RimWorld

RimWorld

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Ghoul Prosthetics
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Mod, 1.5, 1.6
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677.417 KB
5 Mar @ 9:43am
11 Jun @ 12:58pm
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Ghoul Prosthetics

Description
Ghouls are fun but somewhat one-note. Maximize tankiness, move speed, and melee damage, minimize food consumption, and you're good to go.

This mod introduces several prosthetics to give you more options than just "power claw/flesh whip, barbs, plating, metalblood/adrenal heart, go murder raiders".



Bioferrite Hunk

A massive bioferrite mace that replaces the ghoul's entire arm. Deals blunt damage. Slows the ghoul down.

Bioferrite Shield

A massive slab of bioferrite the ghoul uses as a shield. Deals negligible damage, but increases armor. Slows the ghoul down.

Bioferrite Helmet

A menacing helmet, welded on a ghoul's skull. Increases armor. Slightly slows the ghoul down.

Bioferrite Spiker Arm

A prosthetic that allows the ghoul to fire bioferrite spikes, much like some fleshbeasts. This ability consumes nutrition, making the ghoul instantly hungrier. Also a decent melee weapon.

Bioferrite Burner Arm

A prosthetic that allows the ghoul to burn its internal bioferrite and produce a burst of flame. This ability consumes nutrition, making the ghoul instantly hungrier.

Bioferrite Rifle Arm

A prosthetic that allows the ghoul to fire bullets at range. This is not an ability and it works like a rifle. This implant slows down the ghoul slightly, lowers ranged accuracy, and increases hunger rate.


Another thing I find sad with ghouls is how they don't get to visually evolve much as you improve them. This is why these prosthetics all come with cool graphics, like the ghoul plating and barbs!




If you want more ghoul prosthetics, try LTS Integrated Implants.

Front page! Hurray.[imgur.com]

Q: Why would I equip a Bioferrite Hunk instead of a power claw?
A: Blunt damage works differently from the claw's scratch damage; if it hits and destroys a body part, leftover damage will propagate to the parent body part.

Q: Is this safe to add mid-save?
A: Yeah, it's fine.

Q: Does this work with CE?
A: This affects combat, so probably not.

Q: What's up with the rifle not visually rotating like weapons do?
A: This is a prosthetic and not a weapon.

Q: Okay but things like turret backpacks from VE do it.
A: I tried and it looked bad due to the VE code not being made for prosthetics, especially mirrorable prosthetics. Until they move to the new graphics system introduced in 1.5, this is not really fixable.
17 Comments
< blank > 11 Jul @ 10:18pm 
Now we need a mod that adds a ghoul horde faction for my doomslayer character to rip n' tear through!
Monkey Magic 2 May @ 9:52am 
Welp, primarily for the aesthetics, since your mod has graphics for the ghoul prosthetics. :P

In terms of game mechanics:

Power Claw does Scratch damage, has a DPS of 9.28, with a 2 second cooldown; and Armour Pen at 27.75%.

For the chainsaw, you could switch this out as follows:

Chainsaw does ToxicScratch damage* has a DPS of 10.5 - with a 2.5 second cooldown** and an Armor Pen at 55%***

The power claw still outperforms in DPS in raw damage (46.4 in 10 seconds vs the chainsaw's 42 in 10 seconds) but the chainsaw has the toxic debuff.


*given all the oil, and grease and what-not of the machinery
**due to its unweildly nature
***coz it's a damned chainsaw lol

That a good place to start for you?
Metalocif  [author] 2 May @ 8:32am 
Great idea, I like it. Not sure how to implement it so that it's meaningfully different from the Power Claw, though; tell me your thoughts.
Monkey Magic 2 May @ 8:15am 
What? No chainsaw arm? D:
环星 27 Mar @ 5:25pm 
And add an option that doesn't show bionic bodies, okay?
环星 27 Mar @ 5:23pm 
Can I have an auto-release option for skills like Spine?
Metalocif  [author] 24 Mar @ 5:28am 
@fff 已修复
It's fixed, thanks for the report.
fff 23 Mar @ 10:32pm 
食尸鬼移除饮食需求条后就会导致技能无法使用,例如极致体能特性。
Removing the Food Need bar from ghouls will disable their skills, such as the Body Mastery trait.(ai)
mynameactually 17 Mar @ 5:38pm 
Using nutrition is such a nice mechanic for this.
Metalocif  [author] 12 Mar @ 1:41pm 
I made the mod harder to patch for CE by adding a ranged prosthetic.