RimWorld

RimWorld

Cyberware 2077
97 Comments
J0hnsy 20 Jul @ 4:50am 
When playing with combat extended, the information screen for all the bionics has their armour values present as flat +numbers, instead of the traditional combat extended blunt depth and sharp depth in mm. Also, the armour penetration value for weapons such as the mantis blades is a single +% value instead of blunt and sharp depth. Is this just mislabelled, or is my load order wrong in some way?
jeredibujosnavarrete 17 Jul @ 7:22pm 
hello, im having a bit of trouble with this mod in 1.6. when i try to install an implant into a colonist with tons of implants the notification of replacing this whit that completely overlaps the install button, not letting me install the implant i want
free kill 17 Jul @ 11:55am 
is mod is awesome, but god damn the biotech sigma implant is the most broken thing i've seen in a while. I thought it required other pawns to have bionic limbs or bombs but no you can just use them whenever. manged to cripple whole raids in seconds with it. very fun, but really busted.
Skyburn 16 Jul @ 3:25am 
Also, absolutely amazing bionics mod otherwise, thank you!
Skyburn 16 Jul @ 3:23am 
https://imgur.com/a/6U1idK3
Here's the screenshot. I was fooling around in dev mode, choosing between bionics mods, and you can notice another issue here. When hovering over the install optic camo, when a pawn has some.. excessive amounts of implants, due to this replacement visual error, you can't actually click on the operation anymore.
EveningSky  [author] 15 Jul @ 10:41am 
Okay, I see where it does that. I did verify that the parts are not actually replaced, so functionally it works as intended. I'll have to look into why it reports that way.
EveningSky  [author] 15 Jul @ 9:46am 
@Skyburn i didn't see that when i tested it? really weird, can you post up a screenshot?
Skyburn 14 Jul @ 3:45pm 
Hmm, it seems to incorrectly say that it will replace one or the other part when installing bionics. For example having a kereznikov and trying to install a biomonitor will say that it "replaces" kereznkov, when in fact it doesn't.
Same if you have bionic eyes, or try to install titanium bones in the torso slot when biomonitor is already there. All are compatible and install correctly, but the "replacement" notification is there.
I'm running this together with EPOE and Integrated Implants.
TJ 13 Jul @ 11:06am 
Cool Mod Choom:steamhappy:
TheSordishMan54 13 Jul @ 12:01am 
Darn, this mod is really getting more exapnded than last time I've saw when it wasn't that expanded back then. As an average cyberdeck enjoyer, I would definitely chrome my colonists up with cyberware, preemo quality here!

And yes I just recently did beat Cyberpunk 2077 over a week ago in 1 July of this year.
EveningSky  [author] 12 Jul @ 12:16am 
mmmmm... i'll take another look but that shouldn't be happening.
DJCharlie 11 Jul @ 6:00pm 
I'll just use dev mode to delete the implant item, and then install it into the pawn without any replacements for now
DJCharlie 11 Jul @ 5:59pm 
Just going into 1.6, and I noticed that the implants still replace things they shouldn't be, the visual cortex support replaces most of the head when installed.
Qx 8 Jul @ 12:56pm 
A BIONIC MOD FOR CE? IN THIS ECONOMY?
凉城旧人 22 Jun @ 9:41pm 
Yes, in the section on immortality, some items are not displayed. I have given the translation mod an update, you can check it
EveningSky  [author] 22 Jun @ 5:35pm 
@凉城旧人 Are you saying that you translated the name or description for Chrome Compressor, but your translation does not show up in-game?

I am not very familiar with translating, but if you'd like, you could show me your translation patch file.
凉城旧人 22 Jun @ 12:36pm 
Why didn't the game change after I translated Chrome Compressor?
Dr. Peanut Butter 22 Jun @ 12:35am 
love u
EveningSky  [author] 21 Jun @ 1:27pm 
Thanks, @Dr. Peanut Butter.

New version is out, featuring that new Mantis Blade (model Higurashi 20-13) along with the Cyberware class OSes and associate quickhacks! 1.5 seems stable, ready for testing in 1.6.
Dr. Peanut Butter 17 Jun @ 6:43pm 
Just wanted to say a huge thanks for taking the time to explain your design philosophy — it makes perfect sense. I really appreciate you adding the upgraded MaxTac Mantis Blade with the mental cost trade-off. Can't wait to try it out!
Your modding work is seriously cool. Keep being awesome!
EveningSky  [author] 17 Jun @ 9:21am 
That would probably be something to write into your pawns' character sheet as flavor text. I don't know if I'd want to include a weaker arm, and I'm not looking to write whole quests or things for one-off implants that just can't be obtained otherwise.

I'll tell you what, though, I will add a stronger MaxTac Mantis Blade, with a higher mental cost factor.
Dr. Peanut Butter 17 Jun @ 4:33am 
Ah, your points make a lot of sense. Cyberpunk 2077's cyberware system has clear RPG mechanics, so including all of it in the mod wouldn't be appropriate.

Speaking of which, in the actual game, there's this dynamic event at the Jinguji clothing store in the City Center. You encounter a female MaxTac agent there who uses a 2013-era Mantis Blade – an ancient model by the game's standards. That version had major flaws but was supposedly incredibly precise. Maybe it could offer higher melee accuracy at the cost of a significantly increased cyberpsychosis risk?

Of course, the reason I want Johnny's arm and the MaxTac Mantis Blade isn't because they're particularly powerful... it's simply because they're so damn coooool.
EveningSky  [author] 16 Jun @ 6:55pm 
To further clarify my tiering system, the tier system I included is mostly for the sake of research progression and to give a bit of colorful flavor to their entries on your health tabs. It's sorta based on whatever tier level an implant would first appear at in Cyberpunk, adjusted for balancing and progression. But that "Tier 2" sandevistan actually has its stats based on the Tier 5++ version of that same sandevistan, I just have it set to unlock at Tier 2 because it's definitely not nearly as good as a Militech Apogee or Falcon, even at its maximum level.

And in case this question comes up, the reason I opted not to include all cyberware of all tiers is, I really don't want to make 5 versions of each individual item. Most people are probably not going to use the first 4 versions at all, and will probably just turtle up and skip right to the best version, so what's the point? It would be useless bloat, and it'll complicate the implant system... A lot.
EveningSky  [author] 16 Jun @ 6:53pm 
@Dr. Peanut Butter

I might consider upping the penetration factor. I did initially want to balance the Mantis Blades as being a high DPS/lower armor pen version compared to the Gorilla Arms' higher blunt penetration/lower DPS.

I don't really have a game reference point for Johnny's arm. Considering its technological age compared to contemporary Gorilla Arms and the fact that it was pushing Johnny into cyberpsychosis, I'd guess it's probably inferior to normal Gorilla Arms in every way.

To my knowledge, the MaxTac Mantis Blades are functionally identical to regular Mantis Blades of the same Tier level. All cyberware included in this mod have their stats based on the highest tier version of that cyberware, so there would be no difference.
Dr. Peanut Butter 16 Jun @ 4:42am 
It's a perfect mod and I really like it, especially the use of mental crashes to limit powers, which is a very fun and consistent design with the original.Maybe the Mantis Blades should be given higher armor penetration? The Mantis Blades's high attack speed and low damage make it less effective against high-armor enemies, and I want the mantis knife to be as sharp as it was in 2077. Are you considering adding some uncraftable legendary prosthetics to the mod? For example, MaxTac's Mantis Blades, Johnny's arm
EveningSky  [author] 9 Jun @ 9:31am 
Okay, look. DODGE CHANCE ISSUES.

Yes, I hear you, but I need more details because I cannot replicate it on my end when I test using this mod and my modlist.

Repeat: I NEED YOU TO GIVE ME MORE DETAILS SO I CAN FIX THIS.

Things like:

Does this problem affect all pawns? Just ones with cyberware, or all of them? Is this affected by melee skill?

Do raiders have this problem, or just your colonists?

Most importantly, what other mods are you using?

Do any of these mods add apparel that increases dodge chance, etc?

Are you using Yayo's Combat or VCR or Combat Extended?

Have you checked using a brand new save? Does this problem only occur on saves that are more than a week old?

Please post your error reports in the Discussions thread labelled DODGE CHANCE ISSUES.
HeavenAchieved 8 Jun @ 3:43pm 
dodge chance is still really high for me
Vel Ten 8 Jun @ 2:42pm 
Hm, do the cyberarms and/or gorilla arms allow you to wield heavy weapons form Dead Man's Switch? If not, seems like a good possible compatibility.

DMS, ironically, has its on cyberware rejection system too (but only for its own cybernetics).
EveningSky  [author] 5 Jun @ 9:01pm 
Forked version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3493998996
This should let you salvage your old saves that were having issues with replaced Torsos and things.
Eltsukka 5 Jun @ 11:53am 
@EveningSky I was indeed on the newest version, since I had the projectile launch system in my research tab, but upon loading into a fresh save it seems the replacement issue is fixed. I believe it might have had something to do with that save having previously been loaded with the older version of the mod. :steamthumbsup::smasher:
EveningSky  [author] 5 Jun @ 11:10am 
I want to make sure that the "entire torso replaced" issue is fully squashed. If you are still having issues with this, please message me on Discord @ EveningRain
EveningSky  [author] 5 Jun @ 7:36am 
@Eltsukka, @Killiset

Which version of the mod are you on? I just tested on the latest release (1.2.0) with Altered Carbon, none of the implants are overriding other implants or replacing the body on my end. (besides the arms, which are intended to override each other, and the OS implants which have their own special spot where they can also override each other)
EveningSky  [author] 5 Jun @ 6:54am 
That's not intended. I'll give it a test to see how it's working, though it's not goving me that behavior.

The whole body replacement thing was an issue I though I fixed... It hasn't done that to me but I'll look into it again.
Eltsukka 5 Jun @ 6:37am 
Pretty sure something's bugged, most Cyberware seem to completely replace a colonist's whole body, every single part.
Killiset 5 Jun @ 6:34am 
It's a sad thing brain and neck implants override other implants. Can't have neural stack from Altered Carbon and any kind of neck armor, can't have brain implants together. Can you please make so I can create superhumans more easily? Or is it intended? I can't imagine you not wanting to give us ability to make god.
EveningSky  [author] 5 Jun @ 12:45am 
Version 1.2.0 featuring the Projectile Launch System and buffed Pain Editor is out.

Please let me know if you encounter any issues.
EveningSky  [author] 4 Jun @ 3:51pm 
@Raiby8 Certainly. I just haven't decided on how I want to implement it yet.
Raiby8 3 Jun @ 5:27pm 
Any plans to add the Projectile Launch System in a future??
EveningSky  [author] 3 Jun @ 4:35pm 
@TTK What mods are you running?

I've tested it on a clean game and one with CE, and the dodge chance appears to be normal for me - pawns with low melee had like 0-5% dodge chance, a pawn with 12 melee had 25% dodge chance. This of course increases when they install implants that increase dodge chance, but the base dodge chance values should not be modified.

If you would, please unsubscribe the mod, wait about 15-30 seconds for Steam to finish deleting it, then resubscribe and check again.
TTK 2 Jun @ 11:28pm 
I've done some testing in both my old save and a new game, and the melee dodge chance still seems to be abnormally high.
Molerat 2 Jun @ 7:52pm 
nice
EveningSky  [author] 2 Jun @ 7:49pm 
Hi, sorry, I forgot to update the patch.

Dodge rate shouldn't be abnormally high anymore. Let me know if it still is.
阿猫阿狗 2 Jun @ 10:32am 
When my character has 2 dodge points, the dodge probability is 70%, whereas with 1 dodge point, it drops to 54%
阿猫阿狗 2 Jun @ 10:24am 
The following is machine-translated: Hi, I've noticed that after adding your mod, everyone's dodge rate becomes abnormally high, most exceeding 90%. It's likely an issue with the dodge algorithm? I really like this mod and hope it could be improved!
EveningSky  [author] 2 Jun @ 10:12am 
Haha, thanks. I'm working on the balance. Kind of. Gonna nerf the armor ratings for vanilla, particularly. Might even up the mental costs again.

CE version, I might keep it OP since there's not a hard cap on armor penetration there, so I want a fully modded character to have built-in armor on a level similar to power armor. Hopefully you'd have some sort of OP raiders. Eventually I'll make it so they can spawn with these implants as well.

My intended level of balance is such that your guys might be able to hold their ground against VOID, despite lacking their speed. Then you can very respectfully send their corpses home intact. Or steal all their implants and win the game.
Owlie 2 Jun @ 5:05am 
This is the single coolest crossover I've seen here! even though it's incredibly unbalanced, I'd love to see you keep adding more stuff from that game
HeavenAchieved 1 Jun @ 5:05pm 
yep all pawns including enemies :steamsad:
Waste猫 1 Jun @ 6:57am 
All colonists have a dodge rate of more than 90%, and NPCs and enemies are also 90% dodge
TheSordishMan54 1 Jun @ 3:02am 
@EveningSky
I would, but once I get those links somewhere else in private. I would link these mods when I have time for.
EveningSky  [author] 1 Jun @ 2:59am 
@HeavenAchieved that's probably an oversight or typo on my part.

Are the pawns with 90% dodge chance *all* pawns, or is it just ones that have implants installed?