RimWorld

RimWorld

Combat Bionics
CTH2004 30 Apr, 2021 @ 5:51am
Suggestions
Just a little area for ideas and such
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Showing 1-9 of 9 comments
CTH2004 30 Apr, 2021 @ 5:53am 
Originally posted by CTH2004:
Just a little area for ideas and such
Out of curiosity. Could you add a "Reinforced spine" that allows the use of those massive weapons? (One of the weapons expanded needs power armour), so this spine counts as power armour!

And, how 'bout a coilgun arm? Also, maybe some weapons in the legs?

Also, mortors (2 versions, a smallerl, pop-up one, and a large, clunky, lower manipulation more power one). What about a club? (It uses servos to increases speed, but only simple manipulators, so very low manipulation)

How bout rubber-bullet gun, the tasers? The dart gun would be nice if added in.

What about more of the weapons? Just some ideas!

Also, just thought of 1 (2) more. A shield implant, tier 1 and 2. Tier one is like the vanilla one, but tier 2 allows bullets, lasts and so on, to pass through, so long as it is fired from an implant, not a gun!

If I have any more, I know where to put them


(I know this is outside, I just wanted to consolidate it)
CTH2004 30 Apr, 2021 @ 5:54am 
Originally posted by CTH2004:
Just a little area for ideas and such
I'm not sure if it's possible, or it might be done already, but could they use these weapons while fighting. If they already do, my bad (:
CTH2004 30 Apr, 2021 @ 5:59am 
How about, if other weapon's mods are installed, some have their weapons added. Not just VE.

And, how about a crossbow one? It has a rope that you pull back and lock, and put a rod inside. (It's single fire, medival tech). It goes on an arm, drasticly lowers manipulation since it is effectivly just a long stump, but they can twitch their shoulder muscle to fire the bolt. Then, use the other hand to pull the rope back, and they can carry up to, say, 12 bolts? Or, if it's a quiver, 12 heavy ones, or 30 light ones? It's a long reload time, and not that accurate, but still, pretty powerful. It has a hook at the end, aiding in stabing and ripping (It will rip flesh off), helping with meelee as well.
bblkepling 3 May, 2021 @ 8:59pm 
+1 for a Zelda style grappling hook, might be hard to pull off though

Multiple tiers for each weapon type
Prosthetic-big clunky box at the wrist w/o hand, think Mega Man or Barret from FF7, 50% manipulation, -5 to 10% movement, great blunt weapon, probably exclude higher tech
Bionic-What we have now
Archotech-beefier versions

Ideas for more weapons:
EMP launcher
Smoke Launcher
Grenade Launcher
Pulse gun wrist so we can go all mega man
Taser-VWE
Mutagenic weapons-Pawnmorpher
Remote detonator-Remote Tech
Gas effects-Remote Tech
Flare Gun-Eccentric Tech - Flares
Flashlight-MiningCo. MiningHelmet
Biological weapons-Communicable Diseases, this has germ filth that could be used somehow

Alpha Animals has a ton of special animal attacks, can probably make a web shooter from the Feralisk
Magical Menagerie + A dog Said unlocks a ton of animal bionics with cool effects, add xenobionic patcher if you want to use these on people

Reloading for all weapons, and if possible mod options so we can set what they reload with and change other perimeters, like burst rate, resource per shot, etc. I can do all that by editing the xmls, but mod menus are so much easier.
bblkepling 4 May, 2021 @ 8:32pm 
So I've been having a ton of fun with this mod. Normally it's with playing with mods, but with this one it's building new bionics. It's super simple to use the other weapons as a framework to make new ones, just need to find the defs in others mods for cool new effects.

My creations so far, all functional, but still WIP:

Barret Hand: A prosthetic level version of the minigun arm, named after the guy in FF7. Reloadable, and uses industrial ammo from LTS Ammunition.

Bone Minigun Arm: Mostly a reloadable copy of the minigun arm. Made from bone, shoots bone. Shoot your enemies with the bones of your enemies. Requires Rim of Madness - Bones.

Flare Wrist: Flare gun in your arm. Requires Eccentric Tech - Flares.

Web Wrist: Webs that stun, can be a web slinger. Effect from the Feralisk, requires Alpha Animals.

Think I'm going digging into Pawnmorpher next.

I'm still newish to the RW modding scene so I'm not sure what to do with these, I would have no problem if they were incorporated into Combat Bionics.
bblkepling 4 May, 2021 @ 11:02pm 
Reporting on Pawnmorpher

The projectiles from the tagging rifle and the mutagun both plug and play, but the projectile from the mutarifle does not, no idea why. At least we can make a tagging wrist and an ether wrist easily.
CTH2004 10 May, 2021 @ 2:44pm 
For that grapple-hook, mb it would allow you to go over walls, assuming it's just one wall (If you have 2 walls touching each other, it stops them) They can't get through roofs, unless at least one of their feet is bionic? Or there is a chance they get in, but they won't, and if not, take some damage and appear by the wall.
Dah Big Bird! 1 Nov, 2022 @ 10:34am 
Would be interesting to have rare archotech combat bionics so some ideas for these:

Graser Fingers
- In reality this archotech-made augment is actually a full hand replacement due to the micro vanometric generator powering the five graser fingers. The entire hand can crush steel into dust and equipped with an unknown subdermal super-armor protecting it from harm. Each graser blast could punch a small hole through plasteel with ease but somehow protects the augmented person from harm.
- If the gizmos require fuel to use then maybe have this use advanced components, the laser scrap from VE lasers, or Glitterworld fragments from Glitterworld Uprising. If not then I just say vanometric powers it. I think it would be a neat subversion to give this hand like +20 hp thus making it harder to destroy than whatever arm its attached to. Maybe have it be an armor-piercing warcasket shredder rather than crowd control like what the vanilla graser is like? Just a hand so could be easily lost if the arm is cut off.

Eltex Spinal Implant
- The utterly unknown material known as eltex can be used for more than simple clothing and staffs. An archotech has created way to inject nano-fibers of eltex along with archites that will spread throughout spinal fluid thus enhancing the mind and body at once. Simple psycasters gifted with the implant report being able to incinerate legions and monosword champions say that the strongest of bullets fizzle away.
- Massive shield with great regen as well as improving psychic sensitivity, neural heat dissipation, and psyfocus gain. If you want to go fancy then it also lets ranged shoot through the shield like the ranged shield belt. You could give the implanted user the ability to teleport but it has to be recharged with eltex from VE psycasts. Additionally with VE psycasts, it could also lower the cost of spells as can be done if you upgrade psycasting abilities instead of unlocking more. Big con of being mood-bombed by any drones and possibly being vunerable to being downed by EMPs.

Chunkskipper
- A specific arm replacement that replicates the chunkskip psycast into a true weapon rather than simple utility. Instead it can simply absorb any type of chunk and compact it into a tiny projectile that can be slung at incredible speeds that could shatter starship hull with a single impact. When not in use, the chunkskipper folds back into a normal arm more powerful and precise than any natural arm.
- Uses chunks as fuel but shoots out a powerful projectile that essentially replicates the uranium slug rifle (45ish damage) but shoots much faster. Unsure of what would be a good amount of chunks to store but 15 seems a good amount.

Defintely about 3000 to 4000 silver and can be bought from exotic goods traders (more likely on ships) and rarely from industrial settlements. I think it'd be fun (read painful) if the Bestower storyteller from VE psycasts made the eltex spinal plant much more common and gave a low chance for raider psycasters to have it. Asides from that exception, it makes more lore sense that these wouldn't be equipped on pawns you find in the world.
CTH2004 1 Nov, 2022 @ 10:57am 
Originally posted by Dah Big Bird!:
Would be interesting to have rare archotech combat bionics so some ideas for these:

Graser Fingers
- In reality this archotech-made augment is actually a full hand replacement due to the micro vanometric generator powering the five graser fingers. The entire hand can crush steel into dust and equipped with an unknown subdermal super-armor protecting it from harm. Each graser blast could punch a small hole through plasteel with ease but somehow protects the augmented person from harm.
- If the gizmos require fuel to use then maybe have this use advanced components, the laser scrap from VE lasers, or Glitterworld fragments from Glitterworld Uprising. If not then I just say vanometric powers it. I think it would be a neat subversion to give this hand like +20 hp thus making it harder to destroy than whatever arm its attached to. Maybe have it be an armor-piercing warcasket shredder rather than crowd control like what the vanilla graser is like? Just a hand so could be easily lost if the arm is cut off.

Eltex Spinal Implant
- The utterly unknown material known as eltex can be used for more than simple clothing and staffs. An archotech has created way to inject nano-fibers of eltex along with archites that will spread throughout spinal fluid thus enhancing the mind and body at once. Simple psycasters gifted with the implant report being able to incinerate legions and monosword champions say that the strongest of bullets fizzle away.
- Massive shield with great regen as well as improving psychic sensitivity, neural heat dissipation, and psyfocus gain. If you want to go fancy then it also lets ranged shoot through the shield like the ranged shield belt. You could give the implanted user the ability to teleport but it has to be recharged with eltex from VE psycasts. Additionally with VE psycasts, it could also lower the cost of spells as can be done if you upgrade psycasting abilities instead of unlocking more. Big con of being mood-bombed by any drones and possibly being vunerable to being downed by EMPs.

Chunkskipper
- A specific arm replacement that replicates the chunkskip psycast into a true weapon rather than simple utility. Instead it can simply absorb any type of chunk and compact it into a tiny projectile that can be slung at incredible speeds that could shatter starship hull with a single impact. When not in use, the chunkskipper folds back into a normal arm more powerful and precise than any natural arm.
- Uses chunks as fuel but shoots out a powerful projectile that essentially replicates the uranium slug rifle (45ish damage) but shoots much faster. Unsure of what would be a good amount of chunks to store but 15 seems a good amount.

Defintely about 3000 to 4000 silver and can be bought from exotic goods traders (more likely on ships) and rarely from industrial settlements. I think it'd be fun (read painful) if the Bestower storyteller from VE psycasts made the eltex spinal plant much more common and gave a low chance for raider psycasters to have it. Asides from that exception, it makes more lore sense that these wouldn't be equipped on pawns you find in the world.
Maybe the Eltex Spine could also, if you have biotech, interact with max mechs?

Perhaps the chunkskipper arm can skip chunks into it from ground, but it takes a few seconds (That's the re-load time). It's faster to reload over rocks (Easier to chunkskip)
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