After the Collapse

After the Collapse

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Cybernetics (for AtC 0.8.5)
   
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Item, Trait, Other
Game Version: 0.8.x
File Size
Posted
Updated
8.215 MB
Aug 16, 2020 @ 7:56am
Aug 30, 2021 @ 5:58pm
9 Change Notes ( view )

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Cybernetics (for AtC 0.8.5)

In 1 collection by Mack Gideon
Mack's Mod Madness
40 items
Description
Adds implantable cyberware to fix and augment the human body.
Changelog:
0.5 = Added a cyberhand to test functionality
0.6 = Added 18 sprite types in 5x colours
0.7 = Added t1-t5 cyber eyes (minor surgery), plus traits associated.
0.8 = Added surgery trait in 4 decreasing amounts. Added wounding due to surgery, 10 minor 20 medium 30 major 50 extreme.
0.9 = Converted all textures to XNB
1.0 = Added cyberaudio
1.1 = added muscle grafting, arms, heart, stomach, legs, brain
1.2 = added claws, wolvers, and bigknucks, armour, and lungs
1.3 = adjusted surgery penalty cooldown times
1.4 = Fixed removal traits, thanks to EsKa
1.5 = Altered tags to allow base tier to be dropped or looted
1.6 = Added workbench, 4 levels of research, and recipes to upgrade the cybernetics
1.7 = Fixed sprites for cyberbench
1.8 = Fixed upgraded cyberware not dropping, and deadly cycles of surgery

TO DO: Hands with tools / Fashionware / Boosterware / Tech link / Gun link / Tactical brain / olfactory booster / painkiller / Nasal filters / Sexual implant / Cyber liver / Voicebox implant / Renal boost. Also will add recipes to craft the tier 1 and 2 implants (with Advanced Electronics + robotics tech respectively).
13 Comments
SkylerJames13 Feb 17, 2024 @ 10:36pm 
great mod, hope to see if updated in the future
Red1 Dec 13, 2023 @ 7:52pm 
Can't wait to see your mods updated to 1.0!
Mack Gideon  [author] Sep 20, 2022 @ 10:06am 
@zaffus brilliant, when I update all my mods for 1.0 I'll make this change.. Cheers!
Zaffus Sep 19, 2022 @ 9:11am 
This still works, for the most part - Currently, only the T1 implants can be installed without tweaking the mod files. The culprit is the "NeverLootDrop" tag, I don't know if this is a mod or game issue. Either way, removing that line from the mod files will allow T2 and above mods to be installed via the pharmacy as normal.
qinlongfei Aug 22, 2021 @ 7:28am 
No worries, I loaded a save I thankfully had before I tried to play around dev mode.

Although it would be nice if the game had a proper manual surgery system like Rimworld (or the ability to force feed pawns, for that matter).
Mack Gideon  [author] Aug 22, 2021 @ 3:56am 
qinlongfei - Yep, too much surgery at once kills people. Probably wait a day at least between surgeries, sorry mate. Unless you've got loads of herbal medicine to dose people up on.
qinlongfei Aug 21, 2021 @ 2:43pm 
Not sure if it's some mod conflict... or my general incompetency causing this issue. Although when I was testing (as in messing around), I did use dev mod to give me every item. So maybe that's what killed that unfortunate settler, because multiple surgery compounded on their HP.

Still, for a whole day the poor settler pretty much just lie on the hospital bed starving, and there was nothing I can do about it.
Mack Gideon  [author] Aug 21, 2021 @ 1:24pm 
Hi Qinlongfei
No, they're not. They take a health hit, depending on the type of body part being replaced, and then spend time in "recovery" while their stats are low. They should still go and get food and drink.
qinlongfei Aug 20, 2021 @ 5:15pm 
Is a patient after a major surgery supposed to rest themselves to death by starvation and thirst?

In my current play through, I have a patient refuse to eat or drink, and simply sleep to death on the hospital bad after the doctor randomly decided to fix their one-hand problem with a hand cybernatics.
Mack Gideon  [author] Oct 5, 2020 @ 4:21pm 
To do: breakdown recipes