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New Building Suggestion - BioPrinter


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Idea for new building, unlocked with late research and working as a energy/radbolt sink for the late game.

It is similar to molecular forge, except it works with biological receipes: plant seeds and critter eggs. You can select plant mutation / critter morph receipe and provide basic seed/egg to modify it and get selected one. You must discover the receipes before selecting them (you cannot select plant mutation that you didn't mutate previously). To operate it requires lots of power and radbolts. Duplicants must operate it (with some cartoony animation ofc!), but it is suggested to use lead suits as the building generates lots of radiation when working. However, the building is so big that all radiation happens only on it's tiles and doesn't radiate farther (I mean - this is hazzard, not radbolt source for your radbolts generators and you cannot fit them to make them work with this building)

The idea is to have costly, but predictable source of mutated seeds / critter morphs in the late game, when you'd rather pay enourmous amounts of resources than wait who-knows-how-long before rigth mutation happens. You can use it if you have extra resources, but you don't need to - you may morph plants and critters in the usual way if you want to reduce the cost.

Another application would be for potential mods that add new critters/plants. Currently modders use molecular forge as a place when you can work on new egg/seed receipes. This doesn't feel right, but there is nothing better to use. New building would fit this role perfectly

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It could be nice as a sort of "genetic manipulation" station. Using radbolts to irradiate either normal seeds or eggs from the basic morphs to mutate the seed into a previously discovered seed or mutate an egg into a previously discovered critter morph. 

Maybe as a requirement you would need to first "consume" a specific mutant seed or a specitic critter morph egg at that station to learn how to recreate it. I think it might be too easy otherwise to mass produce, say, glossy drecko eggs because you got 1 random mutation in the wild that died 100 cycles ago and you never bothered grabbing the egg or the critter in question. There needs to be some sort of effort required before being able to mass produce morphs, otherwise it would make things too easy i think. It would also be a nice way to "safeguard" a critter morph if you dont wanna bother with it now but maybe much later in the game.

Im pushing this to the extreme, just kind of brainstorming on your idea, but maybe that 1st genetic sample you get (by consuming a mutant seed or egg) should be preserved at very low temperature inside the station itself or in something else (cryogenic temperature) so that it can be reused in the long term otherwise it could degrade and eventually you would lose the ability to recreate that morph unless you extract another genetic sample. Just some thoughts. I like the idea, but it needs to be balanced in a way that wont make it too easy to mass produce mutant seeds and critter  morphs by bypassing the hardwork normally required.

Edit: Might be worth considering if instead of 1 time duplicant task with high power requirement it could be a long term process like incubators that have a lower power requirement but takes a long time to complete (mutating the seed or the egg could be something that takes x cycles and dupe operation each cycle like the incubator). The station would need a steady stream of radbolts to keep operating.

No idea if Klei had something like that in mind, but with the mutant plants, that station could be a way of getting mutant critters if those are added one day?

Again, just throwing in ideas :-)

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Yeah, thats the idea - not to make it too easy. High cost, high reward, nothing you can afford in mid-game, but something to speed up your late-game if you can pay for it.

18 minutes ago, NeoDeusMachina said:

Might be worth considering if instead of 1 time duplicant task with high power requirement it could be a long term process like incubators that have a lower power requirement but takes a long time to complete (mutating the seed or the egg could be something that takes x cycles and dupe operation each cycle like the incubator). The station would need a steady stream of radbolts to keep operating.

I like the idea. I assume if you run out of radbolt in the middle of the process you must start over :)

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Maybe a cloning station. It would take a seed or critter and use technology similar to a teleporter to make a copy. How about a chain of stations. One accepts the seed/critter you want to clone and you connect multiple chambers that create clones. Each one requires a lot of power and a supply of radbolts. When all is ready the original gets destroyed and copies appear in each output chamber - possibly after a while since dupe tech is not as advanced as Gravitas tech.

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11 minutes ago, Sasza22 said:

Maybe a cloning station. It would take a seed or critter and use technology similar to a teleporter to make a copy. How about a chain of stations. One accepts the seed/critter you want to clone and you connect multiple chambers that create clones. Each one requires a lot of power and a supply of radbolts. When all is ready the original gets destroyed and copies appear in each output chamber - possibly after a while since dupe tech is not as advanced as Gravitas tech.

Maybe sometimes also something can go wrong during the cloning process with critters, resulting in some Frankenstein`d creatures which limp around.

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