![]() ![]() Does not modify the menu screen or beacon backgrounds. Is compatible with all hyperspace UI elements present in 0.8. Reverts the new UI changes in 5.0 to resemble vanilla. = THE MULTIVERSE CHRISTMAS SPECIAL=Ī cosmetic only texture pack that changes the main menu and many crew types to use new holiday themed skins. New equipment includes (but is not limited to): Boreas Frost Missiles, Baal Ion Minelauncher, Scattershot Flak Defense Drone, Arachnobomb, The Kagiyari Beam, and many more! The new weapons include those that are niche, too conceptually similar to existing weapons, involve "hard-to-balance" gimmicks, or are just conceptually bizarre. While attempting to be balanced, due to the nature of the equipment in this pack as well as the fact it is not part of base Multiverse means there may be a higher variation of balance than usual. Includes many various weapon and drone concepts considered, for one reason or another, unfitting for the base mod. Download with care.Īn equipment expansion pack meant to be used alongside Multiverse. Download links are permanent and files will change over time. Please let me know if you find any other mods with incompatibilities, I will do my best to see if they can be patched.Due to the character limit, addons have now been moved to a separate thread.Īddons not developed by the Multiverse team, while briefly reviewed manually, are not maintained or developed by the official Multiverse development team.Please let me know if you find any such mods. The birth process in Biotech's code is complicated, there are a lot of places where it could break if two mods both touch it. Potential conflicts with mods that modify pawn generation when babies are born.Until then, the code for HAR is changing too much too quickly. Once HAR officially updates with support for Biotech, I will start working on compatibility. It might be safe to run this mod at the same time as HAR as long as you don't try to clone any HAR pawns, but I cannot guarantee this. Until HAR officially supports Biotech, do not use this mod to clone pawns from HAR mods. ![]() HAR itself is not officially compatible with Biotech yet, which this mod is fully based on. Humanoid Alien Races Is not compatible!.Questionable Ethics Enhanced - should be compatible, if mostly redundant. ![]() Oops All Gene Banks - Patched to link the Clone Extractor to the buildings it adds.You might get some errors or warnings in the log, but as far as I can tell it should work anyway.ĭon't remove from an ongoing save though. Should be safe to add to existing saves. ![]() This is also the point where the optional mutations system applies any mutated genes.Īfter the clone is born, raising them to adulthood is the same as raising a normal child in Biotech (For now, see the Potential Future Plans section). When the embryo is gestated and birthed (Either in a growth vat or in a pregnant mother), the baby has the clone data applied to it. The human embryo produced by the Clone Extractor contains all of the data necessary to clone the donor pawn. This means that cloning xenotypes with a high genetic complexity is expensive. You cannot pick and choose from the donor's xenogenes. If you wish to clone the donor xenotype, you must clone the entire xenotype. If the donor pawn has archite genes, you will also need to have archite capsules available to clone their xenotype. This follows the same basic balance rules as vanilla Biotech with genetic complexity and metabolic efficiency. You can choose to copy the xenotype from the donor directly or to add xengenes from your library, just like you would when creating a xenogerm. When a donor pawn enters the Clone Extractor, you are given a dialog similar to the Biotech "Create Xenogerm" dialog, for creating the new clone's xenotype. Instead of outputting a genepack, it outputs a human embryo ready to be gestated into a full pawn. How it worksThe Clone Extractor building works like a combination of the Biotech Gene Extractor and Gene Assembler. ![]()
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