RimWorld

RimWorld

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Bionic modularity
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Mod, 1.6
File Size
Posted
Updated
5.769 MB
18 Oct @ 6:18am
25 Oct @ 3:04am
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Bionic modularity

Description


Introduction

Ever felt that it’s a bit lame that you can’t have a drill arm with the efficiency of a bionic or even an archotech one? How hard can it be to slap a drill onto one of those? This mod aims to solve that while also adding a disgusting amount of other implants that you can install on top of your pawns’ bionic body parts.

This has been my “background” mod project for the past 3 or so years, it went through a vile amount of reworks and had to get “trimmed” on multiple occasions due to me wanting to add too much at once…but it’s finally out, I’m sure some people that have been following that Discord thread are happy about that.


Content

Basics
Basically, this mod adds “modules”, special implants that can be installed on body parts that have been replaced with a bionic. Some of them are “recreations” of existing implants, like the “power claw module”, which allows the player to enhance a bionic arm replacement with the combat capabilities of a power claw.

Slots
Each module has an assigned “slot” and two modules with the same type can’t be both installed onto the same body part. For example, a “power claw module” and a “minigun module” cannot both be installed together on the same arm as they both go into the “combat” slot.

Installation
Modules can be installed and uninstalled the same way normal implants can, via surgery. If a pawn has a compatible “plain” bionic, the installation surgery will become available. Some of the recipes don’t require medicine, are way easier for a doctor to perform and do not apply anesthesia, it’s usually like that for “external” body parts, installing modules into internal organs still plays out as usual.

Some modules can be installed onto both natural and bionic body parts, but some can only be installed onto proper artificial enhancements.

List of items
At some point I was genuinely considering listing every module here, but there’s no way I’d be able to fit it all. At the time of me writing this, there are ~150 modules in the mod [tho that amount might be smaller for those that don’t have all of the DLCs active], so instead I’ve decided to make a basic Google Sheets Document[docs.google.com] that contains info on every module in the mod.



Mod Support/Compatibility/Extra Content


The rest is in the pinned Discussion
Steam’s workshop pages have a character limit and the list of supported mods will get longer over time, so if you wanna check if your favourite mods are supported or if they add any extra modules when active, check the pinned Discussion.


Balance/Bugs/Performance

Balance
I’ve tried to keep everything within “vanilla range”, but there are modules that have had their numbers set up basically based on vibes. Any kind of cost or ability that might’ve felt balanced for me, might not actually be that balanced. If you feel like something’s too (under/over)powered, lemme know.
Bugs and Performance
While I’ve tried to find and fix up any errors and have tested the tps impact of everything in the mod, there’s always a possibility of something slipping through the cracks, so lemme know about those kinda issues too.


Ideas, Requests and Suggestions

If there are mods that add “plain” bionics [ones that have little to no special effects besides increased body part efficiency] that you’d like to be able to install modules on, lemme know and I’ll try to add support for them, tho the process of tagging bionics as “modular” should be quick and easy for other modders.
You can feel free to share ideas for modules too, tho obviously not every idea will get added.
I will be adding more implants from time to time. I actually have a large stockpile of one that are basically done already, but they had to be trimmed in order to actually release this mod within this decade :^]


Recommended mods

  • Dubs Mint Menus, this mod adds a lot of implants and that means a lot of crafting recipes.


Special Thanks


SmArtKar - For letting me borrow some C# code from Athena Framework :p
125 Comments
MrKociak  [author] 13 hours ago 
@Dr Jimothy they can spawn with these, tho it's quite rare for modules/implants from this mod that need a body part to be replaced with a bionic to spawn on raiders, at least in vanilla.
Like, for example, they first have to spawn with a bionic spine and only then they get a chance to spawn with a spine module.

Honestly, at one point I wasn't actually sure if they'd spawn, but while working a trader ships retexture, I found a pawn with both a bionic and a module, cuz pawns from that mod's crashland event have a righer likelyhood of spawning with implants.

As for using them, they should be able to make use of most modules. They won't use ones that give abilities, but they can make use of melee weapon or gun modules or those that simply increase stats.

So basically: somewhat yes to both, but you might wanna search for a mod that makes raiders more likely to spawn with implants.
Dr Jimothy 26 Oct @ 9:04pm 
If you tell me that raiders can spawn with and use these I send you all 40 of the captives from my basement they are skilled hard workers and I've already been brainwashing them into thinking you're a demigod who they must serve to their dying breath.
MrKociak  [author] 25 Oct @ 1:17pm 
@Charles It's either some kind of mod conflict or you're playing with an outdated version of this mod (cuz an update with the fix to that issue was released 4 days ago and it works on my end just fine)
Charles 25 Oct @ 12:10pm 
For some reason it is auto unlocking all modules for me.
Monbland 25 Oct @ 8:56am 
Ok
MrKociak  [author] 25 Oct @ 6:58am 
@Monbland sure? None of this mod's implants apply any hp boosts tho
Monbland 25 Oct @ 5:14am 
Elite Bionic Framework Compatble?
MrKociak  [author] 25 Oct @ 3:25am 
@DictatorDakota it has been done
MrKociak  [author] 25 Oct @ 2:39am 
@DictatorDakota should be doable
MrKociak  [author] 25 Oct @ 2:30am 
@uoh Tanks for doing the testing, I'll add that info to the compatability list with the next update :smugcatsack: