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Sandevistan Implant 3 - Apogee Rebalance
   
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Mod, 1.5
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700.330 KB
May 9, 2024 @ 7:33pm
May 14, 2024 @ 10:01am
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Sandevistan Implant 3 - Apogee Rebalance

Description
THIS IS ONLY A PATCH. It still requires the original mod, linked in the sidebar.

This patch nerfs the sandevistan from ELF SLAYER's Sandevistan Implant 3 mod to be less of an outright godmode cheat.
It is rebalanced to more accurately reflect the sandevistan in Cyberpunk 2077 and Edgerunners, specifically the Militech "Apogee" endgame variant.

When the boost is toggled on, it boosts the stats listed below to mimic an 85% slowdown of time (or 567% faster perception and movement):

+567% Consciousness
+567% Moving
+567% Metabolism
-85% aiming time
-25% ranged cooldown
-85% melee cooldown time
+14% melee damage ((50% + 20% crit damage)/20% crit chance)
x6.67 melee hit chance
x6.67 melee dodge chance
x3.33 meditation speed
0 stagger duration (stagger immunity)

Automatic weapons are still limited by their own cyclic rate of fire. The implant is not installed into your gun, after all.
Overall, melee fighters still benefit more from the sandevistan than ranged, though ranged fighters still benefit greatly.

IT IS STILL OVERPOWERED. As in, an active Militech "Apogee" sandevistan can push a pawn faster than VOID pawns by itself.
That is, with no other implants, drugs, or other buffs.
However, that boost now comes at massive metabolism cost while it's active:

+567% faster rest fall rate (need to sleep many times throughout a single day)
+900% hunger rate (need 10x more food, will eat almost every hour)

You could leave the boost on indefinitely if you want, but be prepared to deal with the inefficiencies of doing so.
Your pawn will interrupt work and get out of bed to eat every hour.
For combat pawns, it is recommended to activate sandevistan only during combat.
Also, remember to turn it off on downed pawns, or else they might starve while waiting for your nurses to bring them food.

This patch does not touch the "blitz" teleport ability in any way. I would completely disable it, if I knew how to.
Just don't use blitz if you want a balanced experience.
14 Comments
EveningSky  [author] Nov 13, 2024 @ 1:06am 
Mod is bugged currently. I should have set a hard expiration and cooldown time for the active sandevistan hediff, instead of trying to make it toggleable.

I may rework it eventually but life is extremely busy for me lately. I don't even get to play RimWorld, or any games, these days. If anyone wants to take over they're more than welcome.
gerald Nov 12, 2024 @ 9:53pm 
you should add so instead of making them more hungry and tired you could make it so it has effect on there health like in the show so they can only use it a sertin time a day but not a cool down like if they overuse it too much they will get debuffs this would be much better and more accurate to the show u don't have to tho its Ur mod do whatever u want
Astrolfos Nov 7, 2024 @ 7:50am 
oh uh, i deleted the hungerate and restfall but my colonist was still starving, I already restarted after editing the code but it seems they still starve. What do i do now?
Astrolfos Nov 7, 2024 @ 1:33am 
Thanks alot elf, have a nice day!
elfxiong Nov 3, 2024 @ 11:51pm 
@Orion traildrifter Edit the SandevistanRebalancePatch.xml file and remove the two lines that contain RestFallRateFactor and hungerRateFactor.
Astrolfos Nov 3, 2024 @ 1:52am 
Hello, is there a way to remove the hunger and sleep debuff? I just want a fast pawn to do my stuff.
Blackthorn May 24, 2024 @ 9:41pm 
does this remove the insane mining and harvesting multiplier?
that's the main issue i had, as there's no way to really stop filling up my pantry and stockpiles with 37500*8 wood for a 15x15 chop zone.
I would say if it IS gone, the hyper sharp hunger increase is way too harsh, a better way would be to cause a negative mental hediff that builds up as its used, and can cause a berserk/murderous rage mental break if not dealt with. and then when it's off, let the hediff slowly evaporate over time (maybe like a day or so)
EveningSky  [author] May 18, 2024 @ 10:45pm 
A cooldown period would be likely, eventually. I may also try to implement a maximum duration. I am considering the possibility of completely rebuilding the mod, including the mutiple different types of sandevistan.
7:39 PM May 18, 2024 @ 1:48am 
Is there a way to limit activation time and set it to have a cooldown? Or maybe a increasing pain debuff so only pawns with special implants like painstopper can benefit from it fully.
FemEm May 16, 2024 @ 10:32am 
When the Sandevistan mod came out, I wished it had some sort of downside to it. Now it's finally worth to add to your playthrough. Thank you for making this