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RimWorld

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GiTS Cyberoptic Visors
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Mod, 1.5, 1.6
File Size
Posted
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677.678 KB
10 Jun @ 2:45pm
22 Jul @ 4:22am
4 Change Notes ( view )

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GiTS Cyberoptic Visors

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
This mod adds five different types of cyberoptic combat visors inspired by the world of Ghost in the Shell! Your colonists can now look tacticool while getting shot up by everything from the casual raider to cosmic horrors beyond human comprehension! Just make sure they avoid taking any hits from EMPs, as these can temporarily disable the visor.

Each combat visor has unique buffs for the user as well, enhancing shooting accuracy or melee combat ability. If you're using Combat Extended, visors can also provide night vision capability!


What does this mod add?
Included in this mod are five different combat visors for your colonists providing unique buffs, as well as a research project to unlock them. All visors can be produced at a fabrication bench.

Combat Visor Variants
  • Sagawa Electronics SV-93 - A basic model with a basic look, enhances overall combat performance and provides entry level low-light capability.

  • Hanka SFAS - A capable model with special forces use in mind, enhances shooting accuracy and night vision capability.

  • Kenbishi 'Solo' CV-293NJ - A low-profile design for those who like to fight up close and personal, enhances melee ability and night vision capability.

  • Seishinkouki 'Lurker' - Specialized around covert operations, enhances user combat performance with an improved night vision system.

  • Kyo-Re Type 1719 - A cutting edge prototype, provides advanced shooting enhancements and top tier night vision capability.

Combat Extended
This mod is fully compatible when loaded after Combat Extended and will allow all visors to provide some level of night vision for the user. Each type of visor has different levels of night vision capability. Feedback on balancing is always appreciated!


Compatibility
  • Safe to add to save games. It's never safe to remove a mod from a save, but removing this mod should not cause significant issues.
  • Load this mod after Combat Extended in your mod list.

Russian translation by Cheesex.
Japanese translation by Proxyer.
Simplified and Traditional Chinese translation by Akiu.

Thanks
Thanks to BlackMarket420 for the commissioned textures, else this mod wouldn't exist!

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
26 Comments
themoistestwhale  [author] 22 Jul @ 4:12am 
@Cyranode Good catch, that does appear to be a mistake on my end. I'll get a fix out in a moment for that, thanks for notifying me!
Cyranode 22 Jul @ 3:54am 
The material cost to produce a "Lurker" visor is priced the same as a Sagawa. I would expect for the stats it provides to cost more.
themoistestwhale  [author] 11 Jul @ 8:49pm 
@دانيال أيفان مولا Yes, all the visor textures are 512x512 pixels.
are these x512? the size
Massattack52 29 Jun @ 1:48pm 
On a hunch I finally bit the bullet and bought more ram for my PC, jumped from 16 to 48. It works now. Not really sure why but the game's just fighting against my machine right now for RAM. Guess it just needed more room to run?
themoistestwhale  [author] 27 Jun @ 12:24am 
@Massattack52 More likely the latter, or something else entirely. This mod is entirely XML config and doesn't contain any custom assemblies whatsoever, so it should be incapable of causing that.

No harm in telling me though if you think something is up with this mod though like you said! Don't worry about it :p
Massattack52 27 Jun @ 12:12am 
I had a memory leak in the startup process that stemmed from this mod in 1.6. Just a heads up author. Could be a bad interaction or something but I figure I'd rather tell than not.
themoistestwhale  [author] 15 Jun @ 10:22am 
@Dizzy_Dares In vanilla if you keep light level above 30%, you're still improving your colonist's movement speed and work speed, so it still can be a bit useful to keep a combat area lit up for vanilla combat.

Also, totally get not wanting to use CE, it's a divisive mod for many. I personally use CE so I always try to patch my mods for it to allow CE users to be able to use this mod from day 1, and that includes any/all features it has. When it comes to that though, I try my best to port back any of those features such as underbarrel grenade launchers in the GiTS guns mod back to vanilla. Some things I just can't though/isn't necessary like night vision in this mod for vanilla.
Dizzy_Dares 15 Jun @ 10:17am 
oh! i had no idea. i guess pawns just dont like being in darkness ( unless they do)
ive been lighting up my firing line to increase accuracy T.T
im just opposed to CE. but i love GiTS tech
themoistestwhale  [author] 15 Jun @ 10:14am 
@Dizzy_Dares The short answer is vanilla combat does not take into account darkness when calculating a colonist's shooting accuracy, and CE does. Night vision in these visors just allows colonists to shoot better in the dark with CE because of that.