Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Farmer Joe Maybe, but when I tested it while making the mod it didn't seem to work. If it works now I'll change the dependency.
I advice you add your answer to the mod description to avoid repeat question.
have an idea for balance and make them more useful and expensive
in place of making multiple tier of them why not make them multiple level like Mechanitor implants like Control sublink that way you can increase the number of need them without need to make many different type like make them only add 3 level with max 5 time implant or 4x4
sorry for long comment and have a good day
@oinko sploinko I could've made them require a techprint, however I'm not especially fond of them. To get techprints you need to get pretty far into the empire or get lucky with an orbital trader, none of which are as reliable as I'd like them to be. Also, this is just a skill bionics mod, nothing more, nothing less. I am planning to make a more in-depth mod, where these skill bionics will decrease conciousness, similar to joywires/circadian half-cyclers, to balance them out a bit more.
anyway i think the requirements to unlock/make these should be significantly higher to balance that out maybe