RimWorld

RimWorld

Skill Implants
26 Comments
danzloblaha13 1 Oct @ 2:08am 
looks amazing, but jsut the anomaly .. completly left out for me then .... :steamsad::steamsalty: ty anyway
Consho 31 Aug @ 11:22am 
@DrwalZ Damn, it's okay, man. I'll save the mod for the next colony then.
DrwalZ  [author] 31 Aug @ 3:01am 
@Consho Nope, sadly not. I tried but then it just didn't do anything. I could probably try to code it myself, but that's way too much hassle for me.
Consho 30 Aug @ 5:03pm 
Damn man, it's possible to make a version without anomaly as a dependency? I really need something like that.
DrwalZ  [author] 21 Aug @ 1:55am 
It's installed just like every bionic in base game. Through the health menu.
Nomad 21 Aug @ 12:17am 
I have a melee skill implant laying around in my colony and don't know how to use it :/
Pr1mer 7 Aug, 2024 @ 1:58am 
bro,i made a Chinese translation of your mod.If u mind , i will delete it.
0ddbase 1 May, 2024 @ 10:12pm 
very excited for a servitor related mod. been really aching for that's balanced and not just a straight upgrade
Moxie 26 Apr, 2024 @ 10:22am 
Interesting! This is a pretty reasonable approach to artificially enhancing a pawn's skills.
DrwalZ  [author] 25 Apr, 2024 @ 7:23am 
Reasonable tbh
FarmerJoe 25 Apr, 2024 @ 7:23am 
my apology for saying false info
FarmerJoe 25 Apr, 2024 @ 7:22am 
in my defense. I did test it and it show up in the hediff tooltip. which made me assume that it work(because otherwise why would it show there at all.) because of that I forget to check the pawn skill tab. I blame the game for misdirect me with that tooltip :steamfacepalm:
DrwalZ  [author] 25 Apr, 2024 @ 7:17am 
Yeah, just tested it and hediffs with aptitude don't work without Anomaly. The code may be vanilla 1.5, I haven't looked into that, but as far as I know, this mod requires Anomaly to work. Just like it did when I made and posted this mod. Thank you for your care, but it would be much more productive if you tested your theories yourself first.
DrwalZ  [author] 25 Apr, 2024 @ 7:00am 
@Eddie Gaming no, it won't conflict because that's not how it works. Also I won't add this to the description because I don't want to.

@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.
FarmerJoe 25 Apr, 2024 @ 2:58am 
there no need to make this require Anomaly. the code for aptitude doesn't require Anomaly to be active. it is part of vanilla 1.5
Eddie Gaming 24 Apr, 2024 @ 5:38pm 
Would this conflict with VE: Skills? (It adds different passion types and lets pawns specialise in a specific type of skill work eg smoothing, drilling, art quality) these new skill specialisations add a new skill bar.
I advice you add your answer to the mod description to avoid repeat question.
Dutchglorius 23 Apr, 2024 @ 9:35pm 
cool idea would love if these gave passions
hamed91211173 23 Apr, 2024 @ 6:16am 
this is a great idea and more useful than skill trainers
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
DrwalZ  [author] 22 Apr, 2024 @ 7:52am 
@AtomicRobot Not really, also I never liked skilltrainers, they're so rare I forgot they existed.

@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.
oinko sploinko 22 Apr, 2024 @ 4:27am 
oh, how about a techprint?
oinko sploinko 22 Apr, 2024 @ 4:27am 
you can't create skilltrainers. not by default anyway

anyway i think the requirements to unlock/make these should be significantly higher to balance that out maybe
AtomicRobot 21 Apr, 2024 @ 2:56pm 
...Isn't this basically just a Skilltrainer?
TurboPickle 21 Apr, 2024 @ 1:41pm 
This makes every single pawn you get have potential once you can make em, perfect and maybe a bit overpowered with how much skill these give.
Anytorp 21 Apr, 2024 @ 11:45am 
i know kung fu -´´neo form matirx´´
DrwalZ  [author] 21 Apr, 2024 @ 4:58am 
@Waiter, while making such a mod would be nice, it would require much more effort than this one does. However, I might make a passion bionics mod sometime in the future. Thanks for the suggestion.
Waiter 21 Apr, 2024 @ 3:44am 
Have you ever thought of a mod that add passion implants? would love to my pawn love learning specific skill so i can level them up faster