RimWorld

RimWorld

Sandevistan Implant 3
56 Comments
MVeternum 10 Oct @ 6:50pm 
:-(
Chalf 13 Sep @ 1:14pm 
Any progress on the Update?
MVeternum 7 Sep @ 9:12am 
indeed
Trần Hạo Nam 7 Sep @ 7:42am 
still waiting....
琉璃鸟 4 Sep @ 5:47am 
@MVeternum me too
MVeternum 2 Sep @ 12:45pm 
i find my self checking this every day to see if its update.
regularahn 1 Sep @ 1:18am 
i'm waiting....
古希腊掌管音乐的神 31 Aug @ 5:33am 
1.6 plz
ELF SLAYER  [author] 27 Aug @ 9:09pm 
I'll be updating these this weekend most likely.
MuChu 25 Aug @ 9:41am 
1.6 plz cant wait
Mr.Virgil 4 Aug @ 9:38am 
1.6,please
kastiliani 3 Aug @ 7:49am 
1.6 o7
Count De Ville 23 Jul @ 2:07am 
rlly love your mods. cant wait for 1.6
seanwen123 16 Jul @ 10:19pm 
Thank you so much! :steamthumbsup:
ELF SLAYER  [author] 14 Jul @ 11:34pm 
I'll be updating it for 1.6, just waiting on most of my mods to update before I get back into playing RimWorld
RogueUmbra 12 Jul @ 11:56pm 
Needs update for 1.6
RogueUmbra 12 Jul @ 7:50pm 
Going to test on 1.6
zhenbuc 29 May @ 6:57am 
I found a strange issue: the Vanilla Expanded Framework mod must be placed at the top of the load order. Otherwise, the game throws an error and fails to install implants.
SrGato350 10 Apr @ 9:00am 
I loved it, but it's very broken. At least it's very broken if we use it with “EndlessGrowth” and “Un-Limited Reborn”, the amount of materials you get is beastly... plus it would be nice some penalty for using the movement passive upgrade too long, like not being able to use it for about two or three days and that it gives a mood debuff. While the Blitz is fine, but it would be nice to have a limited number of uses and have to recharge later. :Fistofdosh:
Ganja | Ham Mafia | 29 Mar @ 6:28pm 
Does this work with CE?
vanogot 12 Feb @ 4:52am 
@mouse_525252
(sounds like an ad perhaps but) you can configure whatever you like with RIMMSqol mod, i use it a lot to configure OP things to be more tame (this mod included), or buff weapons/patch them for basic CE compitability, etc :steamthumbsup:
RealKanye 9 Feb @ 9:45pm 
if you make a xenotype with fast speed and have it with sandevistan on, it goes so fast it almost cant be seen unless you pause it, possibly add an exhaustion feature or any sort of down side. id love to use it but its so utterly overpowered it feels like cheating
Recipient Lumber 14 Nov, 2024 @ 3:24pm 
I like it OP ignore the haters
TurtleShroom 8 Nov, 2024 @ 1:52pm 
I much prefer it always active! Perhaps NPC Pawns with it could have it turned on?
Origin_Alpha_43 2 Nov, 2024 @ 7:25pm 
Thank you
i didnt feel like testing the old 1.4 version
just incase it would messup with something from the new dlc
thank you
Affarin 16 Oct, 2024 @ 9:24am 
Something to do with Neural Heat or something like it while active would be a pretty cool way to balance it!
mouse_525252 22 Sep, 2024 @ 8:05pm 
9900% is a tad... Too much. Especially without a downside.

It is fun to be op every now and then though, but it really needs some drawback afterwards.

Age rate up while in use. duration with a long cooldown. coma afterwards. anything.
SoulDRoul 3 Sep, 2024 @ 6:22am 
There are no side effects!
However, it seems a bit too much. How about increasing aging or mental stress? Or add an optional option?
Creneis 2 Sep, 2024 @ 2:24pm 
Greetings. Is there a way to toogle the shrinking of the sandevistan abilities ? It's bugging out with the mod "scrollable gizmos, and Vanilla expanded implemented the workaround of letting the player decide if you want to shrink the abilities or not.
Stellar forester 15 Aug, 2024 @ 8:36am 
i love this mod, its really good but its for my game to op! research 4000? done in under a sec.
Cataphract armor? done under sec. i need a more balanced version because it makes no fun anymore to have so op stuff.
TurtleShroom 10 Aug, 2024 @ 1:32pm 
Shoot! I much prefer it always active! Perhaps NPC Pawns with it could have it turned on?
☯~Shady Divider~☯ 13 Jul, 2024 @ 5:51pm 
Really like this version, thanks my dude. I run some yield manipulation mods, and it's nice to turn off the Sande, and not get flooded with a bajillion units of corn all over my base. Cheers.
Arlington 10 Jul, 2024 @ 5:53am 
i like both of them
Arlington 10 Jul, 2024 @ 5:52am 
TheBronzeWarrior
the arasaka mod has a new turet and vanilla securit expanded also has more turets

PS both are 1.5 compable
ELF SLAYER  [author] 26 Jun, 2024 @ 2:15pm 
Also, I do not know what could be causing any issues with the dual wield mod. Activating the ability in this mod simply gives the pawn a hediff which increases some of their stats such as manipulation, attack speed, damage, etc.
ELF SLAYER  [author] 26 Jun, 2024 @ 2:15pm 
@TheBronzeWarrior
Here is the 1.4 version. Please understand though that it is fundamentally an entirely different mod which does not function the same or to the same level of polish.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3045677926
TheBronzeWarrior 26 Jun, 2024 @ 1:19pm 
is there a 1.4? this looks super cool but i run 1.4 due to a burning hatred for vanilla turrets
Hiro Baker 11 Jun, 2024 @ 10:48am 
Um...Mister Elf Slayer, I would like to report a slight bug/glitch. When using the Dual Wield Mod with this mod, it seems like Pawns hurt themselves.
ELF SLAYER  [author] 11 Jun, 2024 @ 7:43am 
@Aldran

That's a good idea. Not sure why I didn't think of adding tiers / versions of the implant in the mod which could satisfy the people who want a more balanced version while also keeping the powerful version.

I can't guarantee I'll implement it, but if I get bored sometime, I'll give it a go.
Aldran 31 May, 2024 @ 10:41pm 
it would be cool to have different levels of sandevistan with this one being the final or second to final upgrade (industrial to archotech should work) also why not add the other operating systems from cyberpunk like berserk and cyber deck (although I guess cyber deck is already sort of done by psycasts expanded) also having kerenzikov could be cool.

sorry about making one long winded sentence with poor punctuation, I love this mod and I think it could grow quite well
Blackthorn 30 May, 2024 @ 4:37am 
the harvesting and mining multipliers kinda ruin this mod for me. any time its active and they grab anything, it's like a full stack of 37500, absolutely insane.
Hans 14 May, 2024 @ 11:45am 
Good mod. No need to balance at all. Because this is what ELF SLAYER want to. If you didn't like it, didn't use this mod or use other mod to make this less OP.
Mr. Big Smalls 12 May, 2024 @ 5:40pm 
Honestly for balance it should make colonists either go crazy or cough up blood if they use it too much.
EveningSky 9 May, 2024 @ 7:38pm 
For everyone seeking a less OP, more balanced version of this mod, I have created a patch for this one that does just that. It is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3243283666
(possibly still pending visibility, should be available soon)

You must still download ELF SLAYER's version on this page!
GothGirlThighs 7 May, 2024 @ 10:40pm 
my first thought is that it burns your hunger. but if its just only upsides with no downsides, then it needs a long cooldown period.
Enk 28 Apr, 2024 @ 8:36am 
if make normal restrictions on use, it won’t be too bad
crowbarcollective 28 Apr, 2024 @ 6:07am 
I agree with one of the people commenting on this post, this is a too op, maybe add cyberpsychosis or a "Sandevistan overuse" mental break when used too much
Count De Ville 28 Apr, 2024 @ 3:31am 
I love this mods, and if you are doing balancing, make a additional file for it since i love being op.
Bjark 26 Apr, 2024 @ 10:03am 
Doesnt seem to work when installed on Ghoul pawns from Anomaly, other than that so far very cool.
Omega 25 Apr, 2024 @ 5:55pm 
@CrackaJack
Based, good mod though.