Archite capsule

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Archite capsule

Archite capsule

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.
This capsule is useless by itself, but it can be spent at a gene assembler to create a new archite-powered xenogerm. This requires researching archogenetics and a genepack that contains an archite gene. Archite genepacks can be obtained from traders.

Base Stats

Type
Exotic item
Market Value
700 Silver
Stack Limit
25
Mass
0.5 kg
HP
200
Deterioration Rate
0
Flammability
0%
Rotatable
False
Path Cost
14 (48%)
Technical


Archite capsules are exotic resources that are spent when adding archite genes to a xenogerm.

Acquisition[edit]

Like all archotechnology, archite capsules cannot be crafted. Instead, they can only be acquired through trade with tradeships, caravans, and faction bases, or as a reward for performing quests. Exotic goods traders will usually carry a few.[Detail]

Number of Capsules per Trader
Base Caravan Visitor Orbital
Neolithic Can't sell Can't sell Can't sell N/A
Outlander 50% chance of 0
25% chance of 1
25% chance of 2
90% chance of 0
10% chance of 1
Can't sell 50% chance of 1
50% chance of 2

Summary[edit]

Archite capsules are necessary for applying archite genes to a xenogerm. These genes each have an archite capsule cost, denoted by the Archite Capsules symbol. Archite capsules will be loaded into the gene assembler before recombination begins, and will be consumed by the process.

In order for the archite capsule to be used by the gene assembler, make sure to have a genepack with archite metabolism requirements. Then have the archite capsules put into the same room as the gene assembler with a stockpile zone for the capsules. The gene assembler will then recognize the archite capsules and use them when you make your genepack. One of the colonists will load the gene assembler with the archite capsules and your main research colonist will make the progress time move faster.

Archite capsules are safe from deterioration, and cannot be burned. However, they can still be stolen, smashed, or blown up.

Analysis[edit]

Archite capsules are largely common when it comes to buying them from traders and settlements. This means that you dont need to buy them early and keep them until the research is done, you can wait and spend silver on more useful early game items. The archite genes are extremely powerful, but are largely combat pawn based, with scarless meaning less permanant injuries, deathless can allow pawns to become almost invinicible (since they can only be downed most of the time and perfect immunity meaning they cannot get infections, and will not die from regular illness. Non combatant pawns can also be greatly improved, simply using archite metabolism to make pawns better at the skills they need or give them good genes, perfect immunity allowing them to be immune to diseases will always be useful and, ageless and non-senescent can be put onto older pawns meaning that they will not develop age related diseases, which can help them last longer. The gene implanter can allow you to duplicate expensive genomes however it has a long cooldown and so it mostly will act as a suplement if you want to give the genome to a lot of colonists.

Version history[edit]