RimWorld

RimWorld

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Greyscythe Bionics Catalogue
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Mod, 1.5
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May 27, 2024 @ 7:35am
Jun 14, 2024 @ 12:06am
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Greyscythe Bionics Catalogue

Description
Ever wanted a load of new prosthesis, bionics and implants for all tech levels? Ever wanted to replace literally every possible bodypart with a cybernetic upgrade? Ever wanted bionics that could rival those made by archotechs?

HAVE A GANDER AT GREYSCYTHE INDUSTRIES' BIONICS CATALOGUE!
This mod adds a total of more than 70 new prosthesis, bionics and implants, spread across all tech levels (even Neolithic!), with most of them being post-spacer tech, as a way to really push your colonists to their absolute limits. Some of the choice picks from the Ultratech category include the Shoulder/hip-mounted autoturrets and Hurricane close defense system.

In order to craft the Ultra and Archotech level bionics, you'll need to build the Greyscythe Realspace Manifold, an Ultratech level production facility.

Bionics Catalogue

Neothic
  1. Clubfist
  2. Ikwafist
  3. Skullspike
  4. Warrior’s Brand
  5. Shaman’s Brand
  6. Slave’s Brand

Medieval
  1. Battle Arm - Heavy metal arm with elbow + knuckle spikes
  2. Battle Leg - Heavy metal leg with knee + foot spikes
  3. Sword Hand
  4. Axe Hand
  5. Mace Hand
  6. Crossbow Hand
  7. Beast Jaw
  8. Glass Eye
  9. Wooden Nose
  10. Wooden Ear

Industrial
  1. Hand-Cannon
  2. Machinegun Arm
  3. Launcher Arm
  4. Autoloader Arm
  5. Chainsaw Arm
  6. Pilebunker Arm
  7. Athlete's Leg
  8. Medi-Arm
  9. Mining-Arm
  10. Culin-Arm
  11. Garden-Arm
  12. Construction-Arm

Spacer
  1. Beam Wristblades
  2. Transforming Hand-Cannon
  3. Transforming Machinegun Hand
  4. Transforming Launcher Arm
  5. Plasteel Ribs
  6. Medi-Arm Mk.2
  7. Mining-Arm Mk.2
  8. Culin-Arm Mk.2
  9. Garden-Arm Mk.2
  10. Construction-Arm Mk.2
  11. Heel-Skates (Leg implant)
  12. Carapace (Torso implant)
  13. Spinal Reinforcement (Spine implant)
  14. Compression Tank (Stomach implant)
  15. Power-pack (Sternum implant)

Ultratech
  1. Hexa Eyes
  2. Ripjaw
  3. Attenuation Ear
  4. Toxfilter Nose
  5. Gyro-Stabilizer (Pelvis replacement)
  6. Oxygen Compressor (Lung replacement)
  7. Organ Exo-Shell (Rib replacement)
  8. Reinforced Central Shield (Sternum replacement)
  9. Extreme Fuel Extractor (Stomach replacement)
  10. Calf Thrusters (Leg implant)
  11. Shoulder Thrusters (Shoulder implant)
  12. Arm Recoil Dampeners (Shoulder implant)
  13. Joint Stabilizers (Shoulder and Leg implants)
  14. Shoulderturret (Shoulder implant)
  15. Hipturret (Leg implant)
  16. Exoshield (Torso implant)
  17. Torso Claymore (Active Torso implant)
  18. Overshield (Active Torso implant)
  19. Flameblock (Torso implant)
  20. Reaction Accelerator (Spine implant)
  21. Neural Booster (Brain implant)
  22. Personal Autodoc (Liver implant)
  23. Tracer Eye Implant (Eye implant)
  24. Predictor Eye Implant (Eye implant)
  25. Grinder Jaw Implant (Jaw implant)
  26. Rangefinder (Ear implant)
  27. Food Ultraprocessor (Stomach implant)
  28. Enhanced Trachea (Neck implant)

Archotech
  1. Synthblood Fabricator (Liver replacement)
  2. Synthblood Scrubbers (Kidney replacement)
  3. Central Hyperlane (Spine replacement)
  4. GS-Core (heart replacement)
  5. Ultramind (Brain replacement)
  6. Full Circulatory Cyberintegration (Torso implant)
  7. Full Skeletomuscular Enhancement (Torso implant)
  8. Ambiskull (Skull Implant)

I will admit that this mod was made with certain difficulty boosting mods in mind! So that's something to keep in mind if this mod makes your late game too easy (which it almost definitely will).

Why use this mod instead of Rah's or EPOE?
Don't! This mod is supplementary to those mods, and designed to be used together with them! It doesn't replace the standard bionics!

Why does this mod require Cybergenetics?
This mod uses code from the assemblies I made for Cybergenetics.

Is this mod compatible with CE?
I don't know, probably not. I don't use CE.

Update
31st May 2024 - Greyscythe Implants can now be implanted onto Bionics!
Popular Discussions View All (1)
0
Feb 13 @ 11:05am
Can't craft anything
123
80 Comments
Atlantispy Apr 13 @ 12:30pm 
I do find a lot of the replacements can't have implants from other mods installed on them
Adrienne Apr 13 @ 5:57am 
After installing Ultramind, you cannot install any brain implants or brain chips. It is recommended to use Ultramind as an implant instead of replacing the entire brain.
Killiset Apr 4 @ 11:11pm 
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.
Claire_Runja Apr 2 @ 1:00pm 
is there like a list of what bionics you should install? theres a lot of them and i get kinda lost as i dunno if some of them are stronger over other ones. if you get what i mean.
Rolhn Feb 15 @ 5:47pm 
Author, by confirming this, you have allowed me to turn my already deadliest soldier in my colony, into the deadliest thing on the planet.
Feaurie V  [author] Feb 15 @ 3:58pm 
@rolhn The implants should be able to be implanted onto any bionic!
Rolhn Feb 14 @ 8:07pm 
Does this work only up to Bionic implants or can it work with Archotech limbs from base game or advanced bionics from mods?
Feaurie V  [author] Feb 11 @ 6:23pm 
@Rolhn, yes you have to put the bionics before the implants. Its a game limitation, because otherwise the game deletes all the implants attached to the removed limb
Rolhn Feb 7 @ 8:12am 
These implants, if they can be implanted onto bionic limbs, do we have to give ourselves bionics first then the implants?
Rolhn Jan 31 @ 5:15pm 
One problem I have with this is that Ultramind overwrites the Mechlink I had installed in my MechLord pawn and now I got centipedes roaming my base that I need to put down and then revive as soon as I get another pawn to instal the spare mechlink I have sitting in storage.