Archoborn, hypersensitive, void touched, psycophage ritual, then install psychic shield. Virtually indestructible and can blow up someone's pancakes with their mind from another planet.
I have about 2k hours in modded Rimworld, and these videos have taught me so much about mods I had installed for a long time, lol. Thank you, great videos!
@nightlockraven3587 it can be, but as with most mods, isn't recommended to do that. As you might need to throw in extra framework for this if you want all of the parts.
Man, I usually just throw in 10 different implant mods when building a new modlist. I do have a metalhorror symbiont and a shoulder charge turret from traders, I didn't even know all this was hiding in the research tree
33:45 "...alter the hue of the iris, though it can also change the colour of the sclera and pupil, form patterns or symbols, or even change depending on the user's mood." what did they mean by this? heart-eyes in my Rimworld?
I love your review and have probably watched it about 8 times over the last 3 days. I'd been hoping for quite a while that you might make one on II A few things I should probably note: Deathrest implants not needing the deathrest research was an oversight that has now been amended The modules' crafting requirements are placeholder and WIP. For instance, the bionic claw will be notably more expensive than the arm blade and likely require Royalty's 'Specialised limbs' research in addition to it's current one. The Sangfroidian lobotomy's penalty has been eased up to 50% learning speed, as 90% is, retrospectively, definitely a bit extreme The lobotomies giving the hulk body type was a bug resulting from code left in from the hulkification surgery giving the hulk body type. This has now been fixed.
@blake5430 Glad you liked it! Cool to see some of the balance tweaks coming in too, really looking forward to seeing what you implement with any future versions. Without a doubt it's one of the only mods on the entire Workshop at the minute that is actually doing something worthwhile with what Anomaly has added.
Real-life fun fact: human males are capable of lactation as far as biology+anatomy is concerned, we just lack the hormones. ^ I doubt the game implant is simply doing hormone manipulation, but I dunno better than that.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine. Your kind cling to your flesh, as though it will not decay and fail you. One day the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortal… Even in death I serve the Omnissiah.
I think you should cover Vaults of Vagar sometime in the near future, it adds some normal firearms while adding a new derivative that tends to shred limbs more often than not, along with adding 2 new sets of armor (one powered), and more
Which of the implant mods would you say would go best with this mod? It always feels like there is so much overlap between various mods but I am hoe for variety so I am always hard pressed to remove one or the other.
idk if its been patched but the shoulder turrets (charge and regular) can be extremely overpowered on a 1% aiming time pawn as the turrets do not have a cooldown, so as soon as an enemy enters the turret range they are instantly showered with an endless stream of bullets
When I first saw this mod in the workshop maybe a month ago it had like 20 implants. Then I caught some of the upgrades, I took it off from 2 runs and I'm watching this confused as hell! 😂😂 I was obsessed with it because it was soooooo balanced and it makes Ghouls sexy af but it got worse, modules are so realistic too I don't think some of these buffs with work with CE tho But this and visible cybernetics is probably the only bionics I ever feel like using because it still makes getting archotech feel like a prize, also those brain implants in other mod packs usually turn your colonist into Usain Bolt with 1000% in every stat, this keeps things a notch above the base game so you don't get bored to death when you create bionic gods Oh BTW, if you're playing with really powerful melee colonist, best to use the nullify surgery, when they are wearing these OP bionics and a drone hits, you may not have the fancy implants to shut them down, but with the surgery you can prevent an insult spree which leads to a social fight where they remove another colonist head in one shot, or a tantrum where they one shot your entire bedroom.... 😢
@michaelrichards5340 Dude Ghouls with these implants go *hard* . You can give them extra arms too, the hulkification surgery... all kinds of stuff. I think a Ghoul army with a single 'normal' colonist performing all the operations might be my next run.
@darknightcry1333 there is a whole formula for melee weighting and selection, very broadly speaking you have a couple of attacks that will get priority on the roll and everything else falls into the other 1/3rd. So if you're using a plasteel longsword with those fangs installed, the majority of attacks will be landing with the blade as a cut or a stab. They deal the highest damage so are preferred. Its a whole mess of math to get into but it's why venom fangs/talons and other hidden weapons rarely worked as people hoped in basegame.
I **THINK** the benefit of the Arm-Blade over the Bionic Claw is in case of social fights. With the Bionic Claw, that'd replace the Fist damage verb, while the Arm Blade would just be an additional one, so it wouldn't be used in social fights.
@anunusualstoutshako728 Good line of thinking but I've seen folk with the bionic claw still strike with a fist, same with the plasma and zeus implants. It might just be one of those choices made more for imaginary aesthetic.
Does it work with Anima Bionics I wonder, I have a medieval playthrough I am doing that used anima gear and anima implants I like the idea of my nudist psycaster being just festooned with a bajillion tree limbs while she calls down the power of the sun on tribals. Edit: Either adding it to an existing save breaks it or it doesn't play well with one of my other 249 mods for my current load order :( Edit 2: I can't get it to work with any version of my current modlist sadly, it makes the operations tab nonfunctional but I think that is a me problem with my 260 mods.
Will you do the Vanilla Factions Expanded - Insectoids 2 next? i couldn't find any guides for the mod yet, it so much more different compared to the 1.4 VFE Insectoids.
Aye, but it won't be next week. There's a lot to cover with it and it'll easily be an hour long video. I'd expect it the week after next, Monday if possible but most likely going to be Thursday.
There is a similar mod to this, and if nothing else, I’d be interested in the compatibility or how they compare balanced against each other: glitternet and its cybernetic add on. Also, the revia biotech mod. And lastly, Save Our Ship 2 has apparently changed a lot for the 1.5 update, so might be a good one to go over sometime.
The Cryposleep and Antigrain implants could be great for an expendable ghoul army. Keep them asleep when not in use, wake em up and if they look like they're going to die, boom. Can also stack the brain zapper and the vanguard, push them to beserk, then zap them out of it.
@suevis most likely the 26th if it doesn't have any issues, 29th at the latest. Last time I covered a VE Faction asap it had a huge balance patch land about 2 days after I released the video, I kinda need to redo the Tribals video really. Plus these last few releases have been pretty killer in terms of video length, I need to spend a week getting some smaller rundowns made so I've got a bit of a safety net to my upload schedule.
@YukonHexsun Worth saying that me showing all of this stuff off with dev mode and combining *everything* on a single colonist is something that would cost 100's of advanced components and 1000's of plasteel to do. You'll most likely use 1-2 parts on a colonist at most unless you're specifically aiming to make someone unstoppable. It adds a nice amount of variety to the implants you'll find across the life of a colony and allows you to go in a few different directions during the early/mid game depending on what you find.
@Ajax645 Update: 21 Aug @ 11:07am Replaced placeholder module costs, crafting stations and research requirements. Balance changes are constantly being worked on, it's why I made a point of mentioning that the mod has a very active developer. The values in this video are massively subject to change.
@MysteriousFawx I went through the mod page and it's incredibly in-depth. I think it's best used in an "over-powered" run wherein you are adding other mods to elevate the world around you to match similar scaling
How cool is this? I haven't fully finished the video yet but im thankful that you fulfilled my request. I had a lot of time to play with it ever since and i have seen and played around with almost all of it. PS: this mod is busted, you can stack all the skin hardning implants, and the ones that increasce strength and make a melee god and with a shoulder turret you can make a pawn with a charge riffle look like one with an accurate mini gun. One question i have for everyone really is, are there other bionics,implants mods out there? I'm running a transhumanist colony right now trying to push a couple pawns to their skill limits making them into super humans in their little departments. Currently i have anima gear and vanilla expanded genetics but im always open to new suggestions
Alright i finished the video now and once again i would like to thank you for it. I had no idea that stats had caps and that this mod had optional dependencies. Also i cant find the psychic shield implant, any ideas why?
@nelo7325 I think someone else has already answered in another reply, but the shield implants are tied with the Athena framework. As for other implants and parts, Rah's has some cool stuff, Glitter Tech has loads but they're even more OP than Integrated.
Archoborn, hypersensitive, void touched, psycophage ritual, then install psychic shield. Virtually indestructible and can blow up someone's pancakes with their mind from another planet.
psychic shield doesent seem to exist anymore, or im dead unlucky cause ive been searching non stop.
my fuckin pancakes- *gets struck by a VPE Fire Beam*
@@nelo7325 Apparently you need Athena Framework installed for it to be added into your playthrough
And vfe ancients unstable
That's +100% for you
Don't quote me on this, but I'm pretty sure that genetic hypersensitivity and regular psychic sensitivity trait stack with each other
This Mod just keeps on giving. Love the Anomaly Implants, they´re really creative and give you actual Reason to summon a Pit-Gate and other Stuff.
I have about 2k hours in modded Rimworld, and these videos have taught me so much about mods I had installed for a long time, lol. Thank you, great videos!
My brother in Omnissiah, you never disappoint (especially in jokes). Instant like just for the intro.
Can this all be added in an ongoing save?
@nightlockraven3587 it can be, but as with most mods, isn't recommended to do that. As you might need to throw in extra framework for this if you want all of the parts.
I was looking forward for this mod. I intend to use it in my next colony so your video is really appreciated!
Man, I usually just throw in 10 different implant mods when building a new modlist.
I do have a metalhorror symbiont and a shoulder charge turret from traders, I didn't even know all this was hiding in the research tree
3:29 Sounds like an amazing new prisoner torture mechanic.
*Ad Mech Theme Intensifying*
33:45 "...alter the hue of the iris, though it can also change the colour of the sclera and pupil, form patterns or symbols, or even change depending on the user's mood."
what did they mean by this? heart-eyes in my Rimworld?
on usual fashion i imagine LTS will release 20 new implants
@vhvx10 I fully expect 1.5 to land tomorrow
I love your review and have probably watched it about 8 times over the last 3 days. I'd been hoping for quite a while that you might make one on II
A few things I should probably note:
Deathrest implants not needing the deathrest research was an oversight that has now been amended
The modules' crafting requirements are placeholder and WIP. For instance, the bionic claw will be notably more expensive than the arm blade and likely require Royalty's 'Specialised limbs' research in addition to it's current one.
The Sangfroidian lobotomy's penalty has been eased up to 50% learning speed, as 90% is, retrospectively, definitely a bit extreme
The lobotomies giving the hulk body type was a bug resulting from code left in from the hulkification surgery giving the hulk body type. This has now been fixed.
@blake5430 Glad you liked it! Cool to see some of the balance tweaks coming in too, really looking forward to seeing what you implement with any future versions.
Without a doubt it's one of the only mods on the entire Workshop at the minute that is actually doing something worthwhile with what Anomaly has added.
And now ve insectoids 2 is out...im glad you seem to enjoy making hour+ videos😁
I was blown away by this mod when i installed it. I was expecting a few cool implants. Not a trillion really awesome implants and new mechanics
Real-life fun fact: human males are capable of lactation as far as biology+anatomy is concerned, we just lack the hormones.
^ I doubt the game implant is simply doing hormone manipulation, but I dunno better than that.
Great mod and great video
yep Im sold. good find! ty
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine. Your kind cling to your flesh, as though it will not decay and fail you. One day the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortal… Even in death I serve the Omnissiah.
Why am I getting recommended these videos NOW and not earlier
Imagine duel weird working with 4 arms, you would be like goro
I think you should cover Vaults of Vagar sometime in the near future, it adds some normal firearms while adding a new derivative that tends to shred limbs more often than not, along with adding 2 new sets of armor (one powered), and more
Great video and Found a new mod for my stack. I hope you guys do a Vanilla Factions Expanded - Insectoids 2 As it just came out.
Which of the implant mods would you say would go best with this mod? It always feels like there is so much overlap between various mods but I am hoe for variety so I am always hard pressed to remove one or the other.
PRAISE THE OMNISSIAH
idk if its been patched but the shoulder turrets (charge and regular) can be extremely overpowered on a 1% aiming time pawn as the turrets do not have a cooldown, so as soon as an enemy enters the turret range they are instantly showered with an endless stream of bullets
When I first saw this mod in the workshop maybe a month ago it had like 20 implants. Then I caught some of the upgrades, I took it off from 2 runs and I'm watching this confused as hell! 😂😂
I was obsessed with it because it was soooooo balanced and it makes Ghouls sexy af but it got worse, modules are so realistic too
I don't think some of these buffs with work with CE tho
But this and visible cybernetics is probably the only bionics I ever feel like using because it still makes getting archotech feel like a prize, also those brain implants in other mod packs usually turn your colonist into Usain Bolt with 1000% in every stat, this keeps things a notch above the base game so you don't get bored to death when you create bionic gods
Oh BTW, if you're playing with really powerful melee colonist, best to use the nullify surgery, when they are wearing these OP bionics and a drone hits, you may not have the fancy implants to shut them down, but with the surgery you can prevent an insult spree which leads to a social fight where they remove another colonist head in one shot, or a tantrum where they one shot your entire bedroom.... 😢
@michaelrichards5340 Dude Ghouls with these implants go *hard* . You can give them extra arms too, the hulkification surgery... all kinds of stuff. I think a Ghoul army with a single 'normal' colonist performing all the operations might be my next run.
"Prefered pool of attacks " =
any melee attack?
(Hemo fangs?)
@darknightcry1333 there is a whole formula for melee weighting and selection, very broadly speaking you have a couple of attacks that will get priority on the roll and everything else falls into the other 1/3rd. So if you're using a plasteel longsword with those fangs installed, the majority of attacks will be landing with the blade as a cut or a stab. They deal the highest damage so are preferred.
Its a whole mess of math to get into but it's why venom fangs/talons and other hidden weapons rarely worked as people hoped in basegame.
Vanilla vehicles expanded series, glitter tech, liberators, deadmans switch (with vehicle addon)
I **THINK** the benefit of the Arm-Blade over the Bionic Claw is in case of social fights. With the Bionic Claw, that'd replace the Fist damage verb, while the Arm Blade would just be an additional one, so it wouldn't be used in social fights.
@anunusualstoutshako728 Good line of thinking but I've seen folk with the bionic claw still strike with a fist, same with the plasma and zeus implants. It might just be one of those choices made more for imaginary aesthetic.
Praise the Omnissiah!!
Does it work with Anima Bionics I wonder, I have a medieval playthrough I am doing that used anima gear and anima implants I like the idea of my nudist psycaster being just festooned with a bajillion tree limbs while she calls down the power of the sun on tribals.
Edit: Either adding it to an existing save breaks it or it doesn't play well with one of my other 249 mods for my current load order :(
Edit 2: I can't get it to work with any version of my current modlist sadly, it makes the operations tab nonfunctional but I think that is a me problem with my 260 mods.
Will you do the Vanilla Factions Expanded - Insectoids 2 next? i couldn't find any guides for the mod yet, it so much more different compared to the 1.4 VFE Insectoids.
Aye, but it won't be next week. There's a lot to cover with it and it'll easily be an hour long video. I'd expect it the week after next, Monday if possible but most likely going to be Thursday.
i just wanna say, the bionic tail makes pawns look like humanoid-slugs. now that you read this you'll look, and you will not un-see this
There is a similar mod to this, and if nothing else, I’d be interested in the compatibility or how they compare balanced against each other: glitternet and its cybernetic add on.
Also, the revia biotech mod.
And lastly, Save Our Ship 2 has apparently changed a lot for the 1.5 update, so might be a good one to go over sometime.
The Cryposleep and Antigrain implants could be great for an expendable ghoul army. Keep them asleep when not in use, wake em up and if they look like they're going to die, boom.
Can also stack the brain zapper and the vanguard, push them to beserk, then zap them out of it.
Luciferium.
Nice
Impact and Phase weaponry when?
Will you be doing a mod rundown of the new VFE Insectoid 2 mod
"we'll be taking a quick look at..."
Looks at an time of over and hour long.
Why out run bullets when you can get supreme melee and chop it in half like you are a badass from SAO
Insectoids 2 video when 🐛
@suevis most likely the 26th if it doesn't have any issues, 29th at the latest. Last time I covered a VE Faction asap it had a huge balance patch land about 2 days after I released the video, I kinda need to redo the Tribals video really.
Plus these last few releases have been pretty killer in terms of video length, I need to spend a week getting some smaller rundowns made so I've got a bit of a safety net to my upload schedule.
@@MysteriousFawxReel instantly made a mod for Insectoids 2 to add an insector tribe that uses geneline insectoids as allies. Mad stuff
One hour? Damn... And it's already outdated.
Rim_robots ?
Who catch the heavy tf2 reference ?
I'm fighting the urge to dislike for disrespect Kaworu sacrifice...but tje quality of the rundown is good, so I have to allow it to cancel out...
This seems... slightly unbalanced. Makes me a bit hesitant.
@YukonHexsun Worth saying that me showing all of this stuff off with dev mode and combining *everything* on a single colonist is something that would cost 100's of advanced components and 1000's of plasteel to do. You'll most likely use 1-2 parts on a colonist at most unless you're specifically aiming to make someone unstoppable.
It adds a nice amount of variety to the implants you'll find across the life of a colony and allows you to go in a few different directions during the early/mid game depending on what you find.
34:56
This seems insanely unbalanced or is that just me?
@Ajax645
Update: 21 Aug @ 11:07am
Replaced placeholder module costs, crafting stations and research requirements.
Balance changes are constantly being worked on, it's why I made a point of mentioning that the mod has a very active developer. The values in this video are massively subject to change.
@MysteriousFawx I went through the mod page and it's incredibly in-depth. I think it's best used in an "over-powered" run wherein you are adding other mods to elevate the world around you to match similar scaling
How cool is this? I haven't fully finished the video yet but im thankful that you fulfilled my request. I had a lot of time to play with it ever since and i have seen and played around with almost all of it.
PS: this mod is busted, you can stack all the skin hardning implants, and the ones that increasce strength and make a melee god and with a shoulder turret you can make a pawn with a charge riffle look like one with an accurate mini gun. One question i have for everyone really is, are there other bionics,implants mods out there? I'm running a transhumanist colony right now trying to push a couple pawns to their skill limits making them into super humans in their little departments. Currently i have anima gear and vanilla expanded genetics but im always open to new suggestions
Alright i finished the video now and once again i would like to thank you for it. I had no idea that stats had caps and that this mod had optional dependencies. Also i cant find the psychic shield implant, any ideas why?
@nelo7325 I think someone else has already answered in another reply, but the shield implants are tied with the Athena framework. As for other implants and parts, Rah's has some cool stuff, Glitter Tech has loads but they're even more OP than Integrated.
I will check it out thanks
Praise the Omnissiah
I was tabbed out for a bit and when I heard 15:56 I instantly recognized that fucking sound. Damn you
LETSSS GOOOOOO!!!!!