RimWorld

RimWorld

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Crude Bionics 1.1-1.4
   
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
2.318 MB
27 Jul, 2021 @ 3:00pm
5 Aug, 2023 @ 7:47pm
3 Change Notes ( view )

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Crude Bionics 1.1-1.4

Description
An updated version of Crude Bionics. Rebalanced for more reasonable use, and a small amount of pain was added to each part, just for your Ideological needs!

Updated without permission. If KongMD wants me to take this down I will. I've been updating this mod for my personal use since 1.1 and figured I would share it.

What's been changed from the original?
  • Mood debuff per part is now -2 instead of -5. This eventually adds up to -15 at 7 parts. It was strange to me that the original -40 was twice as bad as being in mindshattering pain.
  • 1% pain is now added per part. The -5 mood debuff from being in constant pain stacks with the reduced mood debuffs to even out into something still debilitating, but not completely unreasonable. It also gives these parts some utility among masochists or pain-idolizing ideologies.
Original Description Below:
Crude Bionics
Crude Bionics adds several artificial body parts for colonists. They operate at 115% efficiency, and are meant as a way to augment colonists early with fewer resources than Bionic body parts. Each installed crude bionic will apply a -5 mood debuff to the pawn, due to the scratchy, unfinished nature of the components used to make it.

I took these bionic items from the mod 'Questionable Ethics' and made them into a standalone mod to increase mod compatibility.

Why use Crude Bionics?
Crude bionics can give your colonists a boost in efficiency early without a lot of resource expenditure. However, they will give your colonists a permanent -5 moodlet, because they are crude and scratchy. This mood debuff stacks when additional crude bionics are applied. Maybe you want that, with some pawns...

Transform your colonists into weapons of war by replacing their arms with Crude Bludgeons, Crude Spikes, or even a Ranged Weapon Platform.

Crude Bionic Items
Bionic | Steel Cost| Component Cost ---------------------------------- | --------- | -------------- crude bionic eye | 20 | 6 crude bionic arm | 30 | 5 crude bionic leg | 30 | 5 crude bionic spine | 30 | 6 crude bionic bludgeon | 100 | 7 crude bionic spike | 120 | 8 crude bionic ranged weapon platform | 50 | 6

Changes from Questionable Ethics
All item and research descriptions modified
All research moved to Main research tab
Crude Bionics research project > Multi-analyzer now not required & research cost is now 2000, down from 3000


Can I use this on an existing save?
Yes.

If you have any of these bionics in a save with Questionable Ethics enabled, they will function after adding this mod (the defNames were not changed).

Compatibility
This mod makes no changes to vanilla defs. Specific compatibility notes below:

Enhanced Functionality
Bionic Icons - Icons from this mod will be used for the corresponding crude bionics.

Fully Compatible
Questionable Ethics (put Crude Bionics below Questionable Ethics in mod order)


Harmony Patches
Pawn_EquipmentTracker.DropAllEquipment() Prefix

Source code
https://github.com/KongMD-Steam/CrudeBionics

Credits
KongMD - XML, C#, Art
ChJees - Concept & implementation in the mod 'Questionable Ethics'. Used with permission.
22 Comments
󠀡󠀡 4 May @ 11:42pm 
I did a quick test. This mod seems to work fine on 1.5 without any errors.
I'll let you know if anything breaks in long play but I do not think anything will.
ShiningKakera  [author] 25 Jun, 2024 @ 2:37am 
To be clear I figured it out once, I can probably figure it out again. It just hasn't been a priority for me. Rimworld is sort of demotivating for me to mod for since so much core functionality under the hood changes every other update and destroys the entire mod ecosystem every time.
ShiningKakera  [author] 25 Jun, 2024 @ 2:35am 
Since this mod wasn't made by me to start, I had to do some wizardry I can't remember how to do to get into the C#. I haven't played Rimworld for a hot minute, but I'd certainly like this one up and running again, as I feel like bionics are OP on principle and love the concept in this one. But I have no idea currently what got rewritten for 1.5 or if the C# portion of the mod is still good as is.
Nox 24 Jun, 2024 @ 10:10am 
Sir do you plan on updating this mod? It's one of my baseliners.

I want to add the eye graphics for it too.
Psyckosama 13 May, 2024 @ 8:39pm 
1.5 please?
Dat_ni 5 May, 2024 @ 4:42pm 
i really hope this get an update, is a cool idea
Odi_sparrow 30 Apr, 2024 @ 1:54am 
Hey @ShiningKakera I've enjoyed your updates on this mod. If you decide to do an update to 1.5 in the future just let me know. :3
Marty in the multyvers 14 Apr, 2024 @ 11:22am 
well it's seems you need it to do it again :)
ShiningKakera  [author] 5 Aug, 2023 @ 7:52pm 
Updated the tag, let me know if something's not working right.
BigBoy_Liam 22 Jan, 2023 @ 9:00pm 
@ShiningKakera seems fine now :)