RimWorld

RimWorld

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Hell Bionics
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Mod, 1.4, 1.5, 1.6
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3.612 MB
6. dub. 2023 v 13.31
11. čvc. v 13.20
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Hell Bionics

Popis
Some variations of regular Bionics, with focus on fire, plasma and generally a doomlike hell theme.

Now with more Bionics!

BIG CHANGE! THIS MOD NO LONGER REQUIRES THE ATHENA FRAMEWORK, IT NOW REQUIRES MY BROKEN PLANK FRAMEWORK!

THIS CHANGE IS POTENTIALLY LETHAL TO OLD SAVES! YOU CAN GET THE PREVIOUS VERSION HERE[github.com].
(The save isn't completely corrupted, the game will just keep crashing, you can downgrade and keep playing.)




Currently implemented bionics:

Hellsaw Arm
  • The reason this mod exists in the first place
  • +40% Mining Speed
  • -10% Manipulation
  • Counts as melee weapon
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Helldrill Arm
  • +180% Mining Speed
  • -8% Movement Speed
  • Counts as melee weapon
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Infernal Jaw
  • -30% Social Impact
  • +10% Trade Price Improvement
  • +30% Arrest Chance
  • -50% Negotiation Ability
  • +90% Enviromental Toxic Restistance
  • +20% Part Efficiency
  • Infernal Breath ability
  • Plasma capacity: 5
  • Plasma recharge rate: 0.01/Tick
Infernal Leg
  • +50% Part Efficiency
  • Infernal Dash ability
  • Counts as melee weapon
  • Plasma capacity: 10
  • Plasma recharge rate: 0.01/Tick
Infernal Arm
  • +30% Part Efficiency
  • Counts as melee weapon
  • Plasma capacity: 10
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Infernal Heart
  • +20% Part Efficiency
  • Plasma capacity: 10
  • Plasma capacity: 5
  • Plasma recharge rate: 0.1/Tick
Infernal Lung
  • +20% Part Efficiency
  • +40% Toxic Enviroment Resistance
  • Plasma capacity: 10
  • Plasma recharge rate: 0.08/Tick
Infernal Spine
  • +20% Part Efficiency
  • Plasma capacity: 30
  • Plasma recharge rate: 0.05/Tick
Infernal Stomach
  • +20% Part Efficiency
  • 0% Food Poisoning Chance
  • Plasma capacity: 50
  • Plasma recharge rate: 0.065/Tick
Demonic Eye
  • +30% Part Efficiency
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Hell Cannon
  • -50% Part Efficiency
  • Hell Cannon Shot Ability
  • Plasma capacity: 15
  • Plasma recharge rate: 0.001/Tick
Reaper Blade
  • -50% Part Efficiency
  • -50% Global Workspeed
  • +50% Plant Workspeed
  • +3 Melee Hitchance
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Demonic Eye
  • +30% Part Efficiency
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Hellclaw Arm
  • +20% Part Efficiency
  • +3 Melee Hitchance
  • Counts as melee weapon
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick
Demonic Nose
  • +15% Part Efficiency
  • +0.25 Melee Hitchance
  • +0.25 Melee Dodgechance
  • -0.15 Aiming Delay
  • +0.15 Shooting Accuracy
  • Plasma capacity: 1
  • Plasma recharge rate: -0.001/Tick

Currently implemented Abilities:

Infernal Dash
  • Dash Ability, that leaves a trail of fire in it's wake
  • Base range: 10 (Scales with amount of Infernal Legs installed)
  • Cast cost: 10
Infernal Breath
  • Fire Breath, it is that simple
  • Base range: 8.5
  • Cast cost: 5
Hell Cannon Shot
  • Fire an explosive projectile
  • Base range: 15
  • Cast cost: 15

The abilities cost Plasma to cast, which is provided by the parent bionics of said abilities.
Both the total capacity and the recharge rate stack, so one Jaw and one Leg will grant a total of 15 capacity and 0.02/Tick recharge rate.

The values are most likely completely unbalanced and will be subject to change, at maximum, when more Plasma using bionics are added.

Planned bionics:

  • none




Known Bugs
  • none




Suggestions for new bionics, balance changes and bug reports are welcome on the discord server[discord.gg]



Hellsaw Hands art by FahnPixel
Počet komentářů: 113
CinTheMoth 13. čvc. v 23.40 
i want her inside me.
Joeythedudeguy 23. kvě. v 11.33 
I think the idea of a buff after shield break is interesting but the explosion just kinda works against it, maybe have some kind of buff to the character, like the effects of gojuice for a short amount of time after a break or something, since a pawn with shield spine would likely be melee, and so the shooting pawns behind them would just get blown up.
ANNOProfi  [autor] 23. kvě. v 11.22 
In the HediffDef, under <explosionOnShieldBreak>. Though honestly, I'm debating on removing it altogether, or at least changing the damage to not ignite.
Joeythedudeguy 23. kvě. v 11.10 
Is there a config to disable that? As cool as it is, it burned down a quarter of a test world and likely more had it not rained.
ANNOProfi  [autor] 23. kvě. v 11.04 
If a shield spine is breached, then it explodes, otherwise there is nothing from me here.
Joeythedudeguy 23. kvě. v 9.23 
Yeah when the pawn engages in combat, it gains a second orange ring around it like the shield spine, which will cause an explosion after being hit and then the ring will disappear. Is that supposed to happen?
Joeythedudeguy 23. kvě. v 9.14 
also the jaw implant isn't causing the explosion, it just seems like my pawn will explode after being attacked for some reason. Are there any implants from this mod that would do that?
ANNOProfi  [autor] 23. kvě. v 9.02 
of course it's CE, good to know.
Joeythedudeguy 23. kvě. v 8.23 
Turns out it's combat extended that's causing the bionics to vanish.
Joeythedudeguy 23. kvě. v 7.22 
I used prepare carefully, I do have other mods so it could be some kind of incompatibility I just don’t know what mod would cause it.