RimWorld

RimWorld

272 ratings
[LYN] Nanotech Overpower
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Mod, 1.3, 1.4, 1.5
File Size
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Updated
956.712 KB
Jul 14, 2021 @ 6:15pm
Mar 2 @ 5:20pm
12 Change Notes ( view )

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[LYN] Nanotech Overpower

Description
Originally posted by LadyCookie:
Modding Note: I'm giving permission to anyone to modify, fork, update, or use the content of all my mods however they wish, no need to ask permission.

Features
Adds a ton of OP stuff.

- Nanobots, a very overpowered building material. Can be used to make anything, from walls to clothes to axes.
- Nanoberries, a delicious food made from nanobots. Can be eaten raw!
- A Nanofabricator that can make almost all vanilla resources, from Wood to Luciferium to Resurrector Mech Serum. Has support to the DLCs and various mods!
- A Nanogenerator and Nanobattery for your infinite energy purposes. Also a Nanofuse if you use RT Fuses!
- A Nanosoil that can grow plants almost instantly, and Nanofluid to create impassable terrain.
- The Nanoblaster, an extremely powerful ranged weapon that can take down a mechanoid army; and Nanoaura, an invisible piece of apparel that gives massive bonuses!

Why make this when Overpowered Gaming Exists?
I found OP-G very fun to play around with, but there were things I didn't like that much (mainly aesthetical), so I decided to make this one.

Note: The compatibility patch with CE is broken. I no longer use Combat Extended and I dropped support to it, sorry.
Popular Discussions View All (4)
1
Jun 10, 2024 @ 9:22am
The Nanocooler and Nanoheater failed to cool or heat the room.
Hans
3
Jan 9, 2022 @ 2:19am
Question ab the mod
l GH l NDCasmera
1
Aug 8, 2024 @ 10:29pm
Changelog
Lyn the Cookie
189 Comments
tide{S}haper industries Apr 4 @ 1:02pm 
Add: corresponding discussion on the Rimworld Community Discord: https://discord.com/channels/214523379766525963/632790371256238120/1357803528399356055
tide{S}haper industries Apr 4 @ 1:01pm 
Heads up; your RecipeDef for **NTR_StackCortical** still uses **VFEU_EmptyCorticalStack** as resource, which were renamed/removed from the 1.5 version of Altered Carbon. Causing startup-errors right now and potentially not working at all I would assume.
Sera Mar 31 @ 1:48am 
ok the Nanoaura should probably be removed from most if not all factions. I had one tribal raider attack me. It took out my turrets, mechs, golems, tanked my psycasters, killed my thrumbo, wreaked my bugs, mopped the void monster on my map, killed 12 bionic guards, and took a nuke to the face before he got a scratch. I finally wonder the hell does this guy have saw the aura dev mode it off him and he died by getting bonked by a stick. I had to cherry picker it out of the game when as a now tribe faction in a new save I attacked another tribe who all had Nanoaura equip.
gunns22 Mar 27 @ 2:01pm 
I’d prefer if Nanoaura didn’t count as clothes (similar to how Sash and Slave Body Strap don’t count as clothes), in case I get another Nudist pawn or somebody else starts with a Nudist Ideoligion.
dchy Mar 14 @ 3:08pm 
Can we have nanowalls and nanodoors that cant be destroyed?
hackall360 Mar 3 @ 6:36pm 
I really enjoy this mod, and I use this mod in most of my collections I create, however I do have some complaints from other people using my collections, thinking this mod is too over powered, or feels 'cheaty'. And while I don't mind forking, or trying to push some changes to the github project, and making changes, I was wondering, if it would be possible for you to add support for an option in a config that toggles allowing nano tech immediately, and needing it to be unlocked in the research tree? Even if it is alone by it's self in the research tree, or if it is a branch off from something else in the base game, I am sure that there is a number of people that would enjoy this as an option to have to unlock this mid to late game, or using it immediately.

If you have already made a comment on someone else asking this, then sorry for bringing it back up, I have not scrolled through the comments.

Again, I enjoy your mod, and love the work you did in creating it.
Mastersgt Mar 3 @ 5:31am 
@Lyn the Cookie, ur a G
Lyn the Cookie  [author] Mar 2 @ 5:22pm 
Update:
- Fixed Nanoaura spawning on enemies (hopefully)
- Added description and cost to Nanosoil
- New Floor: Nanofluid (works like impassable water)
Lyn the Cookie  [author] Mar 2 @ 4:09pm 
@de_BearN Sorry, I haven't been keeping up with my old mods. I'll make an update for it soon. The Nanoaura should no longer spawn on anyone, but I'll keep an eye to see if anyone still has this issue.

@Andy Mil @Russian Occupier The CE patches have been outdated, and I no longer use CE at all. You may want to ask them to add a patch for this instead.

@Toney Too much work for just one person. The Nanoaura is supposed to already give you a massive bonus to everything, and I made it invisible precisely so you can use it with apparel from other mods.

@Sumatris Sorry, I have no idea how to do that. I found this mod though, it may help: https://steamcommunity.com/sharedfiles/filedetails/?id=3223881925
Sumatris Feb 10 @ 6:41am 
Would you consider making the nano aura/implant compatible with Anomaly ghouls? I want to turn them into the OP murder machines they're supposed to be ^^. Much obliged.