You have missed the Masochist trick with the Mindscrew, masochists get a mood boost from pain, so they are happier with one installed. And yes it stacks with Joywire and Psychic Harmonizer, so they are a barely conscious beacon of happiness wandering around the base.
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 if it will not decay and fail you.
I always like to have a "transhumanist" colonists to give the psychic harmonizer implant. In time, I can get the +13 mood buff for "my macine body is complete" for having so many artificial body parts (the psychic harmonizer being one of them), which almost guarantees that a positive mood buff will be given to nearby colonists from the psychic harmonizer effect. And if you ever find a "transhumanist" that has the "optomistic" or "sanguine" trait, that is a golden opportunity for a psychic harmonizer.
Just finished an Archonexus run tonight. All of my main pawns were JACKED on bionics with the EPOE mod-- great stuff. Right at the end I implanted a Joywire and psychic harmonizer into a sanguine pawn to see what would happen-- everyone was running around with a +5-8 buff on average after that, definitely recommend that combination if you can get it.
If you’re going minmax, make it a sanguine masochist with a mind screw, joywire, drugs, and beat the shit out of them every couple days. Barely conscious beacon of joy.
I can see it now. "Having a mood break? That's a pukin'. High rebellion chance? That's a pukin'. Coward trait makin' you flee? That's a pukin'. Pukin' in the colony kitchen? Oh, you better believe that's a pukin'."
@@deplorabledegenerate2630 so in theory i could give my prisoners all a headimplant so everytime they try to escape i can k.o. them all with a emp-landminde.+ i want to recruit them anyway.
oh oh god oh god i applied this idea wirh my current colony but i used emp relays from warcrimes expanded emp depending on the type of implant does diff thing one just outright fries the brain others cause skill loss and still others cause instant mental breaks now i cant but help to see skinned soldiers in cataphract armors and scyther arms using and using a few emp grenades and having em equip maces and swords and releasing the beast on the empire as they try to stop these vat grown super soldiers with an excess of bonics and/luciferium i know what im doing before i goto sleep now at least
Friendly reminder that during social fights pawns will use their bionics, unless that has been patched out. Had a colonist venom talon/fang another colonist once. I was a little perturbed.
Venom fangs are actually pretty good. It's the only combat implant that doesn't conflict with any other bionics (unless you count denture but those are a downgrade). The best thing about them as they are great for capturing pawns. When enemy pawns get down due to pain shock, low consciousness or love moving capacity, the game throws a dice and the pawn in question as a high chance (typically 60%, adjustable by difficulty) to instantly die. In addition to those who die from actually mortal wounds, this doesn't let you capture a lot of enemies. When they are downed from toxic buildup though, they skip that dice-roll altogether. So an easy way to capture a lot of pawns would be to put 8 pawns with venom fangs in a square shape and to skip pain-immune enemies in the middle. Essentially, this means you want to select enemies who are high on go-juice or you want to cast pain-block on them first. Keep in mind that it's still not a guaranteed capture because your pawns might randomly destroy the enemy's torso or their head or their toxic buildup might get to 100% for being high several times at once etc. Still, in my experience I manage to catch somewhere between 50% and 70% of enemies I try this on. Also keep in mind some enemies you capture this way will catch carcinoma or dementia while recovering from toxic buildup.
Circadian Half-Cycler - Production specialists? I'll have to look into that... I figured it'd penalize them but never looked at the actual figures. I've always given half-cyclers to my haulers, cleaners, cooks, farmers, miners, and animal handlers. A group of skillsets I generally coin as 'Drudges' in my colony, to include slaves generally. Older pawns usually end up cleaners/cooks to keep close due to Bad-Back/Frail (I don't go out of my way for a bionic spine unless critical - they're fairly rare to acquire from trading. Replacement pawns are cheap and if someone becomes too useless, they can become food). Generally don't need much consciousness here and their slower speed is countered by their staying awake all the time. Brain-damaged pawns often also end up with such for me unless they get a useful Savant status. Toss on a couple Bionic legs, and a Nuclear Stomach (or akin) and you have Drudge class that keeps up pretty decently with the scut work and needs not much food, allowing your specialists to focus on their tasks.
I like to give my pawns the specials arm implants like drill arms and such and play as Techno Barbarian raiders going from place to place. I play with to many mods and I have 1 pawn who's a mix between a Fist of the North Star character and a TechnoPriest from WH40k.
Get the organs evolved mod if you don't have it already. Basically lets you make genetic super soldiers in the same way as bionic super soldiers, for maximum SPESS MAREENS
With Ideology DLC transhumanist preceipt this is extremely good. Basically you are playing tall with your colonists. The upsides of this: 1) you can build neural supercharger for extra layer of buffs for your colonist Adds 10% consciousness giving 125% ->138% speed 2)Sleep accelerators are great, with them and legendary beds (made utilizing engineer profession) colonists get 180-224% rest effectiveness. They sleep for about 3 hours. I already started to forget what in game time of day is right now. And then you add circadian assistants. No sleep for us without any debuffs! 3) Colonists get mood buffs (and relations bonus?)for prosthetics, easy as that. 4)2x faster biosculpturing progress, good for using healing or regeneration if you need some. (My passion project is “second youth” from 71 to 17) 5)dedicated prosthetics such as field hand/drill hand are the best 6) if biosculpture pod can heal cancer I might install nuclear stomachs for my fieldworkers so they will go back just to sleep and get recreation. Downsides are: 1)hard start: I believe colonists begin to want new toys with wealth rising so wealth management until research is done is required. 2)More power and space requirements. 3)Quite costly. 4)Losing precious implants upon death so protect your colonists.
if you do a transhumanist then by the time you have nuclear stomach you will also have pretty good doctors witch should have no problem of removing that cancer
I did transhumanist organ harvesters and well... yeah i maxed my doctor in the early industrial era. Turns out removing dozens of organs is a great learning experience for doctors!
The Mindscrew & Psychic Harmonizer combo for prisoners actually sounds very practical now that you mention it. As it will cause revolting prisoners to be downed faster: resulting in fewer casualties and shorter revolts. Thanks for the tip!! Crusty Peanut's Warcrime's Expanded could also be used to amplify such an effect. All prisoner pawns might as well have the Wimp trait :) .
I have a body purist colonist and given it complete bionic limbs, eyes, and also organs which at this point the only pure body parts they have is the torso and head. -35 mood debuff saying "I have become what I hate" with the description "I asked for the exact opposite of this!". That joywire + yayo be looking pretty cute though
My best pawn is an asetic masochist transhumanist night owl pawn. Mind screw, sleeping spot in the boiler room, joy wire, 'borged to hell and back abd psychic harmoniser. Massive mood buffs plus he's a fantastic cleaner. Yeah, he's basically an ultra-happy borged up janitor who works the night shift and makes everyone happy even while he's asleep.
@@deplorabledegenerate2630 the funny part for me was that a bunch of the bionics shown in this video I assumed was part of the expanded prosthetics mod, it being part of my mod list even before the version 1.0 release didn't help I guess
Joy wire and psychic harmonize on a pampered slave that you let walk freely throughout the colony only cleaning, hauling, and social tasks would be amazing,
If you want to play around with some of the goodies early game you can use the character editor or prepare carefully. If you feel like that is cheating off balance it by adding a few flaws to the pawns or decreasing their skills. Basically how I learned most of these as game play features.
From what I understand because of how the rimworld of magic mod works if someone has any "bionic" part instead of what they were born with the bionic part will still be part of there body if they become a lich instead of the bionic part being replaced (in other words you can make cyborg lich's in rimworld if you have the right mod)
Hey Noobert, i think one of your chinchilla's got into your editor's den and messed with the video's sound settings since the volume seems to decrease a little bit around the 5:35 mark for me. Might want to set an example to your other chinchilla's so there's no chance at revolts.
Im the only editor these days XD. It did do that because i didnt record all the voice lines at the same time. Ill try to line it up better in the future.
@@Noobert so, no chinchillas got in and messed with the video sounds? ;) It's all good man, just wanted to let you know about this small mistake in case you weren't aware of it.
Get yourself a nimble tough brawler melee specialist with all of these and they can take a mech cluster by themselves with nothing but a log. Or at least: I thought they'd be able to
It's called the Autobong, only avalible with High Life or Buddhist ideologies, and can be loaded with smoke or smokeleaf (smoke is smoke, Smokeleaf gives -30 to conciousness which is great for killboxes)
Ambition of the Cosmic: True Pinnacle of Creation,s bionics are ungodly good to the point of godly but there is another mod that adds even more powerfull bionics and lets just say its not void
@@Noobert okay. Thanks. Looks like the wargs will have a strange meal. Do the implants affect how much rep you get when podding the bodies back to their tribes?
Bro the doctors -_- I went to replace the right eye with a bionics the doctor failed and gouged the left eye out 😑she was already missing a right eye hence why I tried a bionic 😂😂
Warning: even with all the odds in your favour you can still fail so badly and kill the pawn. Remember only if it’s necessary or if you have the right equipment/doctor.
make the royalty dlc bionics is what we meant. Their quests tend to drop the little information disks that allow you to research how to make their bionics. Technically you don't need to play nice to get them as they can be found in ancient dangers and so on but they are the best way to get them if that makes sense
All the flesh shapers and aesthetic nose fail to hide the fact that all parts except things like lungs and hearts, are bionic. Not even rockskin can hide the red laser eye.
You have missed the Masochist trick with the Mindscrew, masochists get a mood boost from pain, so they are happier with one installed. And yes it stacks with Joywire and Psychic Harmonizer, so they are a barely conscious beacon of happiness wandering around the base.
perfect for a dumb hauler then.
Or a pawn working as a roomba.
@@Vhailor_Mithras what is a roomba?
@@BrutusAlbion If I didn't misspell it, it's that small robot that wanders your house cleaning it.
@@Vhailor_Mithras is that a rimworld thing or a real life thing lmao?
Edit: nvm, it's a real life thing lmao
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 if it will not decay and fail you.
I always like to have a "transhumanist" colonists to give the psychic harmonizer implant. In time, I can get the +13 mood buff for "my macine body is complete" for having so many artificial body parts (the psychic harmonizer being one of them), which almost guarantees that a positive mood buff will be given to nearby colonists from the psychic harmonizer effect.
And if you ever find a "transhumanist" that has the "optomistic" or "sanguine" trait, that is a golden opportunity for a psychic harmonizer.
Or a mod exclusive trait "serendiptous" which is basically optimistic with extra boosts
@@kamilslup7743 how useful..
Just finished an Archonexus run tonight. All of my main pawns were JACKED on bionics with the EPOE mod-- great stuff. Right at the end I implanted a Joywire and psychic harmonizer into a sanguine pawn to see what would happen-- everyone was running around with a +5-8 buff on average after that, definitely recommend that combination if you can get it.
If you’re going minmax, make it a sanguine masochist with a mind screw, joywire, drugs, and beat the shit out of them every couple days. Barely conscious beacon of joy.
Save our ship 2 adds archotech limbs
I am but a simple muffalo farmer. This talk of bionics and fancy-shmancy cybernetics is nothing but a bunch of hoopla to me.
After all, there is no thread a herd of muffalos could not overcome, I know.
remember to give your powerclaw slaves neural half cyclers so you can down them with a single emp blast
Lmao i like making em puke when theyve been naughty
@@Noobert I’m pretty sure the brain implants from Royalty will actually stun them when hit with an EMP, not vomit like with stomachs.
I can see it now.
"Having a mood break? That's a pukin'. High rebellion chance? That's a pukin'. Coward trait makin' you flee? That's a pukin'. Pukin' in the colony kitchen? Oh, you better believe that's a pukin'."
@@deplorabledegenerate2630 so in theory i could give my prisoners all a headimplant so everytime they try to escape i can k.o. them all with a emp-landminde.+ i want to recruit them anyway.
oh oh god oh god i applied this idea wirh my current colony but i used emp relays from warcrimes expanded emp depending on the type of implant does diff thing one just outright fries the brain others cause skill loss and still others cause instant mental breaks now i cant but help to see skinned soldiers in cataphract armors and scyther arms using and using a few emp grenades and having em equip maces and swords and releasing the beast on the empire as they try to stop these vat grown super soldiers with an excess of bonics and/luciferium i know what im doing before i goto sleep now at least
Friendly reminder that during social fights pawns will use their bionics, unless that has been patched out. Had a colonist venom talon/fang another colonist once. I was a little perturbed.
I would have been mad at said colonists. How dare they become poisoned so easily.
Been looking for a bionics guide for forever as i have never used any nor have i any clue on how to use them in my entire 36.2 hours of rimworld
I was trying to see if anyone made one before when i was figuring out what to do for the thumbnail and was suprised to find no results.
Venom fangs are actually pretty good. It's the only combat implant that doesn't conflict with any other bionics (unless you count denture but those are a downgrade). The best thing about them as they are great for capturing pawns. When enemy pawns get down due to pain shock, low consciousness or love moving capacity, the game throws a dice and the pawn in question as a high chance (typically 60%, adjustable by difficulty) to instantly die. In addition to those who die from actually mortal wounds, this doesn't let you capture a lot of enemies. When they are downed from toxic buildup though, they skip that dice-roll altogether. So an easy way to capture a lot of pawns would be to put 8 pawns with venom fangs in a square shape and to skip pain-immune enemies in the middle. Essentially, this means you want to select enemies who are high on go-juice or you want to cast pain-block on them first. Keep in mind that it's still not a guaranteed capture because your pawns might randomly destroy the enemy's torso or their head or their toxic buildup might get to 100% for being high several times at once etc. Still, in my experience I manage to catch somewhere between 50% and 70% of enemies I try this on. Also keep in mind some enemies you capture this way will catch carcinoma or dementia while recovering from toxic buildup.
i believe you have the psychopath trait.
This is a hella interesting tip, basically mecha venom vampires
Also works on Hussars.
Circadian Half-Cycler - Production specialists? I'll have to look into that... I figured it'd penalize them but never looked at the actual figures. I've always given half-cyclers to my haulers, cleaners, cooks, farmers, miners, and animal handlers. A group of skillsets I generally coin as 'Drudges' in my colony, to include slaves generally. Older pawns usually end up cleaners/cooks to keep close due to Bad-Back/Frail (I don't go out of my way for a bionic spine unless critical - they're fairly rare to acquire from trading. Replacement pawns are cheap and if someone becomes too useless, they can become food). Generally don't need much consciousness here and their slower speed is countered by their staying awake all the time. Brain-damaged pawns often also end up with such for me unless they get a useful Savant status. Toss on a couple Bionic legs, and a Nuclear Stomach (or akin) and you have Drudge class that keeps up pretty decently with the scut work and needs not much food, allowing your specialists to focus on their tasks.
The ideal Rimworld mindset.
I am glad you are getting back to full length rimworld vids
Honestly I liked the short ones too. It shows a willingness to not stretch a topic beyond what is needed just to fill a run time.
I like to give my pawns the specials arm implants like drill arms and such and play as Techno Barbarian raiders going from place to place. I play with to many mods and I have 1 pawn who's a mix between a Fist of the North Star character and a TechnoPriest from WH40k.
Get the organs evolved mod if you don't have it already. Basically lets you make genetic super soldiers in the same way as bionic super soldiers, for maximum SPESS MAREENS
With Ideology DLC transhumanist preceipt this is extremely good. Basically you are playing tall with your colonists.
The upsides of this:
1) you can build neural supercharger for extra layer of buffs for your colonist
Adds 10% consciousness giving 125% ->138% speed
2)Sleep accelerators are great, with them and legendary beds (made utilizing engineer profession) colonists get 180-224% rest effectiveness. They sleep for about 3 hours. I already started to forget what in game time of day is right now. And then you add circadian assistants. No sleep for us without any debuffs!
3) Colonists get mood buffs (and relations bonus?)for prosthetics, easy as that.
4)2x faster biosculpturing progress, good for using healing or regeneration if you need some. (My passion project is “second youth” from 71 to 17)
5)dedicated prosthetics such as field hand/drill hand are the best
6) if biosculpture pod can heal cancer I might install nuclear stomachs for my fieldworkers so they will go back just to sleep and get recreation.
Downsides are:
1)hard start: I believe colonists begin to want new toys with wealth rising so wealth management until research is done is required.
2)More power and space requirements.
3)Quite costly.
4)Losing precious implants upon death so protect your colonists.
if you do a transhumanist then by the time you have nuclear stomach you will also have pretty good doctors witch should have no problem of removing that cancer
@@Cookiekopter to be fair you can play with a fluid religion adding the transhumanist part later in the game.
I did transhumanist organ harvesters and well... yeah i maxed my doctor in the early industrial era. Turns out removing dozens of organs is a great learning experience for doctors!
The Mindscrew & Psychic Harmonizer combo for prisoners actually sounds very practical now that you mention it. As it will cause revolting prisoners to be downed faster: resulting in fewer casualties and shorter revolts. Thanks for the tip!!
Crusty Peanut's Warcrime's Expanded could also be used to amplify such an effect. All prisoner pawns might as well have the Wimp trait :) .
I have a body purist colonist and given it complete bionic limbs, eyes, and also organs which at this point the only pure body parts they have is the torso and head. -35 mood debuff saying "I have become what I hate" with the description "I asked for the exact opposite of this!". That joywire + yayo be looking pretty cute though
My best pawn is an asetic masochist transhumanist night owl pawn. Mind screw, sleeping spot in the boiler room, joy wire, 'borged to hell and back abd psychic harmoniser. Massive mood buffs plus he's a fantastic cleaner. Yeah, he's basically an ultra-happy borged up janitor who works the night shift and makes everyone happy even while he's asleep.
I like to combine the expanded prosthetics and organ engineering mod with evolved organs to create barely human cyber monsters
Honesly a guide on those two mods would be a great companion piece to this video. As well as royalty's psionic powers.
@@deplorabledegenerate2630 the funny part for me was that a bunch of the bionics shown in this video I assumed was part of the expanded prosthetics mod, it being part of my mod list even before the version 1.0 release didn't help I guess
Joy wire and psychic harmonize on a pampered slave that you let walk freely throughout the colony only cleaning, hauling, and social tasks would be amazing,
For late game slavery - no-sleep implant + emp grenades = very easy slave management and very efficient slaves.
Borg-style gameplay has a lot of advantages, but its features are so late in the game. Resource expensive too!
If you want to play around with some of the goodies early game you can use the character editor or prepare carefully.
If you feel like that is cheating off balance it by adding a few flaws to the pawns or decreasing their skills.
Basically how I learned most of these as game play features.
Oh perfect. Liked before I needed to watch. I always needed more info about this
guy with death acidifier and power armor
*randy* laughing at me.
Takes off gear and lets pawn die.
*angry randy noises*
ok using prisoners with psychic harmonizers is something i never thought of
*Sticks a piece of wood onto a leg*
*Patient dies due to a heart wound*
what went wrong-
I've always wondered just how Aesthetic shaper/nose would counteract Stone Skin 😅
Uncanny-valley comes to mind...
meanwhile my demi-god archo cyborg : pathetic
Or, if you're me, you can capture raiders and replace all his limbs with peg legs to level your skill
From what I understand because of how the rimworld of magic mod works if someone has any "bionic" part instead of what they were born with the bionic part will still be part of there body if they become a lich instead of the bionic part being replaced (in other words you can make cyborg lich's in rimworld if you have the right mod)
Quick question:
Is there a line between psychotronics and Psionics?
Hey Noobert, i think one of your chinchilla's got into your editor's den and messed with the video's sound settings since the volume seems to decrease a little bit around the 5:35 mark for me. Might want to set an example to your other chinchilla's so there's no chance at revolts.
Im the only editor these days XD. It did do that because i didnt record all the voice lines at the same time. Ill try to line it up better in the future.
@@Noobert so, no chinchillas got in and messed with the video sounds? ;)
It's all good man, just wanted to let you know about this small mistake in case you weren't aware of it.
Get yourself a nimble tough brawler melee specialist with all of these and they can take a mech cluster by themselves with nothing but a log.
Or at least: I thought they'd be able to
ya know I'm surprised no one here knows what Golden Bat Is...but then again it is pretty obscure LOL
prepare carefully mod you can have more than one skin inplant and they do stack
Glad cuz i started watching this as I'm in the middle of my own super solider program.
Sad cuz I'm only just now installing the joywire
Rimworld is by Tynan Sylvester
I install peg leg and wooden hand just for remove it later to my prisoner lol😂. They keep get catatonic after that
circadian half cycler and a joywire you have the most excellent roomba or hauling robot
Hey could you maybe do a video on EPOE? Kinda like a sequel to this video. I really like your videos and always anticipate the next one.
@ 1:12
yep... dont know how.. but yep.
ohhh yeah the psychic drone hit my leader for a -41. I had to sedate hit during the drone it was so bad. Guy was a bionic monster.
Amazing guide as always ! I think you shouldve added more morbin meme with the thumbnail 😂😂
Noob do you have a video on magic and fantasy? I could really use some help, trying to get some footage for the music expanded trailer
I made a guide to rim of magic a year or so ago
This is the Path of transhumanism
I’d scream as a bionic melee pawn charged at me
What is this smoke machine thing you're using at 3:40? Please I NEED a drug den!
It's called the Autobong, only avalible with High Life or Buddhist ideologies, and can be loaded with smoke or smokeleaf (smoke is smoke, Smokeleaf gives -30 to conciousness which is great for killboxes)
Power claws also help cos playing as a space marine
Anime tree... I just got that joke
I slightly hate myself for not noticing 🙃
Any chance we'll get an mod bionics overview?
Pain stopper? You mean PAIN INHIBITORS
Ambition of the Cosmic: True Pinnacle of Creation,s bionics are ungodly good to the point of godly but there is another mod that adds even more powerfull bionics and lets just say its not void
I always has been "haha random bionic go BRRRRR"
Is this in the vanilla?
I like your vids. Never stop 😁👍
Is there a way to harvest bionics after death from a fresh corpse? Video might answer but I know comments help.
Unfortunately not without mods
@@Noobert okay. Thanks. Looks like the wargs will have a strange meal. Do the implants affect how much rep you get when podding the bodies back to their tribes?
There are the mod with chip ai that max out con at 100 but also gives 100 so uou can have joywire halfcycle without actual panalties
the best tip: pick tribe and use meditation whit 6 kids in the anima tree then you have psycast max lvl and kids are not ussles.
I have new goal in Rimworld. Creating space marine.
I love tengen toppa gurren lagann
love your vidoes man
Nice video, but only one war crime? Are you OK Noobert?
Are all these in the console edition? Thanks 🙏
The first 75% of the video is all vanilla and royalty. Which is xbox and ps4
Bro the doctors -_- I went to replace the right eye with a bionics the doctor failed and gouged the left eye out 😑she was already missing a right eye hence why I tried a bionic 😂😂
I installed the Joywire before looking into it :/
Well, that’s just goddamn neato!
I just wanna know how to give a wood hand
THE FLESH IS WEAK
Yoooo
Did we miss the Bionic Eye? Unless I missed it.
It was brief
mentioned along side all the other basic body parts mod
i told a lvl10 doctor to replace a finger once and he chopped this girls whole arm off
Warning: even with all the odds in your favour you can still fail so badly and kill the pawn. Remember only if it’s necessary or if you have the right equipment/doctor.
fun fact Noobert's hair is objectively the worse hair style
Drill the sky
did you get a new mic?
No i just tried balancing it dif so the volume wasnt going up and down the whole video haha
My man
XD
Yeahhhhhh
Yeahh new vid
what a title XD
Its the only guide on bionics as far as i know. Therfore it is the ultimate
4:15 "If you do good with the empire you could learn how to make them"
learn how to make what?
make the royalty dlc bionics is what we meant. Their quests tend to drop the little information disks that allow you to research how to make their bionics. Technically you don't need to play nice to get them as they can be found in ancient dangers and so on but they are the best way to get them if that makes sense
@@BrenTenkage for a moment i thought he was saying we could learn how to make psylinks
Well that didn't age well
Yo first
Second
first
First to view or first to comment?
All the flesh shapers and aesthetic nose fail to hide the fact that all parts except things like lungs and hearts, are bionic. Not even rockskin can hide the red laser eye.