RimWorld

RimWorld

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Ryndren Augmentations
   
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Mod, 1.0
File Size
Posted
Updated
260.985 KB
7 May, 2019 @ 10:35am
11 May, 2019 @ 4:39am
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Ryndren Augmentations

Description
Adds a bunch of bionics that are (currently) craftable at your fabrication bench.
- Military bionics that can range from fancy new melee weapons and attacks to built in armor.
- Industrial bionics that allow colonists to specialize in one skill while making it impractical to preform others.
- Cosmetic bionics that alter social skill (and add a little flavor)
- Liminal replacements that completely replace a colonist from the waist down, providing various trade-offs and improvements.
- Archotech stuff to fill in the holes in the archotech roster (but doesn't make them craftable)
- and an entire collection of nightmares for your body purist colonists.

Best to start up a new game for these. Probably conflicts other bionic mods or anything that modifies the humanoid body file.

Got a suggestion for more? Leave a message in the comments. I plan to continue this for awhile at least. (No gun-arms or visible modifications to the sprites. I've got zero idea how to do either of those.)
32 Comments
TeraRaptor 26 Apr, 2020 @ 4:18pm 
Oh sorry to hear that, i loved this mod, somehow giving pawns additional arms felt like going full dr.octopus and made it insanely good for crafting. Was a great mod and i truly enjoyed your work, thanks for the time we got to spent with that :D
Apocalypse Noodle  [author] 26 Apr, 2020 @ 4:56am 
I hadn't planned on making one, vanilla has made more than a few of the items redundant and I'm not satisfied by the quality of my work.
TeraRaptor 25 Apr, 2020 @ 8:31pm 
is there an update for 1.1 ?
test 30 Jan, 2020 @ 12:51am 
I've been playing with every single bionic mod there is on the workshop including this one and never had any compatibility problems
Apocalypse Noodle  [author] 31 Aug, 2019 @ 3:07am 
@can't Yes, anything listed as a "liminal replacement" will replace a colonist from the waist down. However I didn't include any non-bionic options.
test 31 Aug, 2019 @ 1:43am 
Does your mod add something that can replace missing waist?
mike.epsilon 2 Jun, 2019 @ 10:32pm 
@Apocalypse Noodle
This looks really cool and ambitious so I will have to play with it at some point.

I happened to glance inside the mod while debugging a pack and I was curious if you had a github or similar as I am a fellow mod author and also one of the people who seems to get more fun out of trying to make the game run with too many mods than actually playing it and I might have some feedback that could improve cross-compatiblity.
adalast 25 May, 2019 @ 12:16pm 
@Apocalypse Noodle shucks darn. I guess my researcher will just have to go without the research module that goes in her chest. Oh well. At least the full cyberbrain still works, installing that today if I get a chance.
Apocalypse Noodle  [author] 25 May, 2019 @ 3:53am 
@Adalast unfortunately I wouldn't even know where to begin with that mod. I haven't been able to wrap my head around it.
adalast 24 May, 2019 @ 7:41pm 
Any way you can add support for Humanoid Alien races. I'm playing a colony right now that has mostly Kijin in it and none of them can get your bionics, even though they reasonably would have the body slots.