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as a side note, it isn;t intentional but you technically can install animal legs on your human pawns, i know how to make human only recipes, as well as recipes for body parts like tails and elytras, but i could not figure out how to make animal only recipes for body parts that share the same name between humans and animals, such as "leg"
some slight changes to how poison works with toxic sensitivity being replaced by toxic resistance but overall was a pretty simple update. DO NOTE HOWEVER, this mod has no intended interactions with anything in biotech, this is pretty much a duct tape patch to get the mod working in 1.4
For exemple counciousness threshold stat for sleep and pain threshold for lacrymal effect
Does your mod compatible with infusion 2 mod?
Thanks :P
parenthases means that the item within them comes from a different tree, square brackets denote tier and install location.
Bionic Arm -> Reaver Arm (T1)(Arm)
Bionic Jaw -> Reaver Jaw (T1)(Jaw)
Jaws: Boomalope+condenser -> gland (+ reaver jaw) -> Elemental Jaw [T2][Jaw]
Claws: Megaspider+claw-stabilizer -> Elemental Claw [T2][Arm]
Tails: Spelopede+Spine-Stabilizer -> Spinal Extension (+ Reaver Arm) -> Elemental Spine [T2]
[Spine]
Arms: Boomalope+condenser -> gland (+ reaver arm) -> Elemental Arm [T2][Arm]
Legendary Arms: Elemental Arm + Elemental Arm -> Legendary Arm [T3][Arm]
We have glands which are the base of the implant, after that we have an elemental arm, and after that, we can combine arms, technically, the implant tier is getting better. But at the first eye drop, we only se a tons of colors with implants going a bit everywere. We can use glands, to have arms, we can have arms to have combined arms, after that can we combine combined arms to have even better arms ? This is something that has to be discovered by the player by looking at each implant, and by looking at their recipe. Theres a lot of implants so its a bit long and not veary easy to understand. That was what i was meaning by a "Tier tree", it could be simply done to understand faster and easier the implant process ^^'
In effect, a fully kitted out pawn will have a boomalope based jaw, spelopede based tail, and the arms are a choice between whether you want maximum damage or manipulation, a melee fighter would probably have claws and a crafter would have bionics.
As for the elements, it's all based on what you want to do to your enemies, all of the effects on the attacks are effects already in the base game
Considering basic glands as tier 0, we could understand in advance what kind of stuff we want, and starting to gather ressources. Currently, im doing everything as a blindman. Im making 1 of each, if i can, and i will see later. Thats not really my cup of tea but i will do with what i have for now
If you need to reduce it further, it's really easy, in my mod, in the patches folder is a file called creature spawning, just open it with wordpad, and you can use the find and replace tool to change the 0.08 to any value you want