Adds a number of prosthetic and bionic weapons for various animal bodyparts, as well as 4 armor upgrades for the body.
All upgrades come in three size classes, but the recipe for installation uses one size of core part + additional materials (steel and components for prosthetic level; plasteel and adv. components for bionic level) when installing.
The four armor upgrades are a basic industrial one that provides a minimal amount and lowers moving capacity, as well as three spacer tier upgrades that require both Marine Armor research as well as Bionic replacements. These three armor upgrades provide an effective boost in defense equal to recon/marine/cataphract but for the marine and cataphract level upgrades, they respectively reduce any other armor sources gained for the animal to 20%/10% and have movement capacity penalties.
There are a set of bionic weapon parts for the legs, jaw, tusk, horn and tail, as well as a basic bionic leg.
If royalty is installed there is an additional set of bionic parts that require the royalty weapons in order to make that provide higher damage and secondary benefits inherited from the weapon used (high armor penetration for mono based parts, EMP for zeus based parts and potential fire damage for plasma based parts).
This mod uses a non-standard patchop to add the recipes to creatures of appropriate bodysize automatically, but may not account for certain def setups for creatures. These also cannot be used on humanoids, and currently animals with arms will not be able to install them in the arms. There may also be some startup impact due to the patchop, but I am unsure if it should be the case or not.
Xenobiology patcher will likely cause some very unintended interactions (multiple recipes on all pawns for each of the installations due to how they are set up), but I have not tested.