RimWorld

RimWorld

Rah's Bionics and Surgery Expansion
Immortalits 9 Aug, 2017 @ 12:00am
suggestions
hi,

still happily using this lite mode, but have found on forums and other mods and got a few ideas, that should be implemented to improve your mod:

uranium requirement for some bodyparts, for me, power arms and exosceleton suits makes sense, maybe the brain implants too or even the workbenches themselfs, so uranium will finaly have some use.

synthetic organs shouldn't rot out of freezer, also in my opinion they shouldn't be this much better, than their original counterparts, a little bit of nerf to them wouldn't hurt the balance of the game, but that's your decision

synthetic brain - requires AI persona core to craft, might even be good if it would have it's own reserch - being a better neurostimulator without it's huge drawbacks, but still with some change in personality written down below and maybe improve conciousness a bit, like 5-10%, but not more, since it woul affect multiplicatively everything the pawn does and the bionics already makes them realy strong
(if it's possible, it should force some traits, that makes them socially insensible or make them effect less, both positives and negatives) - maybe a new trait would make it interesting, like 'feels ascended' trait, makes them ignore things happening with other non-ascendeds and/or ignore things other non-ascendeds saying to him or something like this, to spice it up
maybe other funcions as animals feel their mental power and fear/respect them, reducing effective wildness when interacting with animals and anything like these would make it a bit more interesting
don't know if pain stopper already funcions as a complete brain replacement or not, since if you implant it, it will also be shown as brain

regenerative nanites - by the idea of 'luci heals more' - a permanent small regeneration bonus at the cost of extra hunter rate and also a way to keep your colonists young (in 'luci heals more' mod the creator managed to make lucy reverse biological aging to the 25 year old state, it would be great to have it permanently taken
(if there is a complete brain replacement, then the colonist is already immortal, so the aging is just a cosmetic thing, but the extra regeneration still fills a currently empty nishe)
nanites might even boost immun system by giving extra immunity gain speed
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Showing 1-3 of 3 comments
Ironbuket 19 Nov, 2017 @ 4:06am 
Hi, could you post download links to previous versions of the mod? After B18 released many mods were automatically updated and broke savegames of some users that want to finish off their A17 game before upgrading. Ive managed to find A17 versions of all my updated mods, either provided in steam by the author or elsewhere in nexusmods or a forum post somewhere. This is the only rimworld mod I use that doesnt seem to have old versions of the mod published anywhere by the author?
BeanSlinger419 9 May, 2018 @ 9:52pm 
What about Extra Limbs or Eyes? like Attaching More of said Part
Such as a Extra Eye for more visibility but have a con of feeling Sick since 'Your Vision is different' or an Extra Arm for more manipulation or adding an extra leg but having a con of feeling confused since 'You have an extra leg'
GoreDell 21 Oct, 2018 @ 5:26am 
Hello, firstly i'd like to say thanks for this mod, was using it since early B18 and thought of it as of a good, vanilla-friendly mod. Used hardcore, btw. But since Tynan added craftable SP and bionic parts, for me.
Since bionics became craftable, they're using medium-to-large time, low-to-medium amount of plasteel and some other materials like gold, steel and comps, so the sum use of plasteel is not high, so times is the most important resource.
On the other hand, rbse wants TON of plasteel and less craft time as well as alters vanilla recipes for SP and bionic parts.

So, what about smth like "RBSE - Vanilla" for more vanilla experience.
There're few suggestions for it:
  • Bionic and Adv bionic hands/feet can be upgraded to arms and legs, like B hand + few AC and plasteel -> B arm.
  • Bionics keeps vanilla 125% eff, Adv bionics -> 140% and archotech keeps 150% with few exceptions.
  • Exoskeleton negates "Frail" and gives +5-10 hp bonus to the torso.(SP tier)
  • Adv exo negates "Frail", gives 10-15 hp bonus to the torso and some stats like 5-15% movement and manipulation.(bionics tier)
  • Bionic spine keeps vanilla stats, adv bionic grants slight bonus to movement and manipulation, like 5-10% and 5 bonus hp.
  • Artificial bones have 100% effectiveness but 25% less hp, spinal fusion keeps.
  • Adv artificial bones(???) 100% eff and bone 50% hp buff.
  • Synthetic organs recipe requires actual organ, AC, medium Hyperweave(25-50) but no plasteel(where the heck are u going to stick it?)
  • All have 125% eff and 125% hp and can’t be infected in conclusion less buffs, but more durability.:
    • lungs - 0-5% movement. Can’t have asthma.
    • heart - 0-10% moving, 0-5% metabolism. Can’t have artery blockage and/or heart attacks.
    • kidney - Can’t be damaged by drugs.
    • liver - Can’t be damaged by drugs.
    • stomach - Can’t have food poisoning. But does it really needs to be added if game already has vanilla bionic stomach that, does the same thing?
  • Craft :
    • SP - 5(vanilla)
    • bionics - 8(vanilla)
    • adv bionics - 11-12
In conclusion. I’m sure you know how to do your job and don’t want to offend you in any way. In past loved this mod, but can’t say the same for now, that’s why i’ve wrote this. Sorry for grammar mistakes if they are.
Last edited by GoreDell; 21 Oct, 2018 @ 5:26am
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