边缘世界 RimWorld

边缘世界 RimWorld

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Bionic modularity
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Mod, 1.6
文件大小
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更新日期
6.659 MB
10 月 18 日 上午 6:18
11 月 12 日 上午 10:06
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Bionic modularity

描述
Introduction

Ever felt that it’s a bit lame that you can’t have a drill arm with the efficiency of a bionic or even an archotech one? How hard can it be to slap a drill onto one of those? This mod aims to solve that while also adding a disgusting amount of other implants that you can install on top of your pawns’ bionic body parts.

This has been my “background” mod project for the past 3 or so years, it went through a vile amount of reworks and had to get “trimmed” on multiple occasions due to me wanting to add too much at once…but it’s finally out, I’m sure some people that have been following that Discord thread are happy about that.


Content

Basics
Basically, this mod adds “modules”, special implants that can be installed on body parts that have been replaced with a bionic. Some of them are “recreations” of existing implants, like the “power claw module”, which allows the player to enhance a bionic arm replacement with the combat capabilities of a power claw.

Slots
Each module has an assigned “slot” and two modules with the same type can’t be both installed onto the same body part. For example, a “power claw module” and a “minigun module” cannot both be installed together on the same arm as they both go into the “combat” slot.

Installation
Modules can be installed and uninstalled the same way normal implants can, via surgery. If a pawn has a compatible “plain” bionic, the installation surgery will become available. Some of the recipes don’t require medicine, are way easier for a doctor to perform and do not apply anesthesia, it’s usually like that for “external” body parts, installing modules into internal organs still plays out as usual.

Some modules can be installed onto both natural and bionic body parts, but some can only be installed onto proper artificial enhancements.

List of items
At some point I was genuinely considering listing every module here, but there’s no way I’d be able to fit it all. At the time of me writing this, there are ~150 modules in the mod [tho that amount might be smaller for those that don’t have all of the DLCs active], so instead I’ve decided to make a basic Google Sheets Document[docs.google.com] that contains info on every module in the mod.



Mod Support/Compatibility/Extra Content


The rest is in the pinned Discussion
Steam’s workshop pages have a character limit and the list of supported mods will get longer over time, so if you wanna check if your favourite mods are supported or if they add any extra modules when active, check the pinned Discussion.


Balance/Bugs/Performance

Balance
I’ve tried to keep everything within “vanilla range”, but there are modules that have had their numbers set up basically based on vibes. Any kind of cost or ability that might’ve felt balanced for me, might not actually be that balanced. If you feel like something’s too (under/over)powered, lemme know.
Bugs and Performance
While I’ve tried to find and fix up any errors and have tested the tps impact of everything in the mod, there’s always a possibility of something slipping through the cracks, so lemme know about those kinda issues too.


Ideas, Requests and Suggestions

If there are mods that add “plain” bionics [ones that have little to no special effects besides increased body part efficiency] that you’d like to be able to install modules on, lemme know and I’ll try to add support for them, tho the process of tagging bionics as “modular” should be quick and easy for other modders.
You can feel free to share ideas for modules too, tho obviously not every idea will get added.
I will be adding more implants from time to time. I actually have a large stockpile of one that are basically done already, but they had to be trimmed in order to actually release this mod within this decade :^]


Recommended mods

  • Dubs Mint Menus, this mod adds a lot of implants and that means a lot of crafting recipes.


Special Thanks


SmArtKar - For letting me borrow some C# code from Athena Framework :p
325 条留言
MrKociak  [作者] 3 小时以前 
@Nithalys the liver modules that give the effects of different drugs supply the chemical that the addiction gene requires (so the pawn no longer needs to consume said drug to survive), so that might help somewhat, thought I haven't made any of those for modded drugs.
Nithalys 4 小时以前 
Thanks for the confirmation ! Tough choice there, I do like to remove overdose considering how common they can be with an addiction gene...
uint8_t P0tAt0 12 月 13 日 上午 9:47 
@MrKociak haha, thanks for the reply. Love the variety of module the mod offer right now, good luck on your development!
MrKociak  [作者] 12 月 13 日 上午 4:56 
@Ghostipedia so the location of the discussions tab seems to be different for others for some weird reason (thanks, Steam), but for me it is right below the mod's title
MrKociak  [作者] 12 月 13 日 上午 4:55 
@Charles M. Freakston I do plan on making that a thing, ye
MrKociak  [作者] 12 月 13 日 上午 4:55 
@Nithalys yeah those aren't "plain" in my eyes, so those aren't modular.
MrKociak  [作者] 12 月 13 日 上午 4:54 
@uint8_t P0tAt0 not right now, but that has been fixed in my current "work-in-progress" version of the mod, so I guess you can "enjoy" the easy mode for a little bit.
Nithalys 12 月 13 日 上午 3:42 
Hey ! Sorry to bother, but is it intended behaviour that detoxifier kidney cant get modules? I was intending on putting some overdose immunizer module and realised I can somehow only put them on natural kidneys. Or is it from an interaction with quality bionics, perhaps?
uint8_t P0tAt0 12 月 12 日 下午 11:15 
Do the installed module attribute to colony wealth and raid point right now?
Charles M. Freakston 12 月 12 日 下午 9:13 
Could you at a config for subpersona implants, they are kinda useless in any of my playthroughs since those tend to be on the shorter side