Armour Implants
Have you ever been in a situation where you’ve found this useful clothing item that gives you some good stats or status effects but you end up having to put it away due to it not having any/enough protective stats effectively making it unusable in mid to lategame tiers?
This mod is an attempt to address that, instead of a slot’s stats dropping to 0 when you equip such utility items, they will instead only drop as low as the "implant limit" set by the level of the armour implant you equipped in the new pseudo-slot called the implant slot.
Additionally, implants are not meant to replace normal armour, the drop tables are designed in a way where the best implant you can craft is 1 tier lower than the best armour you can craft.
This might sound confusing at first, but it really isn’t, the implants are coded to supply the exact same stat values as the full armour set of the same tier, so you can just use the tier numbers to compare effectiveness rather than the stats themselves.
The recipes are found in the end boss chests of the tier apropriate boss, as long as you complete the missions in the tiers they were intended to be visited at, you will always get an implant that is the same tier as the armour you used to beat the boss.
Unfortunately I couldn’t give your armour a further use as part of the implant’s recipe, as it would cause issues with modded species.
Once you acquire a recipe, you can craft the implant at the anvil.
You can equip implants at a special equipment station found in the underground section of the outpost, you will be able to craft your own once you reach T4.
This menu is also available through quickbar, but is admin-only.
Worth noting that Implants don’t specialize at late game, so you will gain a slight specialization buff by continuing to wear the same tier armour as the implant.
Compatible with FU, mother poptop will drop the T1 recipe to compensate for EMF changing tier.
Compatible with Anom’s Outpost Overhaul, the station can be found in the sewer section directly below the teleporter.
Compatible with Many Tabs, implants have their own tab, if the mod is not present then the implants will be merged into the armour tab.
- Quickbar Access
- No Story Addon (WIP)
- EPP Stats Addon (WIP)
Q: Clientside?
A: No.
Q: Does this cause any performance issues?
A: Not sure, the mod does have to use inventory calls to function properly, which I know from experience that they can cause SB to run like a slideshow if overused, I’ve implemented a couple of measures to hopefully lower any performance impact the mod may have.
Q: Why do the stats flicker when I change armour/clothes?
A: Its an unfixable quirk related to how the status engine and Lua code interact with eachother, made more apparent by my optimizations, fixing it would require removing those optimizations which could have a noticable drop in performance.
Q: Could you make it work on EPPs too?
A: Not easily, my code only supports applying levelled stats, so I can’t just tell it to apply the environmental protection stats after certain tiers without changing a fair bit of my code. I have figured out a way to do it without that many code changes, unfortunately I’m a bit busy irl atm.
Q: What about specialized implants?
A: Also no, my code only supports being given a level input that it then turns into the stats it will apply.
Q: You could of saved your self a lot of trouble by just checking the endpoint stats rather than the worn items.
A: That’s how the initial prototype worked, it didn’t work well, it would nullify food buffs and backpack buffs.
Q: I don’t like the main quest, how do I get implants without doing missions?
A: As of currently, there’s no way to get implants without doing the missions, I couldn’t think of a good way to implement them without adding the recipes to missions, so if you have an idea that doesn’t involve making them more expensive or forcing you to first visit the next tier planet, let me know. I guess the best way is to make the recipes unlock when you pick up the next tier’s ore, unfortunately I’m having trouble assigning T6 an ore due to FU making essence a non-tiered resource.