RimWorld

RimWorld

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Beyond Our Reach
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Mod, 1.5
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24.778 MB
May 24, 2024 @ 1:11pm
Feb 22 @ 7:47am
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Beyond Our Reach

Description
Join our discord: https://discord.gg/Pgp89VwsKw



Isn't ending the game at plasteel pretty boring? With more and more mods and DLCs introducing new interesting challenges, it'd be useful to be able to grab something... Beyond Our Reach.

Created by the masterminds behind Even More Linkables, Vanilla Chemfuel Expanded - Unofficial Expansion, Mass Effect Xenotypes, Fire Control Computers, Terra Pumps
and Caravan Activity Framework, Beyond Our Reach is the 4th iteration of the classic "Science Never Stops", which started back in the Alpha stages of Rimworld.

If you're looking for a mod extending the gameplay Beyond the usual Medieval, Industrial, Spacer pattern into Ultra and Archotech, take a moment to read into the description of the mod




* Plasteel never was powerful enough
* Beyond Our Reach introduces three tiers of new materials, each better than the last by expectable, contant factors. You will wield Sunsteel armours, Quasar Weave Jackets and Tenebrite swords against your foes.
Your medicine goes beyond the glitterworlds with solar, kwazaari and tenebral medicine packs. Your Colonists will douze themselves in pills with capabilities beyond the ones achievable on the Rim. You will forge Neutronium into your heart's desire.
* Those materials have to be built and used somewhere though.



* Spruce up your colony with technology Beyond Rim's Reach.
* Boasting 57 new buildings for your colony, split into 4 distinct tiers, BOR allows the colony to look better than ever before. Showcasing the art styles of SoldierGG1 and ThatBartGuy, your colony will generate power, create forges and have fun and all new buildings, either variants of the vanilla ones or new concepts entirely. New buildings include
- 5 power generators
- 2 linkables to power generators (with Even More Linkables installed)
- 4 forges (buildings allowing to transform Neutronium into other materials/items)
- 4 benches (buildings allowing to produce equipment; weapons and armor, Neutronium)
- 3 new medicine benches (allowing to produce medicine and bionics)
- Ultra tech Poker Table, Billiards table, Chess table, ur-board
- 3 new, gigantic TVs
- 3 new telescopes
- 3 new PCs
- 3 new batteries
- 3 new hydroponic basins
- 4 new research linkables
- 3 refineries and accompanying pipe network (valve, tank, pipes, drain, tap)
- 1 resource generator
- 3 new pollution pumps (with Biotech)
- 2 new solar shields (with "Solar Flare Shield" mod)
- 3 new sleep accelerators (with Ideology)
- 2 more Fire Control Computers (with "Fire Control Computers" mod)
* All of those buildings will allow you to produce new items, bionics and finish new research


* New materials and new technologies allow for new tools to beat or defend; to improve you and destroy others
* A myriad of new items, including:
- 10 new guns
- dozens of new armours and helmets, split across 3 tiers, mostly variants of existing armors (e.g. Rimsenal armors can be now produced in the original, solar, kwazaari and tenebral variant, allowing you to use your favorite armors without conceding BOR's materials)
- New ammunition and shell types for Combat Extended, based on BOR's materials
- three tiers of medicines
- mood-improving drugs (based on flake), immunity drugs (based on penoxycyline), combat drugs (based on go-juice) and sleep-fighting drugs (based on wake-up), split into 3 tiers
- fuel cells
- new types of components
* your colonists will wield and use those outside, but on the inside they can be improved.


* There is not a single human that cannot be improved with the power of technology. There are no abilities... beyond their reach.
* Dozens of new bionics, mostly variants of existing ones with ever improving capabilities (e.g. Royalty gives you a neurocalculator, BOR gives you 4 more neurocalculators)
- tier 1 and 2 (solarite and kwazaari) bionics follow the normal logic (create part, install part)
- tier 3 (tenebral) bionics use "templates", so you can stockpile a bunch of Tenebral Organs or Tenebral Appendages and use them across various operations
- tier 4 (umbral) bionics require only the new resource, femtoclusters
- all bionic installation require one of the three: nanoclusters, picoclusters or femtoclusters, a special resource dedicated to bionics
* To reinforce your people inside and outside, you will need to conduct a lot of research.



* Continuing the tradition of Science Never Stops and Ambition of the Cosmic, Beyond Our Reach introduces new research
* 71 new researches spanning both base mod and its mod integrations across 4 tiers of technology.
* You are not the first to use those technologies, and you will have to contest with new enemies and friends alike.






* Vanilla Expanded Framework: is needed as it enables the Neutronium network and the Neutronium refineries


Royalty
* 3 Tier Variants of each Prestige Armor
* 3 Tier Variants of Cataphract Armor
* 4 Tier variants of each Royalty bionic
* Kwazaari faction gets Permits, Titles and Favor Trader
* Kwazaari faction gets an additional pawn type
* Ideology
* 3 Tier Variants of Sleep Accelerator
* Tiered Marine Helmets can now be styled with the same styles as the vanilla one.
* Also supports Animalistic Style Pack and Dune Style Pack
Biotech
* 3 tier variants of Pollution Pump
* 3 tier variants of each of the buildable mechs
* 4 tier variants of each of the mechanoid implants
* Waste-producing variants of refinery processes (faster, but wasteful)
* Additional research
Dub's Bad Hygiene
* 3 tier variants of Bionic Bladder and Hygiene Enhancer
Expanded Prosthetics and Organ Engineering - Forked
* 4 tier variants of each of the bionic rib
Combat Extended
* Patches for each added weapon, bionic and armor
* Additional ammunition variants for "vanilla" weapons
* More Vanilla Turrets 1.1+
-> Neutronium variants of Plasma Mortar Shell
* Vanilla Vehicles Expanded
-> Additional ammo types for tanks and APCs
* Synthetik - Vehicle
-> Additional ammo types for tanks
* RimThunder - Roaring Tiger
-> Additional ammo types for tanks, IFVs and APCs
* Vanilla XCOM Plasma Weapons
-> Additional ammo types



GitHub: https://github.com/databobek/RimworldBeyondOurReach
Popular Discussions View All (10)
116
Apr 20 @ 3:17pm
BUGS GO HERE
Bambaryła
29
Mar 20 @ 7:18am
FAQ
Bambaryła
0
Feb 9 @ 6:14am
PINNED: Integrated Mods
Bambaryła
420 Comments
Ganja | Ham Mafia | 10 hours ago 
damn so i should maybe reload and not take that deserter quest
Bambaryła  [author] 10 hours ago 
ye
Ganja | Ham Mafia | 13 hours ago 
Are empire troopers supposed to show up with the beyond our reach versions of trooper armor? I just took a deserter quest and the loyalty squad guy showed up with tenebral armor.
Kamikaze Apr 26 @ 8:39am 
@Omniburg
The only 1 i`ve figured out - remove bionic arm, grow back organic one (Healing serum, limb regrow from VPA, or any other way you know), and then implant mining or field arm.
Bambaryła  [author] Apr 26 @ 6:24am 
@Terminator
it's from Royalty
Omniburg Apr 26 @ 1:45am 
@Kamikaze Correct - is there any fix?
Kamikaze Apr 25 @ 10:14pm 
@Omniburg I guess it`s because you`ve installed bionic arms first. Am i correct?
Omniburg Apr 25 @ 6:54pm 
I was unable to install any of the drill arms onto my pawns btw
Terminator Apr 25 @ 1:07pm 
Ahh, I see what you did. You split the bionics into specific tasks. There's a regular Umbral arm, and then there's the Umbral DRILL Arm. More of a personal question: Do you have a preference to separating them out like that or just a one-size fits all like installing an umbral arm grants X Y Z benefits? I'm sort of on the fence, unless of course I could install ALL of them at once HAHA
Bambaryła  [author] Apr 25 @ 9:14am 
drillarm gives like 960% doesnt it?