RimWorld

RimWorld

314 ratings
Warhammer 40.000 - Cybernetics [Discontinued]
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
5.687 MB
6 Dec, 2023 @ 8:29am
1 Jun, 2024 @ 1:40pm
16 Change Notes ( view )

Subscribe to download
Warhammer 40.000 - Cybernetics [Discontinued]

In 1 collection by Phonicmas
Phonics Warhammer 40.000 Mods
10 items
Description


This mod is discontinued, i'd suggest my spiritual successor RimDark 40k

This mod contains various cybernetics themed around 40k, some found in my dusty rulesbooks, others made up to complement them.
These cybernetics cannot be crafted, and can only be found through traders that trades bionics and quest rewards!
Once installed the implants cannot be removed again, except for cybernetics limbs and organs, which can be if another is used to replace it.

New Mechanic
The first implants to talk about are the Internal Resevoir and Mechadendrite Neural System.
  • Internal Resevoir: It acts as a internal battery inside your pawn, that is be recharged by siphoning power from nearby power nets passively, this can be turned on and off. This power can in turn be used actively or passively by other implants. There are 5 tiers, each tier after the first can be attained by installing another Internal Resevoir, upgrading the already installed (Just like Psylinks). This implant is essential for many of the other implants below

  • Mechadendrite Neural System: Is an implant required to be able to install mechadendrite on your pawn and does nothing else in itself.

New Bionic Set
There's also a new set of bionics, called Cybernetics, that are stronger than normal bionics but weaker than archotech bionics. However when used in tandem with an Internal Resevoir, they will passivly drain the battery and provide a buff that will make them slightly better than archotech.

Mechadendrites
Then there's the Mechadendrites, these will passively drain power to fully function. If there's no power to draw from, they lose any attack they might give and only give 1/4th of their bonus.
Currently included ones are:
  • Optical Mechadendrite: Increases sight and accuracy

  • Manipulator Mechadendrite: Increases general labor and construction speed, gives extra carry capacity and gives an decent attack.

  • Medicae/TortureMechadendrite: Increases all things medical and gives a couple weak attack. If ideology is installed they also provide slave suppression and conversion buff.

  • Utility Mechadendrite: Increases general labor, smelting and construction speed, gives extra carry capacity, gives a rather weak attack and the ability to spawn firefoam and smoke every couple days.

  • Dendrite Blades: Gives a couple of fast, weak hitting attacks.

  • Servo-arm: Increases construction speed, gives extra carry capacity and gives a slow, very hard hitting, attack

Implants Actively Using Power
Then there's a couple af activatably implants that uses power actively, costing a larger chunck of power upfront, these include:
  • Ferric Lure: It lets you transfer and unattended item into your pawns inventory (equipping it if its a weapon)

  • Maglev Coils: It lets you hover above ground, ignoring terrain slowdowns for the duration of it.

Other Implants
The rest of the implants will be described in a few words here:
  • Mechanicus Assimilation: Increases overall defense, and decreases sleep and food needs slightly (also food poison chance) and increases consciousness. This passively drains a good amount of power, when unpowered it will still provide the defense but none of the other buffs and will slow you down.

  • Black Blood: Increases healing, with the ability to increase healing and reduce blood loss for a short period, however that will disable the normal Black Blood healing completely for a while after.

  • Embedded Auspex: Increases Hearing and Sight

  • Interface Port: Passively uses power to increase research a bit and hacking massively (If Ideology is installed)

  • Respiration Implant: Increases breathing by a small amount and give immunity to toxic gas.

  • Synthmuscle: Increases carrying capacity, melee damage and defence slightly.

  • Undead Heart: Increases defense and healing, and works as an above archotech tier heart.

  • Psychic Hood: Increases Psychic Sensitivity and Recovery Speed




    These patches can toggled on/off and can be found in: Mod options -> Vanilla Framework Expanded -> Toggable Patches, under Warhammer 40k - Cybernetics

    The patches should be self explanatory and it is required to restart the game for them to take effect.



    Thanks to Tynan for his amazing game!
    Thanks to the Rimworld discord modding community for helping me understand certain things!
    Thanks to everyone for giving me balancing suggestions and general suggestions!
    Thanks to Mewn Goddess for the infographics image and preview!
    Thanks to avazon for helping with properly update this mod to 1.5!

    XML and Code by Phonicmas



    Russian translation by avazon

    If you've made a translation for this mod, then let me know in my discord and i'll post it here!



    A rebalance mod by avazon



    Q1: Halp something something no work
    A1: Please join the discord and tell me the issue there, REMEMBER to post an error log if one shows either way. Discord messages gets answered quicker, is easier for me to manage and the solution might already be there.



    [discord.gg]
    [ko-fi.com]
    CC BY-NC-ND 4.0[creativecommons.org]
Popular Discussions View All (2)
0
26 Feb @ 4:13am
Cybernetic spine vanish
Dr.Devil
0
23 May, 2024 @ 6:08am
Medical menu invalidation issue in game version 1.4.3901
美川苦子
88 Comments
Stalinator9000 25 Jan @ 1:08pm 
I find it fundamentally frustrating that these can only be obtained through quest rewards, since you can get a some parts yes fine. But you can end up not getting offered the neural system so they just collect dust on a shelf..
Other than that, great mod! <3
Clasbyte 17 Jan @ 2:55pm 
You need to have batterys build or the pawn will not recharge.
Possibly a Hive Mind 5 Jan @ 1:21pm 
Carrying capacity increases on the mechadendrites bruh I can't believe I forgot to say that
Possibly a Hive Mind 5 Jan @ 1:20pm 
Hello, I have been running a colony with all of your 40k mods and some others. The carrying capacity increases do not appear to do anything, on the map or in a caravan. It could be some incompatibility, but it still didn't work before I added other bionics mods.
It could be fully my fault, but I wanted to make you aware of the issue.
Lord_Eol 16 Dec, 2024 @ 10:08am 
@Chromium: Yeah I wish he would expand on the Internal Reservoir mechanisms. First off it seems pretty much ANY part you install that says "active/inactive" requires it (so yes on your heart) but he doesn't really explain how many implants each level can support passively nor how to "recharge" (I assume sleeping / time when they are inactive). The best I can tell with limited testing it it's one (sometimes 2; so I assume different parts have different unlisted pull rates) per passive reservoir level which seems insane give how decked out in parts a servitor or techpriest is in the lore with often only the brain remaining and skin real flesh.

Needs to really expand the description above on this.
Chromium 19 Nov, 2024 @ 9:51pm 
:buzzed:haha
The slothful sloth 19 Nov, 2024 @ 8:37pm 
How can I recharge Internal Resevoir?
it shows 0 whether i turn on or off
Ruanyzinha 19 Nov, 2024 @ 6:44am 
how can I recharge my pawn's Internal Resevoir? It doesn't seem to be increasing at all
Chromium 10 Nov, 2024 @ 5:20am 
So for the cybernetic body parts in order to work I need an Internal Resevoir? Because I have a cybernetic stomach installed but it says it's inactive. Thanx in advance
BigBoy_Liam 26 Oct, 2024 @ 1:42am 
Can't install the ferric lure, it doesn't come up as an operation option