Implants - rimworld-frontierdevelopment/Cyberization GitHub Wiki

Getting under your skin

Implants are a new addition that allow parts to be added to existing parts. No more will you have to choose between a power arm or bionic arm.

  1. Brain Implants
  2. Eye Implants
  3. Hand Implants
  4. Skin Implants

Brain Implants

This series allows increased performance and skills or negating needs.

This list mitigates needs:

  • Sleepshunt
  • Painshunt
  • Megashunt
  • Sleepstopper
  • Painstopper
  • Megastopper

Shunts reduce pain or tiredness by 50% and stoppers eliminate it. Mega- units are combined pain and sleep all-in-ones.

On Pain units: Pawns will have less (or no pain) and will down less frequently or not at all. This means they will last longer during fights but will more likely die outright if they take too much damage.

On Sleep units: Drugs that increase tiredness will still drop the rest need. Sleep will restore rest.

These Glitter-series models improve skills:

  • Combat Implant (Shooting, melee)
  • Creative Implant (Intellectual, artistic, social)
  • Domestic Implant (Cooking, growing, animals)
  • Labor Implant (Mining, construction, crafting)
  • Medical Implant (Medical)

Eye Implants

  • Targeting
  • Medical

Hand Implants

All Frontier Developments blade-style attachments are fully retractable and do not interfere with your valuable dexterity!

  • Powerblade
  • Advanced Powerblade
  • Arcotech Vibroblade

Skin Implants

  • Tuffskin (armor bonus)
  • Thermoskin (temperature bonus)
  • Photoskyn (Nutrition bonus in sunlight)
  • Solarskin (Recharge power in sunlight)