RimWorld

RimWorld

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Greyscythe Cybergenetics
   
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Mod, 1.5
File Size
Posted
Updated
1.095 MB
20 May @ 5:11am
31 May @ 10:54pm
11 Change Notes ( view )
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Greyscythe Cybergenetics

Description
Have you ever wanted colonists who could pick a fight with the best of them, but didn't trivialise the entire game with their massive non-combat capabilities?

HAVE A GANDER AT GREYSCYTHE INDUSTRIES' CYBERGENETICS CATALOGUE!

This mod adds a bunch of cybernetic-themed biotech genes for designing powerful cyborg supersoldiers. These genes are specifically designed to enhance a pawn's fighting and survival capabilities, without enhancing their base stats such as manipulation or blood pumping.

What's that you say? This really should be a bionics mod rather than a genetics mod? Don't get too wound up about it, I have a bionics mod in the works too!

Cybernetics Catalogue

Offensive Genes


Genes designed to enhance a pawn's ability to maim and kill. Do you want a fast moving cyborg ninja? A long ranged master sniper? Not a problem!

Modules within the same category are mutually exclusive.

Defensive Genes


Genes designed to keep your little kill-bots alive! Naturally, biological bodies are frail and limited, so Greyscythe Industries highly recommends you still equip your cyborgs with armor. Warranties not included.

Fuel Resource Genes


A special gene line that allows cyborgs to ingest fuel cells and store the energy within themselves to be used as an expendable resource. They can use this resource to power temporary performance upgrades, release deadly explosions, or jump great distances.

Budget Savers!


Can't afford to feed your overtuned cyborgs? Not to worry, we also have a small collection of cost-cutting measures for your to choose from!

Decorations


Free with purchase of any combat cyborg.

Compatibilities
  • Not compatible with CE (Because I don't use CE)
  • Tested to be compatible with Alpha Genes, Big and Small, Warhammer 40k genes. Should be compatible with any other gene-adding mods?

  • Added compatibility with VRE Androids!

Recommended Mods

Update
23 May 2024 - Updated the Skirmisher, Ranger and Sniper traits, making them no longer boost accuracy into the stratosphere. The bug was caused by the fact that apparently the ranged accuracy factors are calculated on a per-tile basis, rather than as a lump multiplier. Thank you to @IChugWindex for pointing out this bug!

28 May 2024 - I have removed the Armor patch from this mod, as I've realised it may have been a bit of an overreach that not everyone appreciates. Regardless, I will recommend the use of an armor-unlimiting mod to get full use of my mods!
40 Comments
Curdos 2 Jul @ 9:54pm 
Are these "gathered" in the same way normal genes would be? Or do they need to be acquired at game start?
Feaurie V  [author] 27 Jun @ 7:03pm 
@kolcio138 you can choose those xenotypes using CE, otherwise they should show up during random events
kolcio138 27 Jun @ 9:34am 
how do i get pawns with those xenotypes?
wookie 18 Jun @ 7:19am 
thanks!
Feaurie V  [author] 18 Jun @ 5:30am 
@wookie they are crafted in the Refinery!
wookie 18 Jun @ 4:26am 
anyone know where I can craft fuel cells?
Feaurie V  [author] 13 Jun @ 11:59pm 
@Evan @Schnorf That's... interesting... I'm not sure why it would do that. I will look into it.
Schnorf 12 Jun @ 8:34am 
Can confirm, I have the same issue as @Evan. Seems to also affect other #per day counters like children learning.
Evan 10 Jun @ 4:19pm 
Hey the mod seems to do something that causes the "Deterioration # per day" counter that items left outside have to vanish. Like a log left outside wont tell you how much of its item health its losing per day.
Feaurie V  [author] 31 May @ 6:33pm 
@JohanTron2000 Huh. I'll take a look at that, thanks for the report.