RimWorld

RimWorld

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Warhammer 40.000 - Cybernetics
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Mod, 1.4, 1.5
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5.687 MB
Dec 6, 2023 @ 8:29am
Jun 1 @ 1:40pm
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Warhammer 40.000 - Cybernetics

In 1 collection by Phonicmas
Phonics Warhammer 40.000 Mods
10 items
Description


This mod contains various cybernetics themed around 40k, some found in my dusty rulesbooks, others made up to complement them.
These cybernetics cannot be crafted, and can only be found through traders that trades bionics and quest rewards!
Once installed the implants cannot be removed again, except for cybernetics limbs and organs, which can be if another is used to replace it.

New Mechanic
The first implants to talk about are the Internal Resevoir and Mechadendrite Neural System.
  • Internal Resevoir: It acts as a internal battery inside your pawn, that is be recharged by siphoning power from nearby power nets passively, this can be turned on and off. This power can in turn be used actively or passively by other implants. There are 5 tiers, each tier after the first can be attained by installing another Internal Resevoir, upgrading the already installed (Just like Psylinks). This implant is essential for many of the other implants below

  • Mechadendrite Neural System: Is an implant required to be able to install mechadendrite on your pawn and does nothing else in itself.

New Bionic Set
There's also a new set of bionics, called Cybernetics, that are stronger than normal bionics but weaker than archotech bionics. However when used in tandem with an Internal Resevoir, they will passivly drain the battery and provide a buff that will make them slightly better than archotech.

Mechadendrites
Then there's the Mechadendrites, these will passively drain power to fully function. If there's no power to draw from, they lose any attack they might give and only give 1/4th of their bonus.
Currently included ones are:
  • Optical Mechadendrite: Increases sight and accuracy

  • Manipulator Mechadendrite: Increases general labor and construction speed, gives extra carry capacity and gives an decent attack.

  • Medicae/TortureMechadendrite: Increases all things medical and gives a couple weak attack. If ideology is installed they also provide slave suppression and conversion buff.

  • Utility Mechadendrite: Increases general labor, smelting and construction speed, gives extra carry capacity, gives a rather weak attack and the ability to spawn firefoam and smoke every couple days.

  • Dendrite Blades: Gives a couple of fast, weak hitting attacks.

  • Servo-arm: Increases construction speed, gives extra carry capacity and gives a slow, very hard hitting, attack

Implants Actively Using Power
Then there's a couple af activatably implants that uses power actively, costing a larger chunck of power upfront, these include:
  • Ferric Lure: It lets you transfer and unattended item into your pawns inventory (equipping it if its a weapon)

  • Maglev Coils: It lets you hover above ground, ignoring terrain slowdowns for the duration of it.

Other Implants
The rest of the implants will be described in a few words here:
  • Mechanicus Assimilation: Increases overall defense, and decreases sleep and food needs slightly (also food poison chance) and increases consciousness. This passively drains a good amount of power, when unpowered it will still provide the defense but none of the other buffs and will slow you down.

  • Black Blood: Increases healing, with the ability to increase healing and reduce blood loss for a short period, however that will disable the normal Black Blood healing completely for a while after.

  • Embedded Auspex: Increases Hearing and Sight

  • Interface Port: Passively uses power to increase research a bit and hacking massively (If Ideology is installed)

  • Respiration Implant: Increases breathing by a small amount and give immunity to toxic gas.

  • Synthmuscle: Increases carrying capacity, melee damage and defence slightly.

  • Undead Heart: Increases defense and healing, and works as an above archotech tier heart.

  • Psychic Hood: Increases Psychic Sensitivity and Recovery Speed




    These patches can toggled on/off and can be found in: Mod options -> Vanilla Framework Expanded -> Toggable Patches, under Warhammer 40k - Cybernetics

    The patches should be self explanatory and it is required to restart the game for them to take effect.



    Thanks to Tynan for his amazing game!
    Thanks to the Rimworld discord modding community for helping me understand certain things!
    Thanks to everyone for giving me balancing suggestions and general suggestions!
    Thanks to Mewn Goddess for the infographics image and preview!
    Thanks to avazon for helping with properly update this mod to 1.5!

    XML and Code by Phonicmas



    Russian translation by avazon

    If you've made a translation for this mod, then let me know in my discord and i'll post it here!



    A rebalance mod by avazon



    Q1: Halp something something no work
    A1: Please join the discord and tell me the issue there, REMEMBER to post an error log if one shows either way. Discord messages gets answered quicker, is easier for me to manage and the solution might already be there.



    [discord.gg]
    [ko-fi.com]
    CC BY-NC-ND 4.0[creativecommons.org]
Popular Discussions View All (1)
0
May 23 @ 6:08am
Medical menu invalidation issue in game version 1.4.3901
美川苦子
75 Comments
Jamais Vu May 24 @ 5:13pm 
Nevermind I see that there's a servitors mod coming soon 🙏
Jamais Vu May 24 @ 5:06pm 
Silly suggestion, or maybe I didn't read, but thoughts on cybernetics that make a raider prisoner into a servitor?
Phonicmas  [author] May 16 @ 5:17am 
Problem should be fixed now!
Big thanks to avazon on my discord who pointed out the issue :D
Latex Santa May 14 @ 12:43pm 
@希灵
You're not an idiot. You tried.
希灵 May 14 @ 8:15am 
I'm an idiot. The parts activated with Internal Resevoir still don't work
Phonicmas  [author] May 14 @ 6:34am 
Which is odd as all the cybernetics inherit from a base which has that tag. But thanks to both of you, I’ll try adding it directly and see if it does indeed fix it
希灵 May 14 @ 5:54am 
I solved the problem as mentioned above by adding <isBad>false</isBad> to all CyberneticsDefs files
Jareck Hunter May 10 @ 1:06am 
Found this in Rah's Bionics Mod comments, they had the same problem and maybe it helps with the problem of disappearing bionics here too.

"could you please add <isBad>false</isBad> to your addedPartAdvanced and addedPartAdvancedImplant HediffDef abstracts ... Without this field, your advanced bionics are considered diseases by the base game"
Phonicmas  [author] May 5 @ 3:42am 
Its already been reported on the discord i'm aware
DB May 5 @ 1:00am 
Anybody else getting a weird bug where cybernetics from this mod immediately disappear upon being installed? Happened to me with a kidney, which I assumed I just never had or lost track of who I installed it into, and then a cyber mantle. Is this some sort of mod incompatibility or is it a result of the most recent update? (I heard it fucks with some mods)