RimWorld

RimWorld

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Cyberpunk (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
7.949 MB
8 Aug, 2022 @ 1:45pm
30 Jun @ 12:40pm
8 Change Notes ( view )

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Cyberpunk (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Darques mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1301071669
based on Itachi x E28's updated version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2129832774

- All overwrites of vanilla definitions should now have been removed. If you want to play with the items of this mod instead of the vanilla ones you can use these mods:


- Added an option to turn off weapon reliability



[dsc.gg]
[github.com]


Overview
The Cyberpunk mod adds elements of the Cyberpunk 2020 RPG game to RimWorld.
It includes the following:

- New guns and melee weapons
- New armors, helmets and apparel added, many with new graphics.
- New cybernetic implants added
- Gun reliability and jamming
- Includes Pardeike's Harmony library

If you like this mod, try the Cyberpunk Factions expansion. It adds several corps to the game in addition to the outlanders.
I also suggest using the Mending Mod, which will allow you to fix and maintain your guns, as well as clean up the gear from your fallen enemies to make them usable again.

There is always the possibility that this mod has bugs. Please report any issues that you might run into

All current and past versions of this mod can be downloaded from GitHub.

Contributors
- Andreas Pardeike: Harmony library + help with muscle graft code

Change Notes
-----------
v1.4.1
-----------
Adjusted heat/cold insulation values on apparel
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v1.4
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Updated for Rimworld 1.0
Updated Harmony library to latest version
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v1.3.2
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Fixed issues with traders not having cybernetic implants
Adjusted commonality of some items
Various minor bug fixes

v1.3.1
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Bug fixes and returned missing nomad weapons

v1.3
-----------
Update for Alpha 18

v1.2
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Added new apparel items and hats - camo shirts and pants, berets, caps, and balaclavas
Added new guns - Militech Renegade cannon, Arasaka WSA pistol, Colt Enforcement 10 pistol, Stolbovoy ST-2 pistol, Militech Dragon Rifle, Militech MK IV Rifle, Stolbovoy ST-5 Rifle, Militech Viper SMG, Mustang Arms ARS-5C SMG, Stolbovoy SSTS SMG
Updated color choices on apparel items
Fixed some item descriptions
Minor graphics tweaks

v1.1
-----------
- Scratchers and Rippers damage increased to fix issue where fists were used instead of scratchers
- Fixed display of weapon reliability text
- Fixed smeltability of new guns
- Added craftable nomad weapons
- Kevlar Vest male back and hulk back graphics update
- Heavy Leather Jacket graphics update


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: melee weapons, cybernetic implants.
42 Comments
Mlie  [author] 23 Feb @ 8:18am 
@chooorpan Please see the Reporting Issues section described above
chooorpan 23 Feb @ 8:16am 
The implant does not work properly in this mode. It appears that users cannot insert implants resulting from this mode.
Mlie  [author] 8 Dec, 2024 @ 10:22am 
@Femto Not that I know of
Femto @bandit 8 Dec, 2024 @ 10:05am 
ce?
Gideon 24 Sep, 2024 @ 10:41am 
oof in addition to guns not being balanced well, the original author also didn't set any of the clothing to accept changes to armor based on the material. Devil strand greatcoat with 7% armor. LOL. Thank you very much @Mlie for bringing back some old mods though!
Mlie  [author] 19 Sep, 2024 @ 10:14pm 
@Mein Guy I cant answer for the design decisions of the original author
Mein Guy 19 Sep, 2024 @ 3:06pm 
Why do the Cyberpunk weapons perform so much worse than vanilla weapons? The .44 Revolver has a range of 8 with 2.9s Aiming Time and 1.36s Ranged Cooldown compared to Vanilla's Revolver with 26 range, 0.3s Aiming Time and 1.6s Ranged Cooldown.

The numbers on a lot of these guns need to be heavily reviewed and redone, there are some extreme oversights besides just this one and it drags down the quality of what is otherwise an excellent mod. Values across the board need to be reviewed for practically every gun because it seems like no real thought was invested in balancing or common sense regarding their creation.

The .357 Lever Action has a range of 10, a burst of 3, and the Accuracy at Long is 82% even though it cant even reach the full 12 cells of Short accuracy? The Ranged Cooldown is 3.56s, and the Aiming Time is 1.9s. Vanilla LAR is .4 CD, 1s Aiming, 60% Medium compared to 91% Medium on the .357 LAR that it can't even utilize.
Mlie  [author] 10 Sep, 2024 @ 6:16am 
@Pigeom As long as you have finished the research and have the materials, they should show. At least that is how it works in my tests
Pigeom 10 Sep, 2024 @ 6:13am 
I can use Dev mode AddHediff to install the implants and they work fine, there is just no bill to install it the regular way
Pigeom 10 Sep, 2024 @ 6:03am 
I cant seem to install any implants? There is no "View install:" button on the item description and there is no bill to install it on anyone