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Configurable Bionic Distribution

[b]Description[/b] I always wanted to see more bionics appear on world pawns, especially when playing with mods that add large amounts of super interesting prosthetics and implants. [b]C[/b]onfigurable [b]B[/b]ionic [b]D[/b]istribution is my answer to this. This tool give you fine tuned bionic/prosthetic/implant spawning for every tech level, it is fully configurable, lightweight, and out of the box compatible with the vast majority of mods. Want Empire raids to be scary again? Absolutely possible, it’s the reason I made this mod. Want tribal factions to spawn with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2879835262]Anima Bionics[/url]? Sure. Just want to see the occasional pawn with a prosthetic or bionic? Wow that sure does compliment Rimworld’s storytelling nicely. [img]https://i.imgur.com/NtjozgQ.png[/img] [b]Contents[/b] By default, tech levels are restricted purely by the market value of the bionics or implants. [img]https://i.imgur.com/zVqReE4.png[/img] (Image) Per tech level spawn sliders But for finer control over world pawn generation, and a more immersive experience, you can individually toggle bionics and mods by tech level. [img]https://i.imgur.com/bN6jjtF.png[/img] (Image) Individual and per tech level bionic toggles with filtering by mod or body part These will still need to be within the value thresholds set. But if you've done lots of work choosing bionics for tech levels you can safely max out the sliders without everyone getting archotech limbs. Unless you want that. [b]Balance?[/b] As balanced as you like really. Obviously spawning more bionics on world pawns means more access for the player unless you have other modded mechanics going on or you don't always play organ harvesting psychos. Added bionics however are not included in raid point calculations so it can make high tech faction raids significantly harder. [b]Compatibility[/b] I’ve tested CBD with a modest range of popular bionic mods but it’s hard to account for all the amazing stuff people have made. Anything that just adds bionics with no funny business should be fine, mods that introduce their own mechanics or have unique systems might introduce interesting behaviours. Inbuilt compatibility for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2439159828]New Limbs Needs Training[/url] so everybody remembers how to use their legs. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3589154549]Bionic modularity[/url] modules (currently) skips the modularity part and install straight into flesh. I might fix this if people let me know they’d like it. Other strange behaviours TBC. If you encounter funny business or have any suggestions, please let me know. CE? idk bro [b]Other[/b] "Bionics won't spawn when they're enabled!!" - To spawn, a bionic must: be enabled for the tech level, be within the wealth thresholds for a bionic of that tech level, and that body part must have enough viable replacement parts to qualify for the pool (configurable, implemented to prevent constant bionic toes spawning in) I decided to make CBD customise per tech level rather than per faction to do avoid having to do a crazy amount of setup for a new game, but if people have ideas on how to make this a simple process for the player please let me know. Suggests/tweaks/feedback welcome. Made largely with AI. Feel free to fork/remix/whatever with credit. CC BY-NC-SA 4.0 SEO: Bionic Spawner, Bionic enemies, Raid, Raider, Enemy bionics, Augment, Cyberpunk, Prosthetics, Implant, Transhuman, Faction tech level, Quality of Life, Control, Customize