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You should check out our Brain Implant: Muse Chip. It gives you a +5 mood boost for always having a friend by your side. The Virtual Identity inside the chip companions the lifeform on his paths.
@Hans Nacht: It should be compatible with neronix' awesome Rimhammer 40k Mod. Let me know if not.
Automatic reloader arm, "This arm has been programmed to reload a variety of weapons at high speed, eliminating the need to reload manually". Basically a bionic arm that can provide reductions in ranged cooldown
Bonelacing. Similar concept to the dermal plating and exoskeleton suit but increasing overall durability similar to the tough trait by coating/reinforcing the recipients skeleton with plasteel, hyperweave, or something similar
Im not sure what to call this last one, but something that automatically seals (tends) bleeding wounds or reduces bleed rate. Perfect for increasingly durable pawns that keep racking up bleeding injuries in combat
Epic Inspirations. Even with Text. Love it.
I guess the shield could be used aggresively too. Make it explode to create a shockwave to stun melee combatants. Both organic and mechanoid.
Suggestion for a future update: a brain replacement prosthetic; to make sense maybe something like it uploads the colonist's memories to the new prosthetic brain. Extra stats are what you guys feel makes sense.
I'm giving this suggestion because there aren't much options for a colonist that gets brain injuries. The brain implants don't remove brain damage.
imagine defending against a super soldier armed to the teeth. i think this would compliment your other mods aswell!
- A separate crafting table for this mods implants. My Fabrication Table bills got quite cluttered with this and all the other stuff, vanilla and modded, on it.
- A unique resource for crafting the implants, so it doesn't just cost oodles of silver. Silver is a fitting resource, but i need it for lots of other stuff, and you don't really get the constant trickle of silver that would be needed for the ridiculous cost of silver these implants require.
- Maybe add labels, ideally in the names, to the implants, so you know exactly what organ they replace. Some of the parts are a bit ambiguous, unless you specifically go into the description, and considering how many implants there are, it's a bit difficult knowing what goes where.
Hope this helps, this is just what i feel would help QoL and usability.
@cherrycola: Will be checked. Thank you for the feedback.
@Ree: Cool suggestion. You will be suprised, what else there will be coming ^_^
@BlackHoleEyes: Yeah we want the people to trade and fiddle it out, to get there. Remember they are late additions to your game, but some will be on pawns you encounter early on.
We have many stuff planned for Cyborgs, so an own workbench might not be bad. Noted down for now. And once we have time for a rework, there will be more details.