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Simply More Implants

Adds a variety of new, stackable implants that serve as straight upgrades. These implants can be obtained from quests and trading, or can be crafted as long as you have the required techprints.

In order to craft any implants, you will need medical components. Medical components cost about as much as advanced components, but require neutroamine to make.

Implants are split up into 2 tiers. Techprints for tier 1 implants can be acquired from outlanders as well as the empire, while tier 2 techprints are empire-exclusive.

Included implants are as follows:

Name

Cost

Usage

Notes

bionic gyroscope

1 med. component, 15 plasteel

Increases melee hit and dodge chances

Requires a high melee skill to use effectively

wayfarer implant

1 med. component, 20 steel, 5 plasteel

Reduces stress and aids in foraging

Requires a high plant skill to use effectively

cellular stabilizer

1 med. components, 2 luciferium, 20 plasteel

Cures some age-related conditions over time

Slow, does not prevent new conditions

lumbar rig

1 med. components, 2 luciferium, 20 plasteel

Cures bad back and frailty over time

Slow, does not prevent new conditions

electromagnetic shield

2 med. components, 10 plasteel

Reduces the duration of brain shock

smooth voice modulator

1 med. component, 65 steel

Improves socializing and bartering, worsens intimidation and negotiating

Replaces rough voice modulator

rough voice modulator

1 med. component, 65 steel

Improves intimidation and negotiating, worsens socializing and bartering

Replaces smooth voice modulator

ophthalmic augment

2 med. components, 2 adv. components, 20 plasteel

Has a chance to increase the quality of crafted items

Requires high crafting and artistic skills to use effectively

painswitch

1 med. component, 5 plasteel

Knocks out the user if they reach their pain shock threshold

Meant for use with a painstopper

psychic foil skullplate

1 med. component, 1 psychic foil helmet

-80% psychic sensitivity

Replaces eltex skullplate

eltex skullplate

1 med. component, 1 eltex helmet

+30% psychic sensitivity

Replaces psychic foil skullplate

psycho-processor

2 med. components, 6 components, 15 plasteel, 15 gold

Passively generates research while the user is sleeping

bionic wind gauge

2 med. components, 5 plasteel

Increases shooting accuracy

Requires high shooting skill to use effectively

meditative refresher

2 med. components, 2 ind. components, 5 plasteel, 40 gold

-80% rest fall rate

Only active when the user is meditating

psychic assistant

2 med. components, 2 eltex, 10 plasteel, 60 gold

-15% psyfocus cost factor, -100 minimum neural heat

Requires Vanilla Psycasts Expanded

biocapsule

2 med. components, 15 plasteel, 450 silver

Increases biosculpter speed by 60% (120% for transhumanists)

Requires Ideology DLC

neural supercapacitor

1 med. component, 15 plasteel, 25 gold

Doubles the duration of neural supercharge

Requires Ideology DLC

Balancing is always a concern for me. If you feel that the cost, rarity, or effectiveness is too low or high, let me know in the comments below.

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