RimWorld

RimWorld

Greyscythe Bionics Catalogue
85 Comments
Wum 12 Jul @ 11:35am 
O7
Feaurie V  [author] 11 Jul @ 6:59pm 
I'm kind of in a bit of a transitional period of my life right now, and am very very busy, so I actually haven't been able to even play Rimworld much!

If anyone wants to adopt this mod, please take this comment as permission to do so, as I'm not sure when I'll be able to return to it - though i hope to one day!
KI-1115049508 11 Jul @ 5:24pm 
1.6plz
frus-m 6 Jul @ 12:00pm 
go 1.6
Øbserver❤ 22 May @ 11:38pm 
Love this mod! Do you think you could fix the Ultramind, so that it can be installed along with other brain implants instead of removing any ability to do stuff to the brain?
Atlantispy 13 Apr @ 12:30pm 
I do find a lot of the replacements can't have implants from other mods installed on them
Adrienne 13 Apr @ 5:57am 
After installing Ultramind, you cannot install any brain implants or brain chips. It is recommended to use Ultramind as an implant instead of replacing the entire brain.
Killiset 4 Apr @ 11:11pm 
Can you please fix ability to turn mounted turrets on and off? As it is it doesn't seem to work. Prisoners or people I don't want dead die, because the turrets are, also, a little bit too strong.
Deathking97 2 Apr @ 1:00pm 
is there like a list of what bionics you should install? theres a lot of them and i get kinda lost as i dunno if some of them are stronger over other ones. if you get what i mean.
Rolhn 15 Feb @ 5:47pm 
Author, by confirming this, you have allowed me to turn my already deadliest soldier in my colony, into the deadliest thing on the planet.
Feaurie V  [author] 15 Feb @ 3:58pm 
@rolhn The implants should be able to be implanted onto any bionic!
Rolhn 14 Feb @ 8:07pm 
Does this work only up to Bionic implants or can it work with Archotech limbs from base game or advanced bionics from mods?
Feaurie V  [author] 11 Feb @ 6:23pm 
@Rolhn, yes you have to put the bionics before the implants. Its a game limitation, because otherwise the game deletes all the implants attached to the removed limb
Rolhn 7 Feb @ 8:12am 
These implants, if they can be implanted onto bionic limbs, do we have to give ourselves bionics first then the implants?
Rolhn 31 Jan @ 5:15pm 
One problem I have with this is that Ultramind overwrites the Mechlink I had installed in my MechLord pawn and now I got centipedes roaming my base that I need to put down and then revive as soon as I get another pawn to instal the spare mechlink I have sitting in storage.
Feaurie V  [author] 12 Jan @ 11:30pm 
@Alerios Yeah I've been getting that, I'll probably eventually add some options to make the Cybergenetics stuff optional but I've been busy as hell lately and haven't played Rimworld in a while
Alerios 12 Jan @ 7:49am 
Hello Feaurie, I have been using this mod since a long time and I really like it but unfortunately the dependency adding these 5 xenotypes spawning randomly has made me stop using it for the time being since I don't want these cyborgs to spawn. I tried to do changes in the mod files but I didn't managed properly. I know this mod is using the assemblies from Cybergenetics but couldn't it be possible to have a lite version without cybergenetics (and no new xenotypes)? This mod adds so many good implants but it's a no for my part.
Beep 3 Jan @ 8:34pm 
@Financial-potat

Bionix Automater will delete any implants that have "remember to remove this before upgrading the body part it is attached to" upgrades. You will load them into the machine and they will not be applied to the pawn, even if you are attaching it to a natural arm. I had my shoulder thrusters deleted due to this.

Other than that, there are no issues. Just don't use it to install those particular implants, and you will be fine.
Salty Slothy 20 Dec, 2024 @ 5:24pm 
Bionix Automator does all implants
Knight.Chaos 27 Nov, 2024 @ 7:52am 
@Financial-potat

I believe bionix automator shows only vanilla bionics
Financial-potat 14 Nov, 2024 @ 4:36pm 
Is this compatible with bionix automator?
Atlantispy 14 Oct, 2024 @ 4:02am 
Amazing mod btw!
Atlantispy 14 Oct, 2024 @ 4:02am 
Damn! Understandable, but if you ever figure it out, I'll be very excited! Not sure which mod authors you could ask, Medical System 2 kind of has the ability to do it, maybe could ask them?
Feaurie V  [author] 13 Oct, 2024 @ 10:55pm 
@zil everything that is called an "implant" can live alongside all other "implants". "Replacements" will remove all "implants" from the bodypart they are replacing.

@Atlantispy I tried, oh believe me i tried @.@ Unfortunately it requires more coding skill than i can muster with my tiny brain.
zil 13 Oct, 2024 @ 9:44pm 
How do I tell what implants are upgrades of other implants? There's all these warnings to remove things before upgrading, but I have no idea for some things what are upgrades and what can just exist along side other stuff.
Atlantispy 13 Oct, 2024 @ 11:38am 
Can you please make it so that implants can be implanted into Greyscythe replacements? EG some brain implants into the ultramind etc.
Random 10 Sep, 2024 @ 8:02pm 
To be fair to the Archotechs, their arms were designed to effectively become your arm but better when installed. So an arm with 50 guns or knives attached obviously would do more for combat.
Mister_Bambu 9 Sep, 2024 @ 6:47pm 
This looks so cool and I'm so sad it isn't compatible with CE, rough
Radiosity 13 Aug, 2024 @ 7:33pm 
Transforming Hand-Cannon
Transforming Machinegun Hand
Transforming Launcher Arm

Welp, I know what I'm using with the GiTS Cyberbrains mod for my next play-through :)
Feaurie V  [author] 12 Aug, 2024 @ 6:27pm 
@hunters01 unfortunately no. Its a limitation of the game system, but the user can only really fire one weapon at a time. That's why i added things like the autoloader arm, it helps with the pretend.
hunters01 12 Aug, 2024 @ 12:34pm 
i have a semi random question, with arm/hand ranged weapons like the crossbow hand does having multiple of the same type stack or not (like is having 2 crossbow hands better then just 1)
Holy 12 Aug, 2024 @ 5:02am 
I see, was wondering what mods would be so extreme as to require these cybernetics, but that makes sense
Feaurie V  [author] 12 Aug, 2024 @ 4:13am 
@Holy Stuff like the 40k mods and VOID.
Holy 11 Aug, 2024 @ 10:09pm 
Out of curiosity which difficulty mods did you have in mind while making the mod?
enter shikari 183 19 Jul, 2024 @ 10:19am 
ty i will try
Feaurie V  [author] 17 Jul, 2024 @ 7:29pm 
@Benner2880 I'm not sure what's causing that, i can't replicate it.

@road_to_victory uh... haha. I'm not sure if I'm a great person to ask, as you can see I'm not really a programmer by profession. But what I can recommend is start with the basics first - try adding new items by creating your own xml files first, then start diving into C# once you've built up some confidence! I actually learnt a lot just by following the rimworld modding tutorial on the wiki!
enter shikari 183 17 Jul, 2024 @ 9:33am 
oh gosh i would really want to start modding rimworld but the fact there is no doc and api is fucking scary especially if its your first game to mod and actually first language to learn as a c#. can you give few advices ? i was trying to learn from your mod something but the structure is gigantic
Benner2880 15 Jul, 2024 @ 11:07am 
I have a problem. All orders disappear from pawns that have the shoulder mounted turret, if they also have a weapon equipped, meaning they can't be drafted and such. It comes back if the pawn drops the weapon.
kolcio138 14 Jun, 2024 @ 10:40am 
Ripper jaw has self sharpening words 2 times near it idk if its intentional
Feaurie V  [author] 14 Jun, 2024 @ 12:07am 
@ronhin375 oopsy. That's fixed now, my bad bud
lizerddoggo 12 Jun, 2024 @ 7:10pm 
very cool mod having move bionics makes super soldiers much easier to make
ronhin375 8 Jun, 2024 @ 8:03am 
hey the ambiskull installs into the torso instead of the head
Feaurie V  [author] 6 Jun, 2024 @ 4:01am 
@walter white I'm not sure my dude my bionics (and genes) don't touch psycasts in any way.

@ExaltedEximus unfortunately this mod only makes my implants able to stack with bionics, it doesn't effect vanilla implants, I'm sorry :(.
symboli kris s umamusume 5 Jun, 2024 @ 8:12am 
i installed an ultramind into a colonist with the assumption that i could still have brain implants (i took them all off prior so i could install them back afterwards) but there's no option to put the implants back in. i know this is a vanilla thing, since implants only work on natural parts, but i was under the impression that maybe this mod changed that? or is it just the ultramind that sort of trumps all the other implants? all the parts are super cool but i miss my painstopper :isaac:
Gwyn 2 Jun, 2024 @ 9:30am 
why do all my phycasts say luck of gene and i cant upgrade anything
Feaurie V  [author] 2 Jun, 2024 @ 6:49am 
@Aira yep! There might be a little bit of overlap on some bionics, but they should work together with no issue
Aira 2 Jun, 2024 @ 3:34am 
is this compatible with fsf advanced bionic and lts implant?
Feaurie V  [author] 31 May, 2024 @ 10:07pm 
@mrclumps8973 its supposed to be installed overtop of bionic parts.

@Trueminus once you complete the Greyscythe neolithic research, you can just perform the surgery on whoever you want, it only costs one metal and doesn't need to be made, like a peg leg.
Trueminus 31 May, 2024 @ 10:00pm 
This is one of those questions that sound bad out of context, but where do I find the Slave's Brand(and other brands)? My cavemen are very nice people I swear, but I don't see it in the researches.
mrclumps8973 31 May, 2024 @ 7:24pm 
Out of curiosity, is the Optic Tracer supposed to be able to be installed overtop of bionic parts? When I try to install it to a pawn that has them already the option wont show, and if I try to install the bionics after installing the Optics it just returns the optic in their place