RimWorld

RimWorld

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Cyberware 2077
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Mod, 1.5
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2.819 MB
May 26 @ 7:40pm
Jun 5 @ 12:41am
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Cyberware 2077

Description
For those who have used an older version of this mod and are having issues with implants replacing entire Torsos and bodies, please use this forked version of the mod: Cyberware 2077 - Limited Slots Version

For those not experiencing this issue, please continue using this version.

For new issues, ping me on Rimworld's unofficial Discord[discord.com] or directly @EveningRain

Adds a variety of different cyberware implants from Cyberpunk 2077 (2.0+)

Now including Projectile Launch System. Because you never know when you might need a rocket launcher.

This is not a replacement for mods like EPOE, instead it's meant to work alongside those mods. Almost all cyberware implants can be installed alongside normal implants/prosthetics. They typically offer powerful combat-related buffs, but also come at a cost to the user's mental state. Happier and more mentally stable pawns will be able to safely handle more cyberware than unhappy or unstable pawns.

Current features:
For a full list of cyberware with stats/descriptions, see this Google doc: https://docs.google.com/document/d/1s99r-F8rQR9USSISSjN1P02jSIKfGt_IfwIAp7cyCb0/edit?usp=sharing

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Operating Systems:
Only one may be installed.

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- Chrome Compressor:
A type of OS cyberware that reduces mental impact, allowing the user to tolerate more cyberware.
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- Sandevistan:
A class of OS cyberware, giving the user the ability to increase their mental and physical speed. The user sees everything in slow motion but feels like they're moving at normal speed. To everyone else, it looks like they're moving faster. While these typically increase aiming speed and decrease cooldowns, they do not increase cyclic rate of automatic weapons, and these may not be worth using with higher-speed sandevistans.
--- Zetatech sandevistan
--- Dynalar sandevistan
--- QianT "Warp Dancer" sandevistan
--- Militech "Falcon" sandevistan
--- Militech "Apogee" sandevistan
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- Berserk:
A class of OS cyberware, giving the user the ability to enter a primal rage state that temporarily decreases damage taken, but only allows the use of melee weapons.
--- Moore Tech berserk
--- BioDyne berserk
--- Zetatech berserk
--- Militech berserk
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General Cyberware implants:
A class of 27 different cyberware implants, all fully intercompatible with all other implants.
Most of these offer powerful stacking buffs, increasing attack speed, accuracy, melee damage, hit chance, dodge chance, armor, or movement speed. Some are meant to build upon others' boosts. Some might grant an ability.
Install as many as you want, the only limit is your mental state.

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-Nervous System:
--- Stabber
--- Visual Cortex Support
--- Neofiber
--- Kerenzikov
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-Frontal Cortex:
--- Memory Boost
--- Ex-Disk
--- Kerenzikov Boost System
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-Circulatory System:
--- Biomonitor
--- Microrotors
--- Clutch Padding
--- Blood Pump
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-Integumary System:
--- Subdermal Armor
--- Proxishield
--- Optical Camo
--- Pain Editor
--- Chitin
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-Skeleton:
--- Bionic Joints
--- Titanium Bones
--- Dense Marrow
--- Rara Avis
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-Hands (fully compatible with normal bionic arms):
--- Handle Wrap
--- Shock Absorber
--- Ballistic Coprocessor
--- Immovable Force
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-Legs (fully compatible with normal bionic legs):
--- Fortified Ankles
--- Leeroy Ligament System
--- Jenkins' Tendons
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Body part replacements:
These are installed like normal bionic arms and eyes.

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-Arms:
High-quality cyberarm replacements with increased durability, giving them an edge over the competition. Sometimes, literally.
Manipulation capacity is between Archotech arms and EPOE's Advanced Bionic arms, though you might find the combat bonuses make them better than both.
--- Gorilla Arms
--- Mantis Blades
--- Projectile Launch System
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-Eyes:
Kiroshi optics are high-quality products, offering increased resiliency and performance over their competitors' products.
Sight capacity is between Archotech eyes and EPOE's Advanced Bionic eyes, though you might find the combat bonuses make them better than both.
--- Kiroshi "Stalker" eyes
--- Kiroshi "Doomsayer" eyes
--- Kiroshi "The Oracle" eyes
--------------------------------------------------

The Relic 3.0:
Dramatically improves user's mental state, allowing them to easily tolerate extreme amounts of cyberware, at the cost of becoming totally psychically deaf. Requires an AI persona core.

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Might add a cyberdeck or two in the future.

I did my best to try to keep things faithful to the original game while retaining some semblance of balance. Certain implants have also had their functions swapped in a way that made more sense to me.

This is a new mod, so please expect and report bugs.

Made for use with Combat Extended and Elite Bionics Framework, but it should work fine without them. Also integrating compatibility with a mod that basically adds Cyberpsychosis.

Special thanks to Aelanna for taking the time to help me figure out a really dumb mistake involving file names.

I would also like to offer thanks to 004GP for making Internal Armor Plates Standalone, as his mod formed the basis for the armor enhancing effects in this one.
Popular Discussions View All (1)
1
Jun 4 @ 4:56pm
in 2077 what makes someone a criminal?
e g g
71 Comments
HeavenAchieved 9 hours ago 
dodge chance is still really high for me
Vel Ten 10 hours ago 
Hm, do the cyberarms and/or gorilla arms allow you to wield heavy weapons form Dead Man's Switch? If not, seems like a good possible compatibility.

DMS, ironically, has its on cyberware rejection system too (but only for its own cybernetics).
EveningSky  [author] Jun 5 @ 9:01pm 
Forked version here: https://steamcommunity.com/sharedfiles/filedetails/?id=3493998996
This should let you salvage your old saves that were having issues with replaced Torsos and things.
Eltsukka Jun 5 @ 11:53am 
@EveningSky I was indeed on the newest version, since I had the projectile launch system in my research tab, but upon loading into a fresh save it seems the replacement issue is fixed. I believe it might have had something to do with that save having previously been loaded with the older version of the mod. :steamthumbsup::smasher:
EveningSky  [author] Jun 5 @ 11:10am 
I want to make sure that the "entire torso replaced" issue is fully squashed. If you are still having issues with this, please message me on Discord @ EveningRain
EveningSky  [author] Jun 5 @ 7:36am 
@Eltsukka, @Killiset

Which version of the mod are you on? I just tested on the latest release (1.2.0) with Altered Carbon, none of the implants are overriding other implants or replacing the body on my end. (besides the arms, which are intended to override each other, and the OS implants which have their own special spot where they can also override each other)
EveningSky  [author] Jun 5 @ 6:54am 
That's not intended. I'll give it a test to see how it's working, though it's not goving me that behavior.

The whole body replacement thing was an issue I though I fixed... It hasn't done that to me but I'll look into it again.
Eltsukka Jun 5 @ 6:37am 
Pretty sure something's bugged, most Cyberware seem to completely replace a colonist's whole body, every single part.
Killiset Jun 5 @ 6:34am 
It's a sad thing brain and neck implants override other implants. Can't have neural stack from Altered Carbon and any kind of neck armor, can't have brain implants together. Can you please make so I can create superhumans more easily? Or is it intended? I can't imagine you not wanting to give us ability to make god.
EveningSky  [author] Jun 5 @ 12:45am 
Version 1.2.0 featuring the Projectile Launch System and buffed Pain Editor is out.

Please let me know if you encounter any issues.