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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: make an item that interacts with irradiated and high gravity perk  (Read 610 times)

Killer of Fate

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Adaptive Clone Tree - can be placed on irradiated planets. Increases organ production by 4. Some lore about it using gamma radiation to grow synthetic organs. These still can't be sold on the market in spite of being entirely harm-free, because they're virtually indistinguishable from real harvested organs. Encouraging criminals to mix them up with the synthetic stuff.

Sentient Anti-Gravity PC - needs 6 organs to function. Negates hazard penalty from High Gravity, Low Gravity. In order to avoid regulations against AI technology, Domain developed a bio-computer that utilises a swarm of rat-like brains that form a biomass entirely designed to control a convoluted swarm of something... That is poorly understood by Persean Sector science. In order to run it needs a steady source of convoluted organic resources. Functions similarly to the Fusion Lamp. The item implies the existence of a rogue dwarf planet-sized brain.
« Last Edit: March 18, 2025, 05:53:43 AM by Killer of Fate »
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Dadada

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Re: make an item that interacts with irradiated and high gravity perk
« Reply #1 on: January 09, 2025, 04:42:22 PM »

Yeah, an item which profits from radiation for niche use would be interesting, but I kinda doubt we'll get one.
Let me also try to make one up on the spot... Placed in the pop slot, let's call it Industrial (Radioactive) Decay Accelerator, effect: Heavy Industry, Refining and Fuel Production +1 unit of goods produced and the upkeep penalty from the Radiation condition for those industries is removed. Oh, well, my idea sounds kinda meh, but the effect is kinda strong... And kinda boring. :D

E: Another one, let's call it "Jump Conductor" and it uses the pop slot: The first industry gets double the effect from a slotted core. :o Or maybe instead it gets slotted in said industry so it does not have to be the first one. This one is kindaaa better.
« Last Edit: January 09, 2025, 04:45:48 PM by Dadada »
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kaoseth

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Re: make an item that interacts with irradiated and high gravity perk
« Reply #2 on: January 10, 2025, 07:13:10 PM »

This is interesting.  +4 for organ parts is too high though. +3 is norm. 

Here's some other ones I thought up. 

Quantum Assembly Rubricon:  Attaches to a Tech Farm.  Manufactures AI cores.  costs 50k/m.  If Irradiated, this produces Alpha cores once per 6 months.  If Extreme Cold is present, this produces Beta core, once per 2 months.  If Darkness is present this produces Gamma Core every month.   Requirement: Only One of these conditions.  (Improbability crystalized in a quantum matrix.  AI cores grown in silence.  You can feed them either Chaos or Order.) 

Heavy Gravity:  Floating Foundations.  Attaches to Population and Infrastructure.  +1 effect of Luddic majority.  +10% hazard rating, +30% accessibility. Does not incur Pather interest.  (Sometimes high tech problems require low tech solutions.  Here, city sized hot air balloons make the foundations for giant floating cities practical while allowing landing pads in high atmo.  Breathtaking view, beware the drop.)     
« Last Edit: January 10, 2025, 07:16:54 PM by kaoseth »
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Doctorhealsgood

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Re: make an item that interacts with irradiated and high gravity perk
« Reply #3 on: January 11, 2025, 01:04:28 AM »

Pretty sure the only ones who still know how to make AI Cores are Tritach (if they still do), The [REDACTED] and... [SUPER REDACTED]
« Last Edit: January 11, 2025, 01:07:00 AM by Doctorhealsgood »
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.