RimWorld

RimWorld

168 ratings
Cyberware 2077
6
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
2.382 MB
26 May @ 7:40pm
1 Nov @ 5:26pm
23 Change Notes ( view )

Subscribe to download
Cyberware 2077

Description
Adds a variety of different cyberware implants from Cyberpunk 2077 (2.0+)

Update 1.5.0: Added Monowire. Highly accurate melee arm implant which deals cutting and EMP damage. Great for countering Sandevistan/Cyberdeck/Relic users and mechanoids in melee, if you can hit them. Berserks are not susceptible to EMP, however Berserk users that also have Relics installed will still suffer from the Relic's EMP debuff. On that note, Cyberdeck, Relic, and INACTIVE Sandevistan EMP debuffs were nerfed. However, an ACTIVE sandevistan will crash if hit by an EMP, capping consciousness at 75%. On the other hand, good luck hitting an active sandevistan user in the first place.

This is not a replacement for mods like EPOE, instead it's meant to work alongside those mods. Almost all cyberware implants can be installed alongside normal implants/prosthetics. They typically offer powerful combat-related buffs, but also come at a cost to the user's mental state. Happier and more mentally stable pawns will be able to safely handle more cyberware than unhappy or unstable pawns.

ISSUES: See KNOWN ISSUES at the bottom

Current features:
For a full list of cyberware with stats/descriptions, see this Google doc: https://docs.google.com/document/d/1s99r-F8rQR9USSISSjN1P02jSIKfGt_IfwIAp7cyCb0/edit?usp=sharing

--------------------------------------------------

Operating Systems:
Only one may be installed.
For extra Operating System slots, use the Multi-OS Patch

--------------------
- Chrome Compressor:
A type of OS cyberware that reduces mental impact, allowing the user to tolerate more cyberware.
--------------------
- Sandevistan:
A class of OS cyberware, giving the user the ability to increase their mental and physical speed. The user sees everything in slow motion but feels like they're moving at normal speed. To everyone else, it looks like they're moving faster. While these increase aiming speed and decrease cooldowns, they do not increase cyclic rate of automatic weapons, and these may not be worth using with higher-speed sandevistans.
--- Zetatech sandevistan
--- Dynalar sandevistan
--- QianT "Warp Dancer" sandevistan
--- Militech "Falcon" sandevistan
--- Militech "Apogee" sandevistan
--------------------
- Berserk:
A class of OS cyberware, giving the user the ability to enter a primal rage state that temporarily decreases damage taken, but only allows the use of melee weapons.
--- Moore Tech berserk
--- BioDyne berserk
--- Zetatech berserk
--- Militech berserk
--------------------
- Cyberdeck:
A class of OS cyberware, giving the user access to powerful offensive Quickhacks that directly affect targets.
--- Militech Paraline
--- Biotech Sigma
--- Raven Microcyber
--- Arasaka Shadow
--- Tetratronic Rippler
--- Netwatch Netdriver
--- Militech Canto
--------------------------------------------------

General Cyberware implants:
A class of 27 different cyberware implants, all fully intercompatible with all other implants.
Most of these offer powerful stacking buffs, increasing attack speed, accuracy, melee damage, hit chance, dodge chance, armor, or movement speed. Some are meant to build upon others' boosts. Some might grant an ability.
Install as many as you want, the only limit is your mental state.

--------------------
-Nervous System:
--- Stabber
--- Visual Cortex Support
--- Neofiber
--- Kerenzikov
--------------------
-Frontal Cortex:
--- Memory Boost
--- Ex-Disk
--- Kerenzikov Boost System
--------------------
-Circulatory System:
--- Biomonitor
--- Microrotors
--- Clutch Padding
--- Blood Pump
--------------------
-Integumary System:
--- Subdermal Armor
--- Proxishield
--- Optical Camo
--- Pain Editor
--- Chitin
--------------------
-Skeleton:
--- Bionic Joints
--- Titanium Bones
--- Dense Marrow
--- Rara Avis
--------------------
-Hands (fully compatible with bionic arms):
--- Handle Wrap
--- Shock Absorber
--- Ballistic Coprocessor
--- Immovable Force
--------------------
-Legs (fully compatible with bionic legs):
--- Fortified Ankles
--- Leeroy Ligament System
--- Jenkins' Tendons
--------------------------------------------------

Body part replacements:
These are installed like normal bionic arms and eyes.

--------------------
-Arms:
High-quality cyberarm replacements with increased durability, giving them an edge over the competition. Sometimes, literally.
Manipulation capacity is between Archotech arms and EPOE's Advanced Bionic arms, though you might find the combat bonuses make them better than both.
--- Gorilla Arms
--- Mantis Blades
--- Higurashi 20-13 Mantis Blades
--- Projectile Launch System
--- Monowire
--------------------
-Eyes:
Kiroshi optics are high-quality products, offering increased resiliency and performance over their competitors' products.
Sight capacity is between Archotech eyes and EPOE's Advanced Bionic eyes, though you might find the combat bonuses make them better than both.
--- Kiroshi "Stalker" eyes
--- Kiroshi "Doomsayer" eyes
--- Kiroshi "The Oracle" eyes
--------------------------------------------------

The Relic 3.0:
Dramatically improves user's mental state, allowing them to easily tolerate extreme amounts of cyberware, at the cost of becoming totally psychically deaf. Requires an AI persona core.

--------------------------------------------------

I did my best to try to keep things faithful to the original game while retaining some semblance of balance. Certain implants have also had their functions swapped in a way that made more sense to me.

Made for use with Combat Extended and Elite Bionics Framework, but it should work fine without them. Also integrating compatibility with a mod that basically adds Cyberpsychosis.

I would also like to offer thanks to 004GP for making Internal Armor Plates Standalone, as his mod formed the basis for the armor enhancing effects in this one.

KNOWN ISSUES:

Removing an OS implant leaves cracks that kill the colonist without removing the implant!!!
--- Caused by using the wrong "remove implant" surgery.
There are currently two "remove implant" surgery options that show up for OSes (I don't know why).
Use the second one, which shows a Medical skill requirement of 5.

Implants are replacing entire bodies!!! (e.g. the Torso):
--- Known to be caused by using saves from an older version of this mod (V# 1.1 or earlier). If this is popping up, please use this forked version of the mod: Cyberware 2077 - Limited Slots Version. Please note: This version of the mod will have limited future support. It may become a patch later on, requiring this main mod file.

Melee dodge chance is insanely high!!!:
--- Reportedly caused by VCR, but I didn't see the issue happen when I tested this with VCR. It's probably a different mod causing it. My mod does not modify base dodge chance whatsoever - it does increase the maximum cap when Combat Extended is installed, but ordinary pawns aren't able to achieve that.

This is a newish mod, so please expect and report bugs.
Popular Discussions View All (4)
14
19 Oct @ 6:53am
UI bugs/issues
EveningSky
6
1 Jul @ 1:14pm
in 2077 what makes someone a criminal?
tsoewoe
0
23 hours ago
PINNED: Balancing & Feedback
EveningSky
193 Comments
lolkenator3k 3 hours ago 
great mod, dont mind if i make retexture?
actually i already made it, but forget to massege duh

also, does kereznikov have an ability? didnt find it ingame or defs, but in textures/ui/ability
EveningSky  [author] 22 hours ago 
I made a new discussions thread for balancing and feedback. Please discuss suggestions there.
~_Athena_~ 23 hours ago 
ahh thats alright!
EveningSky  [author] 23 hours ago 
@Chunky I'll need some help for that. I don't play without CE, and I don't have time to tweak/playtest vanilla values unfortunately.

It's also not really intended to be balanced against any vanilla foes. Without modded enemies, you will naturally steamroll everyone with a fully chromed crew.

If you have *specific* ideas on what needs to be rebalanced, and in what way, please tell me. It would make my life a whole lot easier.

@~_Athena_~ I know what you're describing sounds very simple, but unfortunately it will require creating C# code, and that is beyond my capability. All of the code in this mod is basically advanced data entry. I'm not really a programmer.
~_Athena_~ 2 Nov @ 11:35am 
the stun is usually a one time thing in game its not every single hit it happens on its first hit :)
Chunky 2 Nov @ 9:29am 
Really awesome mod, but the fact it needs CE to be at all balanced is sad. I hope you'll make a vanilla balance friendly version/patch

Great work, in any case.
EveningSky  [author] 1 Nov @ 5:33pm 
@~_Athena_~ right, but in the game you're also the only one who ever uses a monowire, and this stun-locking effect only really works on low-level goons.

If an enemy were to use it on you and stun-lock you the same way, it would really suck.

That's why it's one of the things I don't want to add here: in Rimworld, it's not just about one pawn with a monowire. Gotta consider the possibility that someone else might have one, too.

At the moment I haven't added enemies that specifically use cyberware, although implants do pop up randomly on advanced vanilla foes.

Also... like I said, if I made the monowire apply stun with every hit, it would become the single best melee weapon in the game and there would be absolutely no point in using a Mantis Blade at all.
~_Athena_~ 1 Nov @ 1:43pm 
well i mean its just a stack effect with the cyberware and such like in the actual game with my monowire build I can kill maxtech perfectly fine and not die haha.
EveningSky  [author] 1 Nov @ 12:50pm 
@~_Athena_~ I've added a simple electrified monowire in the latest patch. It's a relatively fast attack with an EMP effect. Try it out, see how it feels for you.

One of the main issues I'm noting is, it is still really damn hard to hit anyone who is using a Sandevistan in melee. I might just turn down the dodge chance cap (which this mod does increase) for that reason.

I don't think I'll add the stagger effect - the monowire is already strong, with very high Sharp penetration, and that may make it even more powerful than the Higurashi mantis blades. Even now, I'm thinking the blades may need a buff just to remain relevant over the monowire's great utility.
~_Athena_~ 1 Nov @ 10:30am 
yeah was about to say the electrified verison of the monowire causes a slight stun on enemies in the actual game and such.