24}} | ||
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| colspan = '2' | | | colspan = '2' | | ||
|- | |- | ||
− | ! style = 'width: | + | ! style = 'width: 33%' | [[Meals]] |
− | ! style = 'width: | + | ! style = 'width: 67%' | [[Raw food]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
− | + | | {{List| Meal |sort = Market Value Base |item = Ask/Line}} | |
− | + | | {{List| Raw Food |sort = Market Value Base |item = Ask/Line |columns = 2}} | |
+ | |} | ||
+ | |||
+ | == Plant matter == | ||
+ | {{Main|Plant matter}} | ||
+ | |||
+ | {| {{STDT|c_24}} | ||
+ | |- | ||
+ | | | ||
|- | |- | ||
− | ! [[ | + | ! [[Plant matter]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
− | | rowspan = '1' | {{List| | + | | rowspan = '1' | {{List| Plant Matter |sort = Market Value Base |item = Ask/Line |columns = 2}} |
|} | |} | ||
== Materials == | == Materials == | ||
− | {{Main | + | {{Main|Materials}} |
− | {| {{STDT| | + | {| {{STDT|c_09}} |
|- | |- | ||
| colspan = '2' | | | colspan = '2' | | ||
|- | |- | ||
− | ! style = 'width: | + | ! style = 'width: 33%' | Woody |
− | ! style = 'width: | + | ! style = 'width: 67%' | [[Leathery]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
| rowspan = '1' | {{List| Lumber |sort = Market Value Base |item = Ask/Line}} | | rowspan = '1' | {{List| Lumber |sort = Market Value Base |item = Ask/Line}} | ||
− | | rowspan = '3' | {{List| | + | | rowspan = '3' | {{List| Leather |sort = Market Value Base |item = Ask/Line |columns = 2}} |
− | |- | + | |- |
− | ! [[ | + | ! [[Stony]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
− | | rowspan = '1' | {{List| Stone | + | | rowspan = '1' | {{List| Stone |sort = Market Value Base |item = Ask/Line}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | ! [[Metallic]] |
+ | ! [[Fabric]] | ||
+ | |- style = 'vertical-align: top' | ||
+ | | rowspan = '1' | {{List| Metal |sort = Market Value Base |item = Ask/Line}} | ||
+ | | rowspan = '1' | {{List| Fabric |sort = Market Value Base |item = Ask/Line |columns = 2}} | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
== Medical Items == | == Medical Items == | ||
− | {{Main | + | {{Main|Medical Items}} |
{| {{STDT|c_23}} | {| {{STDT|c_23}} | ||
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| colspan = '2' | | | colspan = '2' | | ||
|- | |- | ||
− | ! style = 'width: 33%' | Medicine | + | ! style = 'width: 33%' | [[Medicine]] |
− | ! style = 'width: 67%' | Body Parts | + | ! style = 'width: 67%' | [[Body Parts]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
| rowspan = '1' | {{List| Medicine |sort = Market Value Base |item = Ask/Line}} | | rowspan = '1' | {{List| Medicine |sort = Market Value Base |item = Ask/Line}} | ||
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|} | |} | ||
− | == Crafted | + | == Crafted resources == |
− | {{Main | + | {{Main|Crafted resources}} |
{| {{STDT|c_22}} style='width: 33%; display: table' | {| {{STDT|c_22}} style='width: 33%; display: table' | ||
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| colspan = '1' | | | colspan = '1' | | ||
|- | |- | ||
− | ! style = 'width: 100%' | Crafted | + | ! style = 'width: 100%' | [[Crafted resources]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
− | | rowspan = '1' | {{List| Crafted | + | | rowspan = '1' | {{List| Crafted resource |sort = Market Value Base |item = Ask/Line}} |
|} | |} | ||
== Exotic Items == | == Exotic Items == | ||
− | {{Main | + | {{Main|Exotic Items}} |
{| {{STDT|c_11}} style='width: 33%' | {| {{STDT|c_11}} style='width: 33%' | ||
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| colspan = '1' | | | colspan = '1' | | ||
|- | |- | ||
− | ! style = 'width: 100%' | Exotic Items | + | ! style = 'width: 100%' | [[Exotic Items]] |
|- style = 'vertical-align: top' | |- style = 'vertical-align: top' | ||
| rowspan = '1' | {{List|Exotic Item |sort = Market Value Base |item = Ask/Line}} | | rowspan = '1' | {{List|Exotic Item |sort = Market Value Base |item = Ask/Line}} | ||
|} | |} | ||
− | [[Category: | + | [[Category:Items]] |
Latest revision as of 14:24, 2 May 2024
|
Colonists in RimWorld use a variety of different resources. They fall into the following categories:
- Food is used to survive. Herbivorous animals need plants, while humans and omnivorous animals eat plants and meat in various stages of processing.
- Materials are used to build structures and other buildings, craft art, weapons and apparel. Materials are split into five categories: Stony, Metallic, Woody, Leathery and Fabric. Most materials can be obtained by mining, harvesting plants and shearing or butchering animals. Some fabrics can only be obtained through trading.
- Medical Items include medicine, used to treat wounds and perform operations, and artificial body parts used improve or replace missing parts.
- Crafted resources are made in the colony from simpler raw resources, but traders can still offer them too.
- Exotic Items can be traded for a large surplus in silver.
Certain resources in nearly every category are susceptible to deterioration.
The following is an overview over the individual items in each category.
Food[edit]
Meals | Raw food |
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A bland vegetarian mash. Babies love it, but children and adults will be upset if they're forced to eat it. A synthetic mixture of protein, carbohydrates, and vitamins, amino acids and minerals. Everything the body needs, and absolutely disgusting. A simple meal quickly cooked from a few ingredients. A complex dish assembled with care from meat ingredients. A complex dish assembled with care from a wide selection of ingredients. A complex dish assembled with care from vegetarian ingredients. A high-quality packaged meal, manufactured for use in survival situations. While it never rots, it can still deteriorate if left outside. Great for traveling. A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul. A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul. A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul. |
Pieces of twisted muscle and gristle, bloated with tumorous growths. These bizarre shreds of flesh must have come from a horrific creature. Raw butchered flesh. If necessary, can be cooked into meals, or even eaten raw. Extremely unappetizing. Nutrient-rich grasses and shoots, harvested and compacted for storage. Hay is good animal feed, but inedible for humans. Raw toxipotatoes. Once harvested, toxipotatoes are very dietarily similar to potatoes. However, when eaten raw, they have a higher chance of causing food poisoning. Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea. Raw potatoes. A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked. Raw agave fruit. Raw fungus obtained by harvesting fungi growing in caves. It cannot be farmed. Raw corn. Assorted berries. Nice to eat, even when raw. Milk from an animal. Raw butchered flesh. Can be cooked into meals or eaten raw. Fertilized duck egg. If all goes well, it should hatch into a duckling. It can be eaten raw, but it's much better cooked. Unfertilized chicken egg. It can be eaten raw, but it's much, much better cooked. Unfertilized duck egg. It can be eaten raw, but it's much, much better cooked. Fertilized chicken egg. If all goes well, it should hatch into a chick. It can be eaten raw, but it's much better cooked. Jelly stored and used as food by oversized insects. It is smooth, rich, and brings joy to those who consume it. Because of its unique biological properties, it can nourish almost any creature and never rots. Unfertilized goose egg. It can be eaten raw, but it's much, much better cooked. Fertilized turkey egg. If all goes well, it should hatch into a baby turkey. It can be eaten raw, but it's much better cooked. Fertilized goose egg. If all goes well, it should hatch into a goose. It can be eaten raw, but it's much better cooked. Fertilized emu egg. If all goes well, it should hatch into a baby emu. It can be eaten raw, but it's much better cooked. Fertilized cassowary egg. If all goes well, it should hatch into a baby cassowary. It can be eaten raw, but it's much better cooked. Fertilized ostrich egg. If all goes well, it should hatch into a baby ostrich. It can be eaten raw, but it's much better cooked. Fertilized tortoise egg. If all goes well, it should hatch into a baby tortoise. It can be eaten raw, but it's much better cooked. Fertilized iguana egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked. Fertilized cobra egg. If all goes well, it should hatch into a baby cobra. It can be eaten raw, but it's much better cooked. |
Plant matter[edit]
Plant matter |
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Raw hops. A flavoring and preserving agent that is necessary for making beer. Raw cut leaves of a smokeleaf plant. Can be rolled into smokeable joint at a crafting spot. Raw cut leaves of a psychoid plant. Dye extracted from a tinctoria plant. It can be transformed into various colors to dye apparel. "The seed of a Gauranlan tree. It can be planted to create a new Gauranlen tree." "The seed of a harbinger tree. It can be planted to grow a new harbinger tree, which will eat any corpses or meat placed nearby." The seed of a polux tree. It can be planted to create a new polux tree which will absorb pollution from nearby terrain. |
Materials[edit]
Woody | Leathery |
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Wood from trees or other fibrous plants. Useful for building structures and weapons. It is a good fuel for campfires and generators, and can be refined into chemfuel. In a pinch, a piece of wood can be used as a weapon or a leg. |
A weak textile created by cutting up and sewing together various types of leathers. Regardless of what kind of leather is used to create it, patchleather's irregular seams make it less tough and less insulating than any intact leather. Tanned, dried, scraped bird skin. It is quite delicate. Without its feathers, it provides little protection from heat or cold. Tanned, dried, scraped pig skin. While a decent leather, it neither protects nor insulates particularly well. Lightweight, thin leather. Probably harvested from a small animal. Not as protective as thicker leathers. Tanned, dried, scraped skin. A good traditional material for making clothes and bags. The tanned skin of a cold-blooded reptile. Lizardskin is reasonably tough, but does not insulate well at all. Tanned, dried, scraped skin. A good traditional material for making clothes and bags. Tanned, dried, scraped camel skin. Good at temperature regulation in hot climates. The furry pelt of muffalo. Recognizable by its distinctive blue tint. Good at temperature regulation in cold climates. Tanned, dried, scraped elephant skin. While quite tough, it is a poor insulator. A soft furry pelt harvested from a wolf-like creature. It is difficult to pierce and insulates well against cold. A soft furry pelt harvested from a big cat. It is difficult to pierce and insulates well against heat. Thick leather covered in a long, rugged mat of fur. Harvested from a large, hardy animal. This thick skin insulates and protects very well. The strong furry leather of a bear. Compared to most leather, it is quite a bit tougher and a bit better at all kinds of temperature regulation Thick, tough leather taken from some monstrous creature. The surface is covered in ugly scars and whorls, and smells faintly of rotten meat. Most people will be unhappy if made to wear apparel made of this. The pelt of a fox. It protects well from the cold and is quite luxurious, fetching a high price. Tanned, dried, scraped rhinocerous skin. It is exceptionally durable in combat, but provides little protection from weather. Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well. Sheets of guinea pig fur. It is delicate, but luxurious. Tanned, dried, scraped chinchilla skin. Known as an extremely luxurious and insulating fur, it is exceptionally valuable. Furry pelt of a thrumbo. Luxurious and extraordinarily durable. Used for the highest-quality crafts for its insulation and strength. |
Stony | |
Blocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt. Blocks of solid granite. Granite is a very hard stone. Blocks of solid slate. A dull-looking rock that chips easily. Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily. Blocks of solid limestone. A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. Its hardness and density also makes it a good material for blunt weapons. | |
Metallic | Fabric |
An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way. This metal is mostly used as a commodity currency. It can also be used for making decorations. An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines. A dark, heavy metal. While it is best known as a fuel for nuclear devices, its extreme density and hardness also make it good for making certain weapons, armor, and ammunition. Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure. The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold. |
Cloth woven from organic fibers. While somewhat coarse, megasloth wool's long fibers make it very strong. It is very warm. Thick and coarse wool of a bison. Quite warm. Sheep's wool. It provides good insulation. Soft, light and provides very good insulation. Muffalo wool clothes can keep the body warm even in very cold conditions. The remarkably soft wool of an alpaca. It is warm, protects well from heat, and fetches a high price. Spacer-tech synthetic fabric designed for making ordinary clothes. It is soft, light, strong, and insulates well. Fabric spun from microfibers extracted from devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame. Nano-fibers woven into sheets molecule-by-molecule using specialized production mechanites. While it flexes freely most of the time, it stiffens to absorb blows as they land, and is incredibly difficult to break. The secrets of its production are known only to the most advanced glitterworld cultures. |
Medical Items[edit]
Medicine | Body Parts |
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A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing. A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids. A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools. |
A cancerous mass of semi-sentient flesh. The tissue constantly regrows and replaces itself, making it immune to effects like lung rot and asthma. A cancerous mass of semi-sentient flesh. The harsh acid it produces is painful, but strong enough to prevent most food poisoning. An installed denture. A fleshy, muscled tentacle with a blade at the end. The flesh whip makes an excellent melee weapon. A wood log fashioned into a crude but effective artificial leg. An installed wooden hand. An installed wooden foot. A number of barbed bioferrite spikes that can be surgically attached to a ghoul. They drastically increase a ghoul's melee damage but also limit its range of motion, slowing it down. Bioferrite plates that can be surgically attached to a ghoul, protecting vulnerable areas. The plates will reduce incoming damage significantly but also slow the ghoul down. A special bioferrite prosthetic that allows the ghoul to spray a corrosive fluid. The prosthetic repurposes a chamber of the ghoul’s heart to create a strong acid, which can be projected from the ghoul’s mouth. A special bioferrite prosthetic that can pump a small amount of metalblood into a ghoul's bloodstream, making it more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire. The prosthetic causes widespread swelling, slowing the ghoul down. A special bioferrite prosthetic that allows a ghoul to saturate its bloodstream with stress hormones and liquid energy. The ghoul will move and attack at incredible speeds for a short amount of time. The prosthetic slightly increases the ghoul's metabolism, causing it to eat more. A self-contained biological organ containing one or more implantable xenogenes. Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion. An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf. A brain implant which inhibits nociception, or pain sensation. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily. A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures. A heart prosthesis. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative. Simple prosthesis made to replace missing leg. Not very comfortable but quite efficient. An arm prosthesis. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm. A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target. A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks. A razor-sharp talon which extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor. A retractable finger talon connected to a venom pump in the lower arm. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor. A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor. A fleshy, muscled tentacle resembling a partial transformation into a fleshbeast. The tentacle is excellent at manipulation. A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly. A chest implant for preventing enemy use of captured equipment. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others. This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly. A mechanical arm replacement for speeding up mining. It has a built-in snake drill, which allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly. A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor. An artificial tongue replacement. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting. The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions. An advanced artificial stomach. A set of sensors and chemical synthesizers effectively digest any energy-bearing foodstuff. An integrated lattice-dust healing system automatically repairs any damage caused by the powerful acids. It is better than a biological stomach in every way. An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments. This bionic nose implant enhances the sense of smell, with a focus towards food-related smells. A multi-layered ultrafine absorption mesh detects compounds in the air. A microprocessor formats the readings into an olfactory nerve signal to send to the brain through a nerve-link interface. The result is that the user can smell foods with a depth, richness, and precision unknown among unenhanced humans, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance. A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. The implant can be configured to form various body shapes according to the user's taste - or that of their partner. Releases coagulating factors in response to blood loss, reducing bleeding rates significantly A biological human kidney. Filters and removes waste products from the blood. An advanced artificial lung that uses microfilters to reduce the intake of environmental toxins, allowing the user to survive longer in polluted environments. Additionally, it negates the irritation of acidic smoke and prevents lung rot in this lung. This brain implant stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity. A biological human lung. A pair of these form the core of the human respiratory system. Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity. An advanced artificial heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way. A non-intelligent microcomputer controlled by a visual/tactile neural interface. It assists with memory and calculation, like a calculator and notepad embedded in the brain. Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems. An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain. An advanced artificial eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage. This bionic gland releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance. Humans have always tried to use every new technology to enhance sexual satisfaction. Bionics were no exception. This implant makes physical and chemical changes to the body which enhance the experience of lovin' for both partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted. ... further results |
Crafted resources[edit]
Crafted resources |
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Exotic Items[edit]
Exotic Items |
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A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed. A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools. An elephant's tusk. It is very durable and valuable. While somewhat unwieldy as a melee weapon, it can still be deadly. A small capsule containing a package of genetic information. To use a genepack, it must be placed in a gene bank near a gene assembler and combined into an implantable xenogerm. If not kept in a powered gene bank, this genepack will slowly deteriorate. A piece of ultratechnology that can generate a momentum-repulsor shield. This can't do anything on its own, but it is necessary to craft some other usable shield items. Shield cores can be obtained by deconstructing mechanoid shield generators. A large barrel for projectile-based weapons like mortars. In order to hold the high launch pressures, it is specially reinforced and cannot be manufactured at a small scale. 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. A one-use super-dose of mechanites which trains a specific skill. A thrumbo's horn. It's razor-sharp, rock-hard, and priceless in most markets. This is a true trophy, as well as a deadly melee weapon. The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies. A small AI core housing a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you're currently researching, instantly and for free. Can only be used once. A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed. A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse soon after death, mechanites repair broken-down tissues and kickstart the body back to life. Unfortunately, the resurrected sometimes come back with brain damage, blindness, or progressive psychosis. Outcomes are better when the mechanites are administered to a fresher body. Well-preserved bodies can be resurrected, even long after death. A hyper-advanced computer core that houses a peak-human-equivalent machine persona. In its isolated state, the core is dormant. Installed in a proper support structure, however, it can become a mind of great power. |