Bionic modularity

Ever felt that it’s a bit lame that you can’t have a drill arm with the efficiency of a bionic or even an archotech one? How hard can it be to slap a drill onto one of those? This mod aims to solve that while also adding a disgusting amount of other implants that you can install on top of your pawns’ bionic body parts.
This has been my “background” mod project for the past 3 or so years, it went through a vile amount of reworks and had to get “trimmed” on multiple occasions due to me wanting to add too much at once…but it’s finally out, I’m sure some people that have been following that Discord thread are happy about that.
Basically, this mod adds “modules”, special implants that can be installed on body parts that have been replaced with a bionic. Some of them are “recreations” of existing implants, like the “power claw module”, which allows the player to enhance a bionic arm replacement with the combat capabilities of a power claw.
Each module has an assigned “slot” and two modules with the same type can’t be both installed onto the same body part. For example, a “power claw module” and a “minigun module” cannot both be installed together on the same arm as they both go into the “combat” slot.
Modules can be installed and uninstalled the same way normal implants can, via surgery. If a pawn has a compatible “plain” bionic, the installation surgery will become available. Some of the recipes don’t require medicine, are way easier for a doctor to perform and do not apply anesthesia, it’s usually like that for “external” body parts, installing modules into internal organs still plays out as usual.
Some modules can be installed onto both natural and bionic body parts, but some can only be installed onto proper artificial enhancements.
At some point I was genuinely considering listing every module here, but there’s no way I’d be able to fit it all. At the time of me writing this, there are ~150 modules in the mod [tho that amount might be smaller for those that don’t have all of the DLCs active], so instead I’ve decided to make a basic Google Sheets Document[docs.google.com] that contains info on every module in the mod.



Steam’s workshop pages have a character limit and the list of supported mods will get longer over time, so if you wanna check if your favourite mods are supported or if they add any extra modules when active, check the pinned Discussion.

I’ve tried to keep everything within “vanilla range”, but there are modules that have had their numbers set up basically based on vibes. Any kind of cost or ability that might’ve felt balanced for me, might not actually be that balanced. If you feel like something’s too (under/over)powered, lemme know.
While I’ve tried to find and fix up any errors and have tested the tps impact of everything in the mod, there’s always a possibility of something slipping through the cracks, so lemme know about those kinda issues too.

If there are mods that add “plain” bionics [ones that have little to no special effects besides increased body part efficiency] that you’d like to be able to install modules on, lemme know and I’ll try to add support for them, tho the process of tagging bionics as “modular” should be quick and easy for other modders.
You can feel free to share ideas for modules too, tho obviously not every idea will get added.
I will be adding more implants from time to time. I actually have a large stockpile of one that are basically done already, but they had to be trimmed in order to actually release this mod within this decade :^]

- Dubs Mint Menus, this mod adds a lot of implants and that means a lot of crafting recipes.


SmArtKar – For letting me borrow some C# code from Athena Framework :p