RimWorld

RimWorld

159 ratings
Simply More Implants
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
460.075 KB
Oct 1, 2021 @ 4:42pm
Aug 7 @ 3:54pm
10 Change Notes ( view )

Subscribe to download
Simply More Implants

Description
Adds a variety of new, stackable implants that serve as straight upgrades. These implants can be obtained from quests and trading, or can be crafted as long as you have the required techprints.

In order to craft any implants, you will need medical components. Medical components cost about as much as advanced components, but require neutroamine to make.



Implants are split up into 2 tiers. Techprints for tier 1 implants can be acquired from outlanders as well as the empire, while tier 2 techprints are empire-exclusive.

Included implants are as follows:
Name
Cost
Usage
Notes
bionic gyroscope
1 med. component, 15 plasteel
Increases melee hit and dodge chances
Requires a high melee skill to use effectively
wayfarer implant
1 med. component, 20 steel, 5 plasteel
Reduces stress and aids in foraging
Requires a high plant skill to use effectively
cellular stabilizer
1 med. components, 2 luciferium, 20 plasteel
Cures some age-related conditions over time
Slow, does not prevent new conditions
lumbar rig
1 med. components, 2 luciferium, 20 plasteel
Cures bad back and frailty over time
Slow, does not prevent new conditions
electromagnetic shield
2 med. components, 10 plasteel
Reduces the duration of brain shock
smooth voice modulator
1 med. component, 65 steel
Improves socializing and bartering, worsens intimidation and negotiating
Replaces rough voice modulator
rough voice modulator
1 med. component, 65 steel
Improves intimidation and negotiating, worsens socializing and bartering
Replaces smooth voice modulator
ophthalmic augment
2 med. components, 2 adv. components, 20 plasteel
Has a chance to increase the quality of crafted items
Requires high crafting and artistic skills to use effectively
painswitch
1 med. component, 5 plasteel
Knocks out the user if they reach their pain shock threshold
Meant for use with a painstopper
psychic foil skullplate
1 med. component, 1 psychic foil helmet
-80% psychic sensitivity
Replaces eltex skullplate
eltex skullplate
1 med. component, 1 eltex helmet
+30% psychic sensitivity
Replaces psychic foil skullplate
psycho-processor
2 med. components, 6 components, 15 plasteel, 15 gold
Passively generates research while the user is sleeping
bionic wind gauge
2 med. components, 5 plasteel
Increases shooting accuracy
Requires high shooting skill to use effectively
meditative refresher
2 med. components, 2 ind. components, 5 plasteel, 40 gold
-80% rest fall rate
Only active when the user is meditating
psychic assistant
2 med. components, 2 eltex, 10 plasteel, 60 gold
-15% psyfocus cost factor, -100 minimum neural heat
biocapsule
2 med. components, 15 plasteel, 450 silver
Increases biosculpter speed by 60% (120% for transhumanists)
Requires Ideology DLC
neural supercapacitor
1 med. component, 15 plasteel, 25 gold
Doubles the duration of neural supercharge
Requires Ideology DLC

Balancing is always a concern for me. If you feel that the cost, rarity, or effectiveness is too low or high, let me know in the comments below.
Popular Discussions View All (2)
0
Oct 31, 2023 @ 9:44am
recipe bug with biocapsule and neurocapacitor
Cliff
0
Sep 13, 2022 @ 3:47am
[Suggestion] Integrated voice-modulation implant
ProfessorMinius
70 Comments
DeathTomato Aug 8 @ 9:32pm 
Thanks for the update! Also was wondering, how fast does the cellular stabilizer work?
Unknown__Reaper__ Aug 7 @ 9:18pm 
oh that's nice, Thanks for 1.6
Shadowwake Aug 3 @ 4:50pm 
Still hoping for a 1.6 update on this one myself, throws errors but i miss havin those goodies.
The wise old man Jul 29 @ 8:52pm 
sorry for asking but any update on making 1.6?
Jetstream Sam Jul 26 @ 7:41pm 
IM IN SHOCK THAT I WROTE 2000 LETTERS
both arms or legs might give total of 120% movement. (I just realised that if 8% was real, in the end those joint and legs might be better that real bionic limbs. But. If 8% would be a future it would be weakened by the fact that bionic limb has no bleeding/pain and in addition bionic arm has boosted melee DPS.

In the end I think that 5% is a reasonable option (i thought of adding a joints and pair of tendons for each part like hand, forearm, shoulders and those bonuses would sum up and in total it would be about 160% so that would be unfair in contrast to normal, whole, "more advanced" implants.
So joints and tendons might be cheaper (not in plasteel i think) and "more effective" options. Also i think that body purist shouldn't be disapointed of them because those are very similiar, nearly identical to original counterparts but who knows, I didnt had body purist before with peg leg and would be sad of having attachment. Its just Rimworld
Jetstream Sam Jul 26 @ 7:40pm 
Update to 1.6 and i got idea for new implant. Titanium (ingame plasteel) teeth. Adds from 20% to 50% eating speed (its to decide. Also new one might be "Bionic joint or/and Tendon. It might seem weird but in my opinion i would like to have 2x stronger joints and tendons than regular muscles like Biceps. They are foundation of body and with even good muscles if they are in not good condition you wont see difference. Because of the fact that joints and tendons are much more simple than whole Bionic hand or even Arm, i would make costs of them like this. Tendon - (maybe some neutroamine) 1 component 5-15 plasteel. Joint - 2-3 components, 5-15 plasteel, and 2-3 neutroamine (neutroamine used as chemical "healing" lubricant allowing joint to rotate just like natural synovial fluid.

All joints and tendons (depends on body spot and they would be counted individually) might give 5%-8% bonus to movement or manipulation. For example having 2 bionic joints and 2 bionic tendons in
Ben Jul 13 @ 10:22am 
1.6 please
Papa comunista Aug 20, 2024 @ 6:49pm 
does it require royalty?
removedclaw Jun 5, 2024 @ 2:19pm 
ive had hardly any problems in 1.5 with anomaly, nearing the end of the game the only thing ive noticed is the psycho processor will just disappear when trying to install it, other than that it seems pretty solid