
Description:Cybernetic Storm adapts and improves on the limb system in the current version of Rimworld, Alpha 9. This MOD adds a vast amount of additional limbs and adaptations for the body, as well as a new power system, weapons, turrets and armours that will turn your lonely colonist into s cybernetic army. Also added a research tree link so you can se whats going to get you where!
19/03/15 - This update has a more balances to the point where I am definitely a lot happier with the way the mod performs. There are tweaks to weapons and armour across the board. In addition to this there are a lot of changes to creation times to make them more realistic in game play terms. Nanoponics saw big changes with a change in construction cost demand, lowered energy usage and sped up growth times. The Cybernetic Coven are back in the mod with lots of tweaks making them a little less dangerous to you. They no longer hold the extreme rocket launcher they once did and other such things. Hopefully they become game friendly and a worthwhile ally.
A new colony and world are required to play
Download: v3.5Cybernetic Storm DownloadsA new colony and world are required to play
Preview:Implants, Limbs and Organs: (there is one image for each item
)















































Workbenches & Production:

[
Turrets:
Weapons:

Armour:
Power:
Items:
Plants:
Research tree:Click Here for Tech Tree
Mod Team:Coding, Graphics, Odd job manipulation:
-
elStrages aka David-
Vas - Modular Hydroponics Code
Video:Cybernetic Storm Mod Spotlight by
FeniksWorkbench, Bionics ConstrictionBlitzkriegsler Plays RimWorld
Details:Features:• 7x Workbenches offering progression in implants, weaponry and medical supply.
• Growing advanced plants to make advanced materials
• Advanced Power systems to power your colony
• Cybernetic Faction
• A whole host of items including:
o Construction Materials, Advanced Items and Plants
o More body parts and Carbon fibre limbs
o Bionic, Nanotech, Cybernetic Limbs, Organs, Exoskeletons and Skins
o Melee, Skill at Arms, Visual and Audio Implant
o Nanotech and Cybernetic: Armours Helmets and grieves
o Nanotech and Cybernetic Weapons and Turrets
• Advanced limb and organ Harvesting
• Weapon crafting vanilla and new
• Material crafting old and new including medical supplies
• New Traders
• Research progression throughout the systems
|========
Bug reports: (fixing for patch 3.5)========|
Problem Unresolvable |
Current Problem |
Problem Resolved |
Problem Unfound / May have fixed by accident3.45.a: Nanothread not growing correctLifespan of plant put up to 60 days, growth in 8.8 should sort it out
3.45.b: Turret still in tradersAdded "<tradeability>Never</tradeability>" to turrets should resolve.
3.45.c: What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description..This was my screw up, rifling tech no unlocks rifling bench and bionic aid tech will unlock the Implants production bench once it is complete.
3.45.d: I think the resource costs for weapons are okay (it doesn't take much steel to make a weapon) but the times should be cranked way up.This has been stated several times so I have upped all times for creating weapons and armour. please test in the update and I will adjust
3.45.e: Nano brain and advance nano brain descriptionThey were around thewrong way, been fixed
3.45.f: just noticed, that default file has <loc>(60,30)</loc> and your fixed has <loc>(60,50)</loc>.Fixed to correct number.
3.45.g: Nanoponics too cheap in cost and build time.Nanoponics: As a way of balancing I have added the ability to build them with half the materials from any resource base and the the other half plasteel also added cloth of 10. so it can be 45 stone/wood/metal 40 plasteel and 10 cloth also takes longer to build.
Advanced Nanoponics: increase to 80 Nanosteel and added 10 Nanohread. it halves Nanothread growth time. Also takes longer to build
Test and adjust with feed back
3.45.h: Create Nanotech exoskeleton bill appears on the bionics workbench, rather than the nano workbench.Moved to right bench
3.45.i: Nanotech apparel has two listings on the stockpile configuration menu, although only the first contains any items.removed second listing, it was a duplication mistake
3.45.j:Traders are heavily unbalanced. Cybernetic and nano weapon are ridiculously cheap.they were based off of vanilla prices of weapons and are more expensive. I will up the price of Nano by 20% and Cyber by 30% to see if this makes it more compatible. As per test and adjust on feedback
3.45.j:Return of the Cyber Covencyber faction back in the mod with a lot of tweeks and changes so they aren't as brutal

|=========================================|
Compatibility:Non-compatible with Alpha 8 and bellow mods.
-- Extended Surgery
-- Zombie Apocalypse
-- Expanded Prosthetics and Organ Engineering