RimWorld

RimWorld

116 ratings
Greyscythe Cybergenetics
   
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Mod, 1.5
File Size
Posted
Updated
1.095 MB
May 20, 2024 @ 5:11am
May 31, 2024 @ 10:54pm
11 Change Notes ( view )
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Greyscythe Cybergenetics

Description
Have you ever wanted colonists who could pick a fight with the best of them, but didn't trivialise the entire game with their massive non-combat capabilities?

HAVE A GANDER AT GREYSCYTHE INDUSTRIES' CYBERGENETICS CATALOGUE!

This mod adds a bunch of cybernetic-themed biotech genes for designing powerful cyborg supersoldiers. These genes are specifically designed to enhance a pawn's fighting and survival capabilities, without enhancing their base stats such as manipulation or blood pumping.

What's that you say? This really should be a bionics mod rather than a genetics mod? Don't get too wound up about it, I have a bionics mod in the works too!

Cybernetics Catalogue

Offensive Genes


Genes designed to enhance a pawn's ability to maim and kill. Do you want a fast moving cyborg ninja? A long ranged master sniper? Not a problem!

Modules within the same category are mutually exclusive.

Defensive Genes


Genes designed to keep your little kill-bots alive! Naturally, biological bodies are frail and limited, so Greyscythe Industries highly recommends you still equip your cyborgs with armor. Warranties not included.

Fuel Resource Genes


A special gene line that allows cyborgs to ingest fuel cells and store the energy within themselves to be used as an expendable resource. They can use this resource to power temporary performance upgrades, release deadly explosions, or jump great distances.

Budget Savers!


Can't afford to feed your overtuned cyborgs? Not to worry, we also have a small collection of cost-cutting measures for your to choose from!

Decorations


Free with purchase of any combat cyborg.

Compatibilities
  • Not compatible with CE (Because I don't use CE)
  • Tested to be compatible with Alpha Genes, Big and Small, Warhammer 40k genes. Should be compatible with any other gene-adding mods?

  • Added compatibility with VRE Androids!

Recommended Mods

Update
23 May 2024 - Updated the Skirmisher, Ranger and Sniper traits, making them no longer boost accuracy into the stratosphere. The bug was caused by the fact that apparently the ranged accuracy factors are calculated on a per-tile basis, rather than as a lump multiplier. Thank you to @IChugWindex for pointing out this bug!

28 May 2024 - I have removed the Armor patch from this mod, as I've realised it may have been a bit of an overreach that not everyone appreciates. Regardless, I will recommend the use of an armor-unlimiting mod to get full use of my mods!
47 Comments
Killiset Mar 6 @ 1:03am 
Can you please fix ability to turn mounted turrets on and off? As it is it doesn't seem to work. Prisoners or people I don't want dead die, because the turrets are, also, a little bit too strong.
Саня Шульгин Feb 4 @ 1:03am 
I love your mod and thank you for it, but the problem with deterioration per day counter is driving me crazy. hopefully you will be able to fix it
denchik4577 Dec 12, 2024 @ 10:58am 
disbalanced mod
XelNigma Nov 13, 2024 @ 10:48pm 
A baseliner with a bionic foot was able to take a dose of go-juice and became Neo.
Standing in the open just evading a torrent of bullets.

I eventually got tired of this cheater and dev mode deleted his go-juice buff.
He was no longer Neo and died.

Stat wise it said he only had a 3.x% to evade ranged attacks but in practice it was 100%. so I dont know if it was a mod conflict or what.
But like hunters01 suggests; an option just to disable it completely would be ideal for me.

Bullets miss enough as is.
hunters01 Oct 25, 2024 @ 10:39pm 
Could you add a mod setting to disable the evasion mechanic this adds, as i enjoy the genes but the evasion mechanic is something i would prefer to run without
KiTA Aug 22, 2024 @ 7:24pm 
Aha, other people are talking about the Deterioration # per day counter thingy. It's not me! I'm not insane! Bwahaha [crack of thunder]
CTH2004 Aug 22, 2024 @ 1:44pm 
here's an idea: what if some of these genes intereacted with some cybernetics? like bio-integration.

Some genes might work better when combined with certin cybernetics. some genes might have horrific effects with some cybernetics, some cybernitcs might only work with some genes...
Curdos Jul 2, 2024 @ 9:54pm 
Are these "gathered" in the same way normal genes would be? Or do they need to be acquired at game start?
Feaurie V  [author] Jun 27, 2024 @ 7:03pm 
@kolcio138 you can choose those xenotypes using CE, otherwise they should show up during random events
kolcio138 Jun 27, 2024 @ 9:34am 
how do i get pawns with those xenotypes?