Difference between revisions of "Hardcore SK (mod)"

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=Welcome=
+
==Welcome==
 
Welcome to a kinder, gentler RimWorld. '''NOT!!!'''
 
Welcome to a kinder, gentler RimWorld. '''NOT!!!'''
  
 
The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will encounter, the more interesting will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...
 
The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will encounter, the more interesting will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...
{{Expand}}
+
This Wiki is very much a work in Progress. If you feel you can, please update and expand.
==General information==
 
===Gameplay Differences===
 
  
Most new players will find themselves resolving chicken or egg conundrums as they work their way through bootstrapping a colony. But there are a few suprises as well...
+
===General information===
* Ranged Weapons Need Ammo (of the right caliber)
+
====Gameplay Differences====
* The Technology Tree has grown and deepened. There are now almost 200 technologies.  
+
 
* Plants Need Seeds
+
Most new players will find themselves resolving chicken or egg conundrums as they work their way through bootstrapping a colony. But there are a few surprises as well...
 +
* Ranged Weapons Need Ammo (of the right caliber) - while the Weapons you landed with are fully loaded, don't count on finding any bullets where you go... until you can make them yourself. So maybe now's the time to craft a bow and arrow and brush up on some archery.
 +
* The Technology Tree has grown and deepened. There are now almost 200 technologies. Better hope one of your colonists is good with book learnin'
 +
* Plants Need Seeds - But crops are sustainable. When harvesting plants a reasonably good farmer will get back more seeds that what were originally planted.
 
* Most resources now need at least one kind of processing before use
 
* Most resources now need at least one kind of processing before use
 
** logs need to be turned into planks for most wooden floors and walls
 
** logs need to be turned into planks for most wooden floors and walls
** Iron Ore needs to be turned into steel before use. This requires smelting in a Smelting Furnace - A fueled one of these requires coal or charcoal
+
** Iron Ore needs to be turned into steel or cast-iron before use. This requires smelting in a Smelting Furnace - A fueled one of these requires coal or charcoal
** Copper Ore must be refined into  
+
** Copper Ore must be refined into copper alloy
 
** Quarries now exist
 
** Quarries now exist
  
===Prepare Carefully===
+
====Prepare Carefully====
 
* One of the mods included in the revamp is EdB's Prepare Carefully. You might '''REALLY REALLY''' want to do that.
 
* One of the mods included in the revamp is EdB's Prepare Carefully. You might '''REALLY REALLY''' want to do that.
 
** There's a LOT more researching and crafting than in the vanilla game.  
 
** There's a LOT more researching and crafting than in the vanilla game.  
Line 29: Line 30:
 
*** Hold off on the more exotic seeds as you won't know how to plant the stuff anyway
 
*** Hold off on the more exotic seeds as you won't know how to plant the stuff anyway
  
===Mods Involved===
+
====Mods Involved====
 
This is a massive change to the way that the vanilla game plays:
 
This is a massive change to the way that the vanilla game plays:
 
It started with all of the following mods:
 
It started with all of the following mods:
Line 136: Line 137:
 
*- MedicalInfo (Adds medicine GUI.) by Fluffy
 
*- MedicalInfo (Adds medicine GUI.) by Fluffy
 
*- ResearchInfo (Adds a little clarity to the research tab.) by Fluffy
 
*- ResearchInfo (Adds a little clarity to the research tab.) by Fluffy
*- Mobile mineral sonar (Gives abilty to scan mountains for mine) by Rikiki
+
*- Mobile mineral sonar (Gives ability to scan mountains for mine) by Rikiki
 
*- No Cleaning Please! (Separate cleaning function from home area to "cleaning area".) by Latta
 
*- No Cleaning Please! (Separate cleaning function from home area to "cleaning area".) by Latta
 
*- Crash Landing (Adds a new start event.) by Katavrik
 
*- Crash Landing (Adds a new start event.) by Katavrik
Line 176: Line 177:
 
*- VeinMiner (Nice helper to mine veins) by JuliaEllie
 
*- VeinMiner (Nice helper to mine veins) by JuliaEllie
  
=Technology=
+
==Technology==
== Level 1 Techs (No prerequisites) ==
+
===Level 1 Techs (No prerequisites)===
 
* Agriculture I (200 research)
 
* Agriculture I (200 research)
 
** Unlocks growing Corn
 
** Unlocks growing Corn
** Unlocks fences
+
** Unlocks fences (do these work at all?)
 
** Prerequisite for  
 
** Prerequisite for  
 
*** Decorative Agriculture I
 
*** Decorative Agriculture I
Line 188: Line 189:
  
 
* Construction I (200 research)
 
* Construction I (200 research)
 +
** Leads to
 +
*** Mining
 +
*** Agriculture II
 +
*** Crafting II
 +
*** Power II
 +
*** Cremation
 
** Unlocks Stone-cutters bench (Hand Machining Table)
 
** Unlocks Stone-cutters bench (Hand Machining Table)
 
*** Makes stone blocks  
 
*** Makes stone blocks  
 
*** Makes Rubble
 
*** Makes Rubble
 
*** Makes Sand
 
*** Makes Sand
 +
** Unlocks Sculptors Table
 +
 
* Security Basic Defense (200 research)
 
* Security Basic Defense (200 research)
 +
** Allows creation of Parapets (Like sandbags but...better?)
 +
** unlocks sandbags (which need sand from the stone-cutters table)
 +
** Allows creation of practice dummies for target and martial arts practice
 +
 
* Crafting I (200 research)
 
* Crafting I (200 research)
** unlocks growing Cotton and Devilstrand research
+
** unlocks growing Cotton and required prerequisite for Devilstrand research
** unlocks Tailoring Bench
+
** unlocks the Tailor's Loom (a bit of a misnomer) It can be used to tailor many varieties of hats and clothes.
 +
** unlocks Crafting area (makes primitive weapons)
 +
*** Pila
 +
*** Bows & Arrows
 +
*** Club
 +
*** Mace
 +
*** Shivs
 +
 
 +
===Level 2 Techs (At least 1 prerequisite)===
 +
* Medical Agriculture 1 (350 research)
 +
** Prerequisite Agriculture I
 +
** Description says that its required for growing healroot (but I was able to plant it before researching this tech)
 +
* Medicine I (400 research)
 +
** Prerequisite Agriculture I
 +
** Description says that its required for growing healroot (but I was able to plant it before researching this tech)
 +
* Vegetable Research I (300 research)
 +
** Unlocks Rice & Carrots
 +
** Unlocks Oat Grass (Requires Oat Seeds)
 +
* Power I (300 research)
 +
** Unlocks Batteries, Power Conduit, Steam Generator, Wind Turbine, Power Switch, Corpse Fired Generator
 +
* Base Structures I (300 research)
 +
** A prerequisite for other research
 +
* Power II (800 research)
 +
** Unlocks Solar Generator, Coal Power Plant and High Tech Research Bench
 +
** Increases Battery Efficiency
 +
** Adds Medium-sized Cooler, simple Vent, Electric Heated Floor
 +
* Agriculture II (600 research)
 +
* Allows for creating tilled soil (with mulch and Synthetic Ammonia)
 +
 
 +
====Miscellaneous Discovered Knowledge====
 +
 
 +
* Upon crash-down, we only know how to plant potatoes. All other crops require research.
 +
 
 +
* Strawberries requires Vegetable Research III.
 +
 
 +
* Stone Arrows only require wood to make. Arrows can be crafted at a crafting spot (Same as bows)
 +
* In the current release fences don't seem to keep anything out. Both deer and tarantulas came though the fences like they're not even there. I suggest an unroofed log wall stockade.
 +
* There's a bit of a snafu with the tailoring workbench and the loom. They seem to have their names reversed.
 +
* Enriched Uranium U235 is very toxic. Even carrying it a short distance without protective equipment can cause permanent damage to a pawn's consciousness.
 +
* The Assembly Workbench is used for making Components out of Metallic Alloys but they're labelled as spare parts
 +
* Researching Devilstrand gives you NO immediate gains. It is just the first step in learning to plant it.
  
===Discovered Knowledge===
+
[[Category:Mods]]
* All crops require seeds
 
* We only know how to plant potatoes. All other crops require research.
 
* Agriculture I lists Rice and Strawberries as being unlocked. In fact further research is required.
 
** Rice requires Vegetable Research I
 
** Strawberries requires Vegetable Research III.
 
* Capturing works a bit differently than in vanilla. I think a special cell door is required.
 
** Without a cell can only rescue drop pod victims rather than capture them.
 
*Stone Arrows only require wood to make
 

Latest revision as of 06:47, 13 November 2024

Welcome[edit]

Welcome to a kinder, gentler RimWorld. NOT!!!

The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will encounter, the more interesting will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again... This Wiki is very much a work in Progress. If you feel you can, please update and expand.

General information[edit]

Gameplay Differences[edit]

Most new players will find themselves resolving chicken or egg conundrums as they work their way through bootstrapping a colony. But there are a few surprises as well...

  • Ranged Weapons Need Ammo (of the right caliber) - while the Weapons you landed with are fully loaded, don't count on finding any bullets where you go... until you can make them yourself. So maybe now's the time to craft a bow and arrow and brush up on some archery.
  • The Technology Tree has grown and deepened. There are now almost 200 technologies. Better hope one of your colonists is good with book learnin'
  • Plants Need Seeds - But crops are sustainable. When harvesting plants a reasonably good farmer will get back more seeds that what were originally planted.
  • Most resources now need at least one kind of processing before use
    • logs need to be turned into planks for most wooden floors and walls
    • Iron Ore needs to be turned into steel or cast-iron before use. This requires smelting in a Smelting Furnace - A fueled one of these requires coal or charcoal
    • Copper Ore must be refined into copper alloy
    • Quarries now exist

Prepare Carefully[edit]

  • One of the mods included in the revamp is EdB's Prepare Carefully. You might REALLY REALLY want to do that.
    • There's a LOT more researching and crafting than in the vanilla game.
      • You'd be well advised to have someone with the skills and passion for that.
      • Preferably NOT the same person.
    • Consider taking some planks along
      • The Research Bench requires 50 Planks, 2 mechanisms, and 5 components
    • Make sure that you have the proper ammo to reload any ranged weapons you have
    • Take seeds
      • Make sure you have potato seeds at a bare minimum. Corn is next soonest available.
      • Hold off on the more exotic seeds as you won't know how to plant the stuff anyway

Mods Involved[edit]

This is a massive change to the way that the vanilla game plays: It started with all of the following mods:

  • - Superior Crafting (Adds quite a lot of content.) by Abrexus
  • - Graphic Overhaul (Adds new textures.) by jabbamonkey
  • - Rimfire 1.8 CR_SK (Adds new weapons.) by Alistaire
  • - Roof Support (Added roofsupport to core.) by Nommy
  • - FastFloors (Increases the walk speed of colonists on floors.) by Igabod
  • - Glass&Lights (Adds new lights to the game.) by jacob814
  • - LED Rope Lights (Adds nice led rope lights.) by Loki88
  • - Rimsenal_Storyteller from Rimsenal (Adds three new storytellers, the Accipiter Periodic, the Sereniz Sadistic and the Hildegarde Epic.) by rooki1
  • - Capsule Reactor (Adds portable power source) by ItchyFlea
  • - Tilled Soil (It allows you to fertilize the fields, do a better harvest.) by Sam_
  • - Floor Lights (Adds Lights lamps that are integraded into the ground.) by Temeez
  • - Matter Converter (Adds inorganic matter.) by iWilliBlecha
  • - Project Micro-F (adds some textures for furniture.) by Yan
  • - Apothecarius (Adds the possibility grown ingredients in hydroponics) by JuliaEllie
  • - Medical Drinks from yMods - Small Vanilla Enhancements. (Adds antibiotics for boosting immunity for infections.) by Ykara
  • - Better Omni Storage (Some new storage constructions.) by Adamiks
  • - Stargate - Jaffa, Kree! (add new apparel.) by iWilliBlecha
  • - Better Tribals (adds new hats.) by The13thRonin
  • - MoreMechanoids (Adds new types of mech.) by Orion
  • - Project Fallout (Adds new texture weapons.) by AshbornK9
  • - Rimsenal (Add new apperel and hairstyle.) by rooki1
  • - Animu Hair (Adds new hair animestyle) by Shinzy
  • - MoreFloors from T's Mods (Adds overhauled stone and wooden floor textures) by Telkir
  • - Misriah Armory's (Adds new weapons!) by iWilliBlecha
  • - Enhanced Defense (Updated to stable version by Vuursteen.) by Jaxxa
  • - USCM (Introduces new weapons and armors.) by Hiztaar
  • - Romance (Expand elationship system.) by Lord Fappington
  • - Marines_SK (Adds Marines & SpecialForces equipment.) by skyarkhangel
  • - Turret Collection (Full rework + combat realism.) by eatKenny
  • - Industrialisation (Adds some heavy industries to the game.) by eatKenny
  • - MD-Base (MD Core.) by mipen
  • - MD-Industry (Adds drilling rig and mine extractor.) by mipen
  • - MD-Power (Build a fuel power plant which uses fuel and coal.) by mipen
  • - Anti-tank weapons (Adds Anti-tank rifle and Anti-tank rocket launcher.) by eatKenny
  • - Temperature Control (Adds several options for better controlling the temperature.) by Igabod
  • - More Vanilla Turrets (Adds hauling items.) by Marnador
  • - Mending (Repair your weapons!) by Wastelander
  • - Skullywags Weapon Packs (Adds flamethrower, plasma weapons and new turret.) by skullywag
  • - CTS (Adds new power solutions) by kexici
  • - Rey's trees (Retexture for vanilla trees).
  • - Miscellaneous Animals (Adds new behaviour for animals.) by Haplo
  • - Vegetable Garden (Adds various fruits, vegetables, and plants.) by dismar
  • - Neuffs Texture Pack (Adds new textures) by neuffs
  • - Gardening (Add some new flowers.) by Latta
  • - Hedgehogs! (adds new animal.) by Stense
  • - Hot and Cold Biomes (Changes biomes.) by MarvinKosh
  • - Drier Boreal Forests biome (Changes boreal forest biome.) by Kaballah
  • - Rimbeast (Adds new faction and raptor) by rooki1
  • - Cats! (Adds some domestic cats.) by Fluffy
  • - Project Dog (Adds some new dogs.) by skullywag
  • - Pleasure_SK (Adds new drug items.) by skyarkhangel


  • - Edb Prepare Carefully (Customize your RimWorld colonists.) by EdB
  • - Edb Interface (Enhanced GUI.) by EdB
  • - EPOE (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
  • - Community Core Library (support core library) by 1000101
  • - Miscellaneous (Modified. Collection of small mostly independent items of various kinds.) by Haplo
  • - Factions (Adds a new faction, the Norbals into the game and some new apparel) by Shinzy
  • - Apparello (Adds a huge amount of new awesome clothes.) by Shinzy
  • - Hospitality (Allows your colonists to convince visitors to join your faction!) by Orion
  • - Backstories (This mod adds +20 new backstories.) by mipen
  • - RT Fusebox from RT Mods (Mod provides assorted ways to prevent certain negative events.) by Ratys
  • - AdditionalJoyObjects (Adds new objects and activities that bring joy to colonists.) by cuproPanda
  • - Seeds Please! (Adds some gameplay surrounding planting and growing crops.) by Vendan
  • - LT-RedistHeat (Adds a complete heating system to the game.) by Latta
  • - Darkness (SK_patch, makes nights lighter than in Darkness_SBO.) by Viceroy
  • - Fish Industry (Adds a aquaponics.) by Rikiki
  • - Auto Seller (Adds the ability to Auto Sell items from the trade window using a set of editable rules.) by Supes
  • - Mechanoid terraformer (Adds a new very bad event: the mechanoid terraformer.) by Rikiki
  • - Caveworld Flora (In the caves are now growing mushrooms. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki
  • - Harsher Map Conditions (Cold Snap, Heat Wave, and Volcanic Winter all last longer and have greater effects.)by MarvinKosh
  • - M&Co. Alert speaker (Adds alarm system, the alert speaker.) by Rikiki
  • - M&Co Mining helmet (Adds helmets with a light!) by Rikiki
  • - PowerSwitch (Expands the available power switch with a few automatic functions.) by Haplo
  • - LT_Infusion (Adds ability to enchant weapon & apparel.) by Latta
  • - Rikiki's M&Co. Laser fence (Adds an advanced laser fence.) by Rikiki

Added with 2.1: Radioactive

  • - Pawn State Icons from Rimsenal (Shows small health-tracking icons near all of your colonists and prisoners.) by Sadler
  • - Skynet SK (adds new type mechs.) by skyarkhangel
  • - A2B Conveyor Belts (Adds a reliable conveyor belt system!) by A2B corporation
  • - A2B Conveyor Selectors (Adds additional options for selector components.) by A2B corporation
  • - Refrigerated Food Storage from BeanTek Mods (Adds a Food Tray Rack that keeps prepared meals fresh..) beany_for_ever
  • - DoorMat from Latta's small mods (A collection of door mats to prevent dust.) by Latta
  • - Brighten from Latta's small mods (Add darkness and light effects for pawns.) by Latta
  • - Expanded History from Latta's small mods (Adds new graphs to history tab, Power and Food.) by Latta
  • - Clutter (Added some furniture and new features.) by mrofa
  • - Bulk Meals (Adds new recipes to the cook stove, allowing you to cook meals in bulk. Seriously modified.) by Igabod
  • - Ish's Medieval Mods (Added some medieval Defenses) by IshOfTheWoods
  • - Wave survival mode (Adds new storyteller.) by Justin C
  • - Containers For Stuff (Upgrade storage to containers.) by Wivex
  • - Work Presets (Adds new main UI tab with work presets.) by Wivex
  • - Enhanced Tabs (Adds new UI tabs.) by Fluffy

Added with Vengeance 2.2: (fluffylattion)

  • - Rimfire 1.8 CR_SK
  • - Rimbeast
  • - A Dog Said (You have the ability to cure animals.) by Latta
  • - ASA (Enables animal's surgery operation bill tab..) by Latta
  • - Do Not Disturb (Colonists loves his room.) by 1000101
  • - Suicide Bomb (Adds new bomb type.) by eatKenny
  • - MedicalInfo (Adds medicine GUI.) by Fluffy
  • - ResearchInfo (Adds a little clarity to the research tab.) by Fluffy
  • - Mobile mineral sonar (Gives ability to scan mountains for mine) by Rikiki
  • - No Cleaning Please! (Separate cleaning function from home area to "cleaning area".) by Latta
  • - Crash Landing (Adds a new start event.) by Katavrik
  • - Zombie Apocalypse (Adds a zombie app. event.) by Justin C
  • - Campfire party (Adds a pyre to organize campfire parties.) by Rikiki

Added with Solaris 2.3:

  • - End Table with Lamp (Add nice table with lamp.) by TLHeart
  • - Storage Search (Adds search UI mod for storage.) by meonester
  • - Recycle Apparel (Add feature to recycle apparel into usable textiles.) by TLHeart
  • - Numbers! (Adds customizable overview stat tab.) by koisama
  • - Dermal Regenerator (Add a machine that allows the fixing of scars.) by skullywag

Added with 2.4: Syndicate

  • - Silage (Add a meal for your animals.) by Loki88
  • - Stargate (Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.) by Jaxxa
  • - Hydroponic room (Allows you to modify the grown plant of all hydroponic basins of a same room with one button.) by Rikiki
  • - Throwing Knives (Adds 3 throwing knives -each has its own specialization.) by CB_elite
  • - Realistic Gun Sounds (Adds more realistic sounds to most of the vanilla guns) by eatKenny
  • - Mind Altering Device (Adds special capsule which can change perks.) by IzzyHRC
  • - Colony manager (Adds manager tab.) by Fluffy
  • - Outfitters Workbench (Adds some new clothes.) by troedl
  • - Weapon Effects (Adds new animations.) by SlimeCrusher
  • - Miscellaneous -TrainingFacility (Adds new training devices for colonists.) by Haplo
  • - New animals by A Friend

Added with 2.5: Cataclysm

  • - High Caliber (Adds some new amazing weapons.) by eatKenny
  • - Fenris (Adds Fenrir as subEvent from Eclipse.) by Kaballah
  • - In-game Clock (Adds clocks in the upper right corner of the screen.) by TP108
  • - Chop (Adds another tool to Orders that will designate only "Ready To Harvest" Trees for cutting down.) by KcY
  • - AllowTool (Now you can claim all those raid goodies with one swipe of your mouse.) by UnlimitedHugs
  • - BlastDoors (Adds Fallout style blast door.) by beany_for_ever
  • - TTM Custom Events (Reworked & updated from A7.) by Minami26
  • - Thingamajigs (Adds some melee weapons from A9.) by Shinzy
  • - RIM WARS (Adds phase set) by damibonf
  • - Advanced Power Armor (Adds retexture for PA from Fallout series.) by van_tarkin
  • - Arachnid Threat (warrior bag texture from A8) by Evul
  • - VeinMiner (Nice helper to mine veins) by JuliaEllie

Technology[edit]

Level 1 Techs (No prerequisites)[edit]

  • Agriculture I (200 research)
    • Unlocks growing Corn
    • Unlocks fences (do these work at all?)
    • Prerequisite for
      • Decorative Agriculture I
      • Vegetable Research I
      • Medical Agriculture
      • Medicine I
  • Construction I (200 research)
    • Leads to
      • Mining
      • Agriculture II
      • Crafting II
      • Power II
      • Cremation
    • Unlocks Stone-cutters bench (Hand Machining Table)
      • Makes stone blocks
      • Makes Rubble
      • Makes Sand
    • Unlocks Sculptors Table
  • Security Basic Defense (200 research)
    • Allows creation of Parapets (Like sandbags but...better?)
    • unlocks sandbags (which need sand from the stone-cutters table)
    • Allows creation of practice dummies for target and martial arts practice
  • Crafting I (200 research)
    • unlocks growing Cotton and required prerequisite for Devilstrand research
    • unlocks the Tailor's Loom (a bit of a misnomer) It can be used to tailor many varieties of hats and clothes.
    • unlocks Crafting area (makes primitive weapons)
      • Pila
      • Bows & Arrows
      • Club
      • Mace
      • Shivs

Level 2 Techs (At least 1 prerequisite)[edit]

  • Medical Agriculture 1 (350 research)
    • Prerequisite Agriculture I
    • Description says that its required for growing healroot (but I was able to plant it before researching this tech)
  • Medicine I (400 research)
    • Prerequisite Agriculture I
    • Description says that its required for growing healroot (but I was able to plant it before researching this tech)
  • Vegetable Research I (300 research)
    • Unlocks Rice & Carrots
    • Unlocks Oat Grass (Requires Oat Seeds)
  • Power I (300 research)
    • Unlocks Batteries, Power Conduit, Steam Generator, Wind Turbine, Power Switch, Corpse Fired Generator
  • Base Structures I (300 research)
    • A prerequisite for other research
  • Power II (800 research)
    • Unlocks Solar Generator, Coal Power Plant and High Tech Research Bench
    • Increases Battery Efficiency
    • Adds Medium-sized Cooler, simple Vent, Electric Heated Floor
  • Agriculture II (600 research)
  • Allows for creating tilled soil (with mulch and Synthetic Ammonia)

Miscellaneous Discovered Knowledge[edit]

  • Upon crash-down, we only know how to plant potatoes. All other crops require research.
  • Strawberries requires Vegetable Research III.
  • Stone Arrows only require wood to make. Arrows can be crafted at a crafting spot (Same as bows)
  • In the current release fences don't seem to keep anything out. Both deer and tarantulas came though the fences like they're not even there. I suggest an unroofed log wall stockade.
  • There's a bit of a snafu with the tailoring workbench and the loom. They seem to have their names reversed.
  • Enriched Uranium U235 is very toxic. Even carrying it a short distance without protective equipment can cause permanent damage to a pawn's consciousness.
  • The Assembly Workbench is used for making Components out of Metallic Alloys but they're labelled as spare parts
  • Researching Devilstrand gives you NO immediate gains. It is just the first step in learning to plant it.