RimWorld

RimWorld

270 ratings
Cybernetic Storm
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
21.689 MB
29 Jun, 2017 @ 7:44am
12 Jul @ 4:11am
39 Change Notes ( view )

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Cybernetic Storm

Description
Cybernetic Storm:
Cybernetic Storm is a mod that adds late game depth and adaptability to your colony. Build the futuristic cyborg colony of your dreams with advanced prosthetics, weapons and armour. Take the planet for your own!
This mod builds on the entire game from the industrial age though to the spacer age. It adds more tiers of research and endgame depth, including items, weapons, productions, and power, etc.

Neolithic > Medieval > Industrial > Spacer > Cybernetics.
Amputation > Mimic > Prosthetic > Bionic > Archotech > Cybernetic

Key Points
  • Should not conflict with any other mod.

More Information
(Needs Updating)
Please check the Official Forum Topic[ludeon.com] for more information to what is in the mod and to see images of items ect.

Features:
  • A whole host of items including:
    • Construction Materials, Advanced Items and Plants
    • More body parts and Carbon fibre limbs
    • Basic Organs, Additional Bionic Limbs and Organs, Nano-Tech Organs, Cybernetic Limbs, and Exoskeletons
    • A range of skill based implants as well as combat implants
    • Melee and Ranged based Armours, Helmets and grieves
    • 3 additional tiers of weapons inclusive of 19 weapons
  • 2x Workbenches
  • Growing advanced plants to make advanced materials.
  • Advanced Power systems to power your colony.
  • Advanced limb and organ Harvesting
  • Material crafting old and new including medical supplies
  • Traders
  • Full research tree

Thumbs Up
If you are enjoying the mod and you think its worth a play, please give it a thumbs up so that others may enjoy too. It also give me the incentive to keep it going when i look at the stats :D

Languages
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2656297651
412 Comments
elStrages  [author] 30 Jun @ 11:28pm 
Hey I appreciate it. I have definitely not looked at it in a very long time and I never balanced it after all the DLCs. I will look into your points those as there may have been updates to the armour system. If normal power armour is 1 layer then I can balance that out. I will try to get some time on it soon
Tiger 30 Jun @ 3:21am 
Love the mod, use it in every playthrough, had to shorten this because of character limit.
The reason I'm posting this comment is the "static doctrene" which implies it's for creating static defences like turrets, or traps, but it unlocks nothing. I'm assuming were never implemented. Would love to see some advanced turrets or defences using the high-end expensive materials available in the mod. Unfortunately a lot of the items, especially the armours, don't get much use from me as they take up both middle and outer slots but with very poor defences, meaning you cannot wear flak vests under them or really anything else that would afford enough protection to stop your colonist wearing them from dying in a single hit, and yet with a material cost price tag to rival endgame armour just for a +20% work speed buff or something. Perhaps some amendments to the balance of these armour sets would give them more general use purposes, rather than being so overly specialised they aren't usable?
Average Genestealer 9 Nov, 2024 @ 11:44am 
Cybermen will remove fear. Cybermen will remove sex, and class, and colour, and creed. You will become identical. You will become like us.
Crying with Fear 9 May, 2024 @ 12:03pm 
Yes I have all the dlc installed as well
elStrages  [author] 9 May, 2024 @ 11:53am 
re you playing on 1.5?
Crying with Fear 9 May, 2024 @ 10:04am 
Ok, thank you I don't know if helps at all but I have the same problem with the Glitter tech mod so it's not just your mod that has this issue
elStrages  [author] 9 May, 2024 @ 9:51am 
I will keep looking :'D
Crying with Fear 8 May, 2024 @ 2:27pm 
No luck I tried with some other implants, tried a fresh colony tried uninstalling all other mods apart from this one with a fresh colony but it still doesn't register
elStrages  [author] 8 May, 2024 @ 11:12am 
i found a code miss-match that may have been causing all implants to not count towards having that trait, and it may have been effecting other mods too! However i believe I have fixed it now, let me know if you have any other errors.
Crying with Fear 4 May, 2024 @ 1:01pm 
Oh, ok thanks