Crude Bionics
Crude Bionics adds several artificial body parts for colonists. They operate at 115% efficiency, and are meant as a way to augment colonists early with fewer resources than Bionic body parts. Each installed crude bionic will apply a -5 mood debuff to the pawn, due to the scratchy, unfinished nature of the components used to make it.
I took these bionic items from the mod ‘Questionable Ethics’ and made them into a standalone mod to increase mod compatibility.
Crude bionics can give your colonists a boost in efficiency early without a lot of resource expenditure. However, they will give your colonists a permanent -5 moodlet, because they are crude and scratchy. This mood debuff stacks when additional crude bionics are applied. Maybe you want that, with some pawns…
Transform your colonists into weapons of war by replacing their arms with Crude Bludgeons, Crude Spikes, or even a Ranged Weapon Platform.
- All item and research descriptions modified
- All research moved to Main research tab
- Crude Bionics research project > Multi-analyzer now not required & research cost is now 2000, down from 3000
Yes.
If you have any of these bionics in a save with Questionable Ethics enabled, they will function after adding this mod (the defNames were not changed).
This mod makes no changes to vanilla defs. Specific compatibility notes below:
Enhanced Functionality
- Bionic Icons – Icons from this mod will be used for the corresponding crude bionics.
Fully Compatible
- Questionable Ethics (put Crude Bionics below Questionable Ethics in mod order)
- Pawn_EquipmentTracker.DropAllEquipment() Prefix
https://github.com/KongMD-Steam/CrudeBionics
- KongMD – XML, C#, Art
- ChJees – Concept & implementation in the mod ‘Questionable Ethics’. Used with permission.