RimWorld

RimWorld

Explosive Implant (Continued)
62 Comments
V252 1 Aug @ 9:37pm 
It would be awesome if enemies spawned with this and had a 100% chance of exploding.
Mlie  [author] 22 Jul @ 10:42pm 
@William07142 From the description above: ”Added an advanced implant with twice the blast-radius”
William07142 22 Jul @ 4:22pm 
What's the difference in Explosive Implant and Advanced Explosive Implant? In game descriptions are the same
Diiablox 20 Mar @ 2:05am 
The bill to install this isn't appearing for me in the list at all, no clue why
JazzimoX 17 Sep, 2024 @ 2:24pm 
Oh, the explosion destroys the neuroformers as soon as his dead body drops them. Mannn.
JazzimoX 17 Sep, 2024 @ 2:22pm 
I have found two rare but glaring problems very humorously. 1) The player can control the detonation of any implant, no matter the faction (or at least allies). 2) Pawns from the Shattered Empire can naturally spawn with implants (or at least bestowers).
I... uhhh.... I got a couple of free psylink neuroformers and a failed bestowing ceremony quest...... and a crater in my throneroom.
platinum text 3 Aug, 2024 @ 6:35pm 
yea
Mlie  [author] 2 Aug, 2024 @ 3:55am 
platinum text 2 Aug, 2024 @ 3:50am 
Can you add a basic explosive implant or collar that can be made at a machining table?
Aduro 3 Jul, 2024 @ 11:41am 
I thought of a new war crime idea...
user_123456789011 23 Jun, 2024 @ 11:32am 
I’m not sure if this is intended but I found a royal tribute collector with a explosive implant and it allowed me to detonate it even though I didn’t put it in him
ferny 7 Jan, 2024 @ 2:27am 
navy 6 Nov, 2023 @ 5:47pm 
* Intracranial Explosive Device Armed *
Mlie  [author] 4 Apr, 2023 @ 12:30pm 
@aap5454 Added the knockout implant
LindaD2002 23 Mar, 2023 @ 4:18am 
I just wanted to let you know. I don't know what caused the issue but the next prison break the option was available. I didn't remove any mods so it must have been a glitch in the game or something. My colonists feel much safer with this device.
LindaD2002 17 Mar, 2023 @ 4:48pm 
Thank you for getting back to me. I really appreciate it. The option just doesn't show up so maybe its another mod conflicting with it. Thank you.
Mlie  [author] 16 Mar, 2023 @ 1:26pm 
@LindaD2002 Tested this and I have no issues exploding the implants on rebelling slaves or prison-breaking prisoners. What issue are you having?
LindaD2002 16 Mar, 2023 @ 1:06pm 
It is too bad that you can't just blow up those rebellious prisoners even though they have an implant. I'm sure that is a game thing like the mental breaks where you can't control the pawn. Sigh. It would solve a lot of prisoner breakouts. Thanks again for the mod. All my prisoners & slaves receive 1 for the good of the colony.
LindaD2002 18 Feb, 2023 @ 6:20pm 
Thank you! It is greatly appreciated. I got mad & implanted 3 pawns then realized that 1 wasn't as lousy as I first thought. The other two gave their lives to support, defend & protect their fellow colonists. We gave them a funeral service. Thank you again.
Mlie  [author] 17 Feb, 2023 @ 12:48pm 
@LindaD2002 Should be added now
LindaD2002 15 Feb, 2023 @ 11:06am 
Would it be possible to add a surgery to remove the explosive devise in case you change your mind? It could have a % chance to detonate while performing surgery. Thank you for keeping mods updated.
aap5454 31 Dec, 2022 @ 3:03am 
Is there any way you could add a knockout implant that tranquilizes the target? I'm looking for a way to make slave soldiers I can knock out if they rebel.
Richard Stern 28 Aug, 2022 @ 11:49am 
@Mlie Weird. Cleaned the mod list even more and still managed to spawn in three raids that had explosive implants in pawns... Something weird is going on with my game, for I dug around this mod and couldn't find anything that could influence the implant spawns... Well, if no one else experiences this bug, don't bother with it. This is not a gamebreaking bug, I can live with it. Sorry for disturbing you.
Mlie  [author] 28 Aug, 2022 @ 11:03am 
@Richard Stern Sorry, Ive spawned 6 raids with those settings and spawned 40 piratebosses. Noone had any explodable implants.
Richard Stern 27 Aug, 2022 @ 3:32pm 
@Mlie Load Harmony, Core, HugsLib, this mod and ModManager. Start new colony. Go into debug actions menu -> spawn pawn -> PirateBoss -> spawn 20-40 of them. Alternatively debug actions menu -> execute raid with specifics -> pirate faction -> max points -> your choice (preferrably immediate attack tho) -> your choice. Wait a few seconds and then select all of the spawned pawns. High probability there will be a "Detonate" buttton. Just spawned 3 raids, 2 of them had pawns that had option to detonate the implants.
Mlie  [author] 27 Aug, 2022 @ 11:41am 
@Richard Stern Ive been trying to spawn pawns with the implant but without success. Can you describe on how to replicate the issue?
Richard Stern 25 Aug, 2022 @ 11:15pm 
@Mlie Yup, pawns from other factions spawn with explosive implants that were not added by player. Sorry for misunderstanding.

So then maybe remove the implants from implant pool on spawn?
Mlie  [author] 25 Aug, 2022 @ 9:23pm 
@Richard Stern I see, you mean that other pawns are spawning with them. That should probably not happen. I meant that the intention is to implant it in prisoners for example and then release them.
Richard Stern 25 Aug, 2022 @ 4:04pm 
@Mlie Mhm, so the raiders are implanting their brains with bombs just so the colonies they are raiding could explode them at will? Pretty generous of them, don't you think?
Mlie  [author] 25 Aug, 2022 @ 2:42pm 
@Richard Stern I think that is the intention.
Richard Stern 25 Aug, 2022 @ 12:17pm 
There is a bug with the implant that allows the player to trigger it in pawns that are not from player faction.
Alaska 8 May, 2022 @ 2:11pm 
oh thank you
Mlie  [author] 7 May, 2022 @ 10:15pm 
Alaska 7 May, 2022 @ 4:00pm 
can it explode on death
Void Kitsune 24 Aug, 2021 @ 5:06am 
Or make two implants, one is covert, the other oppressing?
Noodle 30 Jul, 2021 @ 8:07am 
@Dart +1
Dart 24 Jul, 2021 @ 4:44am 
Really great mod for Ideology, I have a small feature request: Can you make it so that having the implant passively boosts Slave Suppression by say, 10%? To imply the idea that the pawn is aware that they will die if they revolt

For balance I would add a hediff that reduces Consciousness by 10% (to imply the implant taking up space), as well as a mood debuff (Itchy Head: -7)

Finally some simple in-game description of the advanced implant having double the range would be useful.

Thanks Mlie for the reupload
\/oron Agrrav 1 Jul, 2021 @ 8:35am 
ty, looks like it is, though it doesn't say if raids spawn with it or not, but it at least does what I asked
Mlie  [author] 30 Jun, 2021 @ 12:03pm 
@\/oron Agrrav No, but this one is probably what you are looking for:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2403695576
\/oron Agrrav 30 Jun, 2021 @ 11:50am 
So does this Implant have a Deadman switch? would be hilarious to have a raid, and all of a sudden Boom, oh he had one of those Implants Should've checked that
Nay 1 Jun, 2021 @ 2:02pm 
thank you so much
Silent Service 21 Feb, 2021 @ 1:01pm 
thx Mlie
Mlie  [author] 24 Jan, 2021 @ 2:01pm 
@76561198106938527 Yes
Alex 24 Jan, 2021 @ 1:50pm 
Does this work on animals?
hellosharkness 22 Oct, 2020 @ 10:05pm 
The mod everyone actually needs
Roasty Toasty 31 Aug, 2020 @ 7:58am 
I just tested this, and you can trigger the explosion on anyone who has it installed, even those you do not control.

So when you release a prisoner after installing this implant and the victim decides to come back in another raid attempt, you can cause them to explode the moment you spot them on the map. Even better, the explosion is powerful enough to kill / down nearby characters too.
Mlie  [author] 31 Aug, 2020 @ 12:29am 
@TranslucencY Its a permanent implant so I would say yes
Roasty Toasty 30 Aug, 2020 @ 6:46pm 
If I install this in a prisoner and release them and then find they have come back attempting to raid me will I be able to detonate the implant?
WabbaCat 22 Aug, 2020 @ 5:15pm 
....
is....
is this what I think it is?
knock out my enemies, implant this in them, then have them "join" the colony and send them to fight the next enemy, charge in and press the button?
Mlie  [author] 28 Jul, 2020 @ 11:07am 
@Ezoteryco Should be possible