RimWorld

RimWorld

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Cyber Fauna (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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Jun 7, 2024 @ 1:17pm
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Cyber Fauna (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of DaLLaNs mod https://steamcommunity.com/sharedfiles/filedetails/?id=1548649032



[dsc.gg]
[github.com]



[ Prosthetics and syrgery for animals ]

Cyber ​​Fauna - adds a lot of prostheses, improvements and operations for animals. The mod was created on the basis of B19 vanilla prosthetics, with small bonuses.
Mod solves the health problems of animals, making those much more useful. The mod corresponds to the new mechanics of the characteristics of prostheses,
introduced into vanilla in B19. Prosthetics for animals is being studied in parallel with prosthetics for humans. You can decide who needs prosthetics before - people or animals.
Many prostheses require the same resources as similar prostheses for people in B19 vanilla, but about 2 times less.

- Simple prostheses for animals: have 80% efficiency and require steel and components to build.
- Bionic prostheses for animals: have 125% efficiency and require plasteel and advanced components. Some prostheses give some small extra bonuses.
- Archotech prostheses for animals: have 200% efficiency and can not be created. They can only be bought from merchants, or get for quests. Some archotech-prostheses give unique bonuses.
- Battle Boosters (NEW) for animals: - implanted in existing parts of the body and increase the protection of the animal.

But a mod does not add prostheses to those parts of the body that do not affect the characteristics of the animal (nose, tail, ear, etc.).
 But do not worry, these parts of the body can be restored with the help of synthread and medicines! Yes, the mod adds not only prostheses,
 but also surgery to treat scars, to restore small parts of the body, to treat chronic diseases (Weakness, Asthma, etc.) as well as the effects
 accidental use of animal drugs (chemical damage, cirrhosis, etc.). But the mod does not treat ordinary diseases caused by events (influenza, malaria, etc.), as well as drug dependence.
 With this mod, you will no longer feel helpless when Thrumbo joins you with weakness, or when a dog gets drunk on beer and gets chemical damage.
  
Cyber ​​Fauna mod is compatible with mods on new animals. No more compatibility patches! Any animal with standard body parts can be installed prostheses: be it a huge dinosaur, a mutant spider or a cute little animal. No additional patches are required.

The mod works on old saves and does not require a new game. The mod is compatible with EPOE, RBSE.
  
  Cyber ​​Fauna will make your animals faster, healthier and allow them to live longer in battle. In the mod there are no divisions by categories of animal sizes.
  This is done specifically so that compatibility patches are not required for everyone, even the smallest mod for new animals.
  Imbalance it? Not. After all, your cat does the Yorkshire Terrier even with a full set of prostheses and boosters anyway die from a couple of bursts from the machine,
  and you will lose a lot of resources spent on prostheses. So the advice is: do not install expensive prostheses on small animals.
  
  - Animal lab can be rearranged and built from different materials, like any machines in my mods.
  
  All prostheses and boosters can be found at merchants and faction bases. Arch-prosthetic devices for animals are very rare in merchants.
  

 
LIST OF ADDED PROSTHESES:

SIMPLE PROSTHESES [80% efficiency] - [Cost range: 15-25 steel, 1-2 components]

 - Prosthetic animal leg 5 DPS
 - Prosthetic animal spine
 - Prosthetic animal eye
 - Prosthetic animal jaw 6 DPS
(Skill crafting to create: 5. Skill medicine for installation: 4)
____________________________________________________________
BIONIC PROSTHESES [125% efficiency] - [Cost range: 10-30 plasteel, 1-3 advanced component] + additional bonuses.

 - Bionic animal leg +5% work, 9 DPS.
 - Bionic animal spine +15% work
 - Bionic animal eye
 - Bionic animal jaw 11 DPS
 - Animal brain implant +25% hearing
BIONIC ORGANS [125% efficiency] - [Cost: 5 plasteel, 1 component, 1 advanced component]

 - Bionic animal heart
 - Bionic animal lung
 - Bionic animal kidney
 - Bionic animal liver
 - Bionic animal stomach
(Skill crafting to create: 8. Skill medicine for installation: 6)
____________________________________________________________
ARCHOTECH PROSTHESES [200% efficiency] - [Cannot craft. Market value of 1100-1500]

 - Archotech animal leg +20% work, 18 DPS
 - Archotech animal spine +15% * (work, breathing, blood circulation, metabolism, nutrition, blood filtration)
 - Archotech animal eye
 - Archotech animal jaw -90% hunger, 24 DPS
 - Archotech animal brain +50% hearing
(Skill crafting to create: ---. Skill medicine for installation: 7)
 ____________________________________________________________
 
BATTLE BOOSTERS [Cost range: 15-30 plasteel, 2-4 advanced component, 2-4 luciferium]

 -Distinct from prostheses. They do not replace part of the body, but are implanted into it, like chips.
 A complete set of combat enhancers will significantly increase the survival of the animal in combat.
But this does not mean that your elephant with combat amplifiers alone will put a whole raid of pirates in an open field.
X / Y / Z - Armor: Sharp / Heating / Blunt.

- Animal body battle booster - Armor: 90% / 50% / 70%
- Animal head battle booster - Armor: 50% / 30% / 40%
- Animal neck battle booster - Armor: 40% / 20% / 30%
(Skill crafting to create: 10. Skill medicine for installation: 8)



LIST OF OPERATIONS:
____________________________________________________________

✚ RESTORE PART OF THE BODY: [Cost: 3 medicine, 15 synthread] Required medicine skill for installation: 5

✚ TREAT THE PART OF THE BODY: [Cost: 3 medicine, 15 synthread] Required medicine skill for installation: 5

✚ TREAT DISEASE: [Cost: 4 medicine, 20 synthread] Required medicine skill to install: 5

✚ TREAT SERIOUS DISEASE: [Cost: 5 medicine, 25 synthread] Required medicine skill for installation: 8


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
18 Comments
blackrave Nov 13, 2024 @ 1:28pm 
Allright, will do
Mlie  [author] Nov 13, 2024 @ 2:13am 
@blackrave I think that it sounds like a general mod instead of adding into this one and would make sense to implement generally for all implants as non-animal pawns can have different sizes as well. Try the mod-market Discord and see if anyone is willing to make one
blackrave Nov 13, 2024 @ 2:03am 
Oh, that mod.
No, I asked for an option to do the same
Author said that it's doable, but not now, due to lack of free time.
Mlie  [author] Nov 12, 2024 @ 10:42pm 
@blackrave You mentioned A Dog Said
blackrave Nov 12, 2024 @ 10:34pm 
This mod? No.
That's why I'm asking.
Mlie  [author] Nov 12, 2024 @ 10:24pm 
@blackrave Is that something that mod allows to do? Because I dont know of a way to do that in the base game.
blackrave Nov 12, 2024 @ 6:00pm 
Asked in A Dog Said, will ask here too.
Would you consider adding option to multiply implants and medicine necessary by body size of animal? Rounded up/down to whole multiplier (so 0-1.49=1, 1.5-2.49=2, etc.)
Because always felt weird that animals of vastly different sizes use same implants and same amount of medicine.
But by multiplying, it can be implied that veterinarian is assembling part from modules right before surgery.
Would make a bit more sense.
Chargoal Aug 7, 2024 @ 10:36pm 
Never heard of it, will try
Mlie  [author] Aug 3, 2024 @ 11:06pm 
@Chargoal Have you tested if you can do this with Rimmsqol? Sounds like it would be better to do in a general way instead
Chargoal Aug 3, 2024 @ 10:27pm 
I used this mod for quite long amount time and I really like its idea and options it provides, but I don't need it that often, really only when I want to boost animals to hell or replace missing parts, which I either do on my own or trade.
My point is, it's quite useless to get it from quests as it's quite niche, even if it's a cool part - I'd rather get pawn part as quest reward 99,9% of the time. Would it be possible to implement a config option so that items added by this mod are not added to quests reward pool? They are appearing too often and dilluding the reward pool, which is already quite problematic in vanilla