RimWorld

RimWorld

Cybernetic Organism and Neural Network
Trunken  [developer] 11 Jun, 2019 @ 8:43am
Suggestions & Ideas
If you have anything you want to be implemented, ask here and I will look at it.
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Showing 1-15 of 24 comments
ПΛПО Dragoon 13 Jun, 2019 @ 6:06am 
Would you consider having something akin to the bionic/electronic brainpal?
Trunken  [developer] 13 Jun, 2019 @ 6:15am 
Hey Nano Dragoon, thanks for your contribution.
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.
ПΛПО Dragoon 13 Jun, 2019 @ 6:17am 
Oh thats what that meant! Thank you!
Roger 13 Jun, 2019 @ 12:56pm 
maybe some Cybernetic or Neural that brain wash the prisoners with a catch like sugery success at 50% or a energy recharge so they are under control/ brain wash.
Hans 13 Jun, 2019 @ 11:26pm 
I havent tried it with it yet but could it have compatability with rimhammer 40k by neronix17?
Trunken  [developer] 20 Jun, 2019 @ 8:25am 
@Roger: Sounds interesting.
@Hans Nacht: It should be compatible with neronix' awesome Rimhammer 40k Mod. Let me know if not.
monkeyfeet 20 Jun, 2019 @ 4:29pm 
Maybe a late game event where you are attacked by a mad cyborg? Their parts could be 'broken' so they function but can't be harvested if you want to keep balance.
Zero747 20 Jun, 2019 @ 9:17pm 
A couple ideas inspired by shadowrun

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
Trunken  [developer] 21 Jun, 2019 @ 1:16am 
Troll Blood? :-)

Epic Inspirations. Even with Text. Love it.
ChJees 13 Aug, 2019 @ 6:30am 
Integrated shield generator(s). I could do the code for it if needed. Did it before with the Bastion drug in Mechanite Forge ages ago. Could make use out of the Energy Core and Energy Link to become better. Heck, maybe could have implantable nodes which increase power as well.

I guess the shield could be used aggresively too. Make it explode to create a shockwave to stun melee combatants. Both organic and mechanoid.
Lyseria 18 Aug, 2019 @ 10:16pm 
Deleting my comment in the mod page and reposting this here cause I just noticed this thread exists haha.

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.
The Nut Champ 27 Aug, 2019 @ 8:55pm 
a small suggestion of adding cyborg boss-like raiders. basically the idea is that the game would spawn a raider that has a lot of bionics in his body. obviously they would spawn less early game and more in late game.

imagine defending against a super soldier armed to the teeth. i think this would compliment your other mods aswell!
BlackHoleEyes 31 Aug, 2019 @ 4:47am 
My suggestions after playing with this a bit:
- 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.
Trunken  [developer] 31 Aug, 2019 @ 5:00am 
@ChJees: Love it. Period. Trying that on a module.
@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.
Last edited by Trunken; 31 Aug, 2019 @ 5:00am
Roger 14 Sep, 2019 @ 12:17pm 
hostile implant where it convert them as a uncontrollable pawn that lives in your base but as a permanent guest. also a wildman implant for peeps that play as a badguy in rimworld.
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