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GiTS Cyberoptic Visors
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Mod, 1.5, 1.6
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677.284 KB
Jun 10 @ 2:45pm
Jun 11 @ 11:08am
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GiTS Cyberoptic Visors

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
This mod adds five different types of cyberoptic combat visors inspired by the world of Ghost in the Shell! Your colonists can now look tacticool while getting shot up by everything from the casual raider to cosmic horrors beyond human comprehension! Just make sure they avoid taking any hits from EMPs, as these can temporarily disable the visor.

Each combat visor has unique buffs for the user as well, enhancing shooting accuracy or melee combat ability. If you're using Combat Extended, visors can also provide night vision capability!


What does this mod add?
Included in this mod are five different combat visors for your colonists providing unique buffs, as well as a research project to unlock them. All visors can be produced at a fabrication bench.

Combat Visor Variants
  • Sagawa Electronics SV-93 - A basic model with a basic look, enhances overall combat performance and provides entry level low-light capability.

  • Hanka SFAS - A capable model with special forces use in mind, enhances shooting accuracy and night vision capability.

  • Kenbishi 'Solo' CV-293NJ - A low-profile design for those who like to fight up close and personal, enhances melee ability and night vision capability.

  • Seishinkouki 'Lurker' - Specialized around covert operations, enhances user combat performance with an improved night vision system.

  • Kyo-Re Type 1719 - A cutting edge prototype, provides advanced shooting enhancements and top tier night vision capability.

Combat Extended
This mod is fully compatible when loaded after Combat Extended and will allow all visors to provide some level of night vision for the user. Each type of visor has different levels of night vision capability. Feedback on balancing is always appreciated!


Compatibility
  • Safe to add to save games. It's never safe to remove a mod from a save, but removing this mod should not cause significant issues.
  • Load this mod after Combat Extended in your mod list.

Japanese translation by Proxyer.
Simplified and Traditional Chinese translation by Akiu.

Thanks
Thanks to BlackMarket420 for the commissioned textures, else this mod wouldn't exist!

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
19 Comments
themoistestwhale  [author] Jun 15 @ 10:22am 
@Dizzy_Dares In vanilla if you keep light level above 30%, you're still improving your colonist's movement speed and work speed, so it still can be a bit useful to keep a combat area lit up for vanilla combat.

Also, totally get not wanting to use CE, it's a divisive mod for many. I personally use CE so I always try to patch my mods for it to allow CE users to be able to use this mod from day 1, and that includes any/all features it has. When it comes to that though, I try my best to port back any of those features such as underbarrel grenade launchers in the GiTS guns mod back to vanilla. Some things I just can't though/isn't necessary like night vision in this mod for vanilla.
Dizzy_Dares Jun 15 @ 10:17am 
oh! i had no idea. i guess pawns just dont like being in darkness ( unless they do)
ive been lighting up my firing line to increase accuracy T.T
im just opposed to CE. but i love GiTS tech
themoistestwhale  [author] Jun 15 @ 10:14am 
@Dizzy_Dares The short answer is vanilla combat does not take into account darkness when calculating a colonist's shooting accuracy, and CE does. Night vision in these visors just allows colonists to shoot better in the dark with CE because of that.
Dizzy_Dares Jun 15 @ 10:05am 
why is CE required for the night vision to work?
Papito Jun 14 @ 11:29am 
Thanks anyway for bringing out this mod!
themoistestwhale  [author] Jun 12 @ 10:48am 
@uriel2 Uhh, fun fact, this mod entirely exists just because I was trying to work on an optical camo mod with active and thermoptic camos. These visors are unused assets from that, which were required as you needed a device to produce light transfer to see when using a camo.

As for that unfinished mod, usual story of ran out of time/motivation/caffeine on making a bunch of unique systems to actually make it even slightly half balanced. I might revisit it, but not right now.
uriel2 Jun 12 @ 10:38am 
Amazing as always!

Have you thought about making a Thermoptic Camouflage mod? As a GITS alternative to the VPE Invisibility psycast?
Brotherman Jun 11 @ 10:03pm 
More GITS mods from the king? Baller af
themoistestwhale  [author] Jun 11 @ 6:15am 
@SanguinarcAQL Yeah, if/when I go about it I was planning on setting generate commonality to something like 5% or 10%.
SanguinarcAQL Jun 11 @ 5:49am 
I'm giving a +1 to the idea of letting those spawn on raider and as random reward, but it should probably be a rare occurrence