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Crude Bionics 1.1-1.4

An updated version of Crude Bionics. Rebalanced for more reasonable use, and a small amount of pain was added to each part, just for your Ideological needs! [b][u]Updated without permission.[/u][/b] If KongMD wants me to take this down I will. I've been updating this mod for my personal use since 1.1 and figured I would share it. What's been changed from the original? [list] [*] Mood debuff per part is now -2 instead of -5. This eventually adds up to -15 at 7 parts. It was strange to me that the original -40 was twice as bad as being in mindshattering pain. [*] 1% pain is now added per part. The -5 mood debuff from being in constant pain stacks with the reduced mood debuffs to even out into something still debilitating, but not completely unreasonable. It also gives these parts some utility among masochists or pain-idolizing ideologies. [/list] Original Description Below: Crude Bionics Crude Bionics adds several artificial body parts for colonists. They operate at 115% efficiency, and are meant as a way to augment colonists early with fewer resources than Bionic body parts. Each installed crude bionic will apply a -5 mood debuff to the pawn, due to the scratchy, unfinished nature of the components used to make it. I took these bionic items from the mod 'Questionable Ethics' and made them into a standalone mod to increase mod compatibility. Why use Crude Bionics? Crude bionics can give your colonists a boost in efficiency early without a lot of resource expenditure. However, they will give your colonists a permanent -5 moodlet, because they are crude and scratchy. This mood debuff stacks when additional crude bionics are applied. Maybe you want that, with some pawns... Transform your colonists into weapons of war by replacing their arms with Crude Bludgeons, Crude Spikes, or even a Ranged Weapon Platform. Crude Bionic Items Bionic | Steel Cost| Component Cost ---------------------------------- | --------- | -------------- crude bionic eye | 20 | 6 crude bionic arm | 30 | 5 crude bionic leg | 30 | 5 crude bionic spine | 30 | 6 crude bionic bludgeon | 100 | 7 crude bionic spike | 120 | 8 crude bionic ranged weapon platform | 50 | 6 Changes from Questionable Ethics All item and research descriptions modified All research moved to Main research tab Crude Bionics research project > Multi-analyzer now not required & research cost is now 2000, down from 3000 Can I use this on an existing save? Yes. If you have any of these bionics in a save with Questionable Ethics enabled, they will function after adding this mod (the defNames were not changed). Compatibility This mod makes no changes to vanilla defs. Specific compatibility notes below: [b]Enhanced Functionality[/b] Bionic Icons - Icons from this mod will be used for the corresponding crude bionics. [b]Fully Compatible[/b] Questionable Ethics (put Crude Bionics below Questionable Ethics in mod order) Harmony Patches Pawn_EquipmentTracker.DropAllEquipment() Prefix Source code [url=https%3A%2F%2Fgithub.com%2FKongMD-Steam%2FCrudeBionics]https://github.com/KongMD-Steam/CrudeBionics[/url] Credits KongMD - XML, C#, Art ChJees - Concept & implementation in the mod 'Questionable Ethics'. Used with permission.