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{{Navbox/character|Bionics}}
{{Outdated|Does not reflect addition of CBM installation data items to reduce autodoc bionic installation failure rates to very low levels|badver=0.F}}
'''Bionics''' are a combination of passive and activated abilities that can be added to the player. In addition to [[skills]] and [[traits]], bionics add an additional level of customization to the [[character]] which can dramatically change gameplay.  Certain combinations of bionics work well with each other, creating a fluid synergy that greatly enhances chances for survival.  The [[Internal Battery]] bionic and a [[CBM: Power Sources|bionic capable of charging the battery]] are necessary for the use of other bionics.


Use {{key|p}} to access the bionics menu.
[[File:Gunther hermann.PNG|thumb|330px|''Gunther Hermann in [[wikipedia:Deus_Ex|Deus Ex]], a game which likely influenced (and continues to influence) bionics in Cataclysm and C:DDA'']]<!--


== Installing Bionics ==
-->'''Bionics''', also known as '''CBMs''' or Compact Bionic Modules, are cybernetic enhancements that can be added to the player, granting various passive and activated abilities. Along with [[mutation]]s, they are one of two paths to transhumanism typically taken by late-game characters. Some offer powerful abilities such as [[Probability Travel|teleportation]] and [[Time Dilation|stopping time]], many of which are unique in the game, and some are useless or even a liability when installed.A [[Power Storage]] bionic and a [[:Category:Power Source Bionic|bionic capable of charging the battery]] are necessary for the use of most bionics.
Installing bionics is based off intelligence and the [[skills]] electronics, first aid, and mechanics, in that order. The chance of success is equal to the following:
<pre>
Chance of Success = Skill * 100 / (Skill + 4 * Bionic Difficulty)
</pre>
where
<pre>
Skill = [[Intelligence]] + (Electronics * 4) + (First Aid * 3) + (Mechanics * 2)
</pre>
Note, that installation screen shows only quarter of the real Skill.


For a better chance at success, boosting Intelligence briefly can help a great deal.  Meth, cigarettes, and Adderall give nice boosts.  It also appears that installing a bionic takes no time, making it possible to stockpile several kits and then install them all in one drug fueled binge.
You can access the bionics menu via {{key|p}}, where you can see and manage all your installed bionics.


Any attempt to install a bionic upgrade will practice character's skills. Amount of gained point is based on chance to fail current installation:
Here is a full updated list of all the bionics [[BionicsList| list]]
<pre>
for electronics: (100 - Chance of Success) * 1.5
for first aid: (100 - Chance of Success) * 1.0
for mechanics: (100 - Chance of Success) * 0.5
</pre>


The possible outcomes of installation are:
== CBMs ==
* successful installation
Here's a full [[BionicsList| list]]
* failure without incident
# failure with a chance of pain
# failure with a chance of body damage
# failure with a chance of loss of some or all bionics
# failure with a chance of [[mutation]] (possibly multiple)
# failure with a chance to install a [[#Malfunctioning bionics|malfunctioning bionic]]
#* failure with a chance of permanent power loss (this replaces installing a malfunctioning bionic if you have all of the malfunctioning bionics.)
The lower chances of success you have, the more various and cruel can be failure. Numbers are denote "criticality" of failure type, higher numbers should be relatively rare, though you can get malfunctioning bionic even with 95% chance of successful installation if unlucky.


A body can hold unlimited bionics.
CBMs are surgery kits that contain all the parts required to install a cybernetic implant, also called a bionic, in a human. While this can be done at an [[autodoc]], the procedure is very dangerous and is best performed by a [[Hub 01|qualified]] [[Exodii|professional]].  


== List of CBMs ==
== Finding Bionics ==
Compact Bionics Module, or CBMs, are surgery kits that contain all the tools required to install a cybernetic implant, also called bionics, in a human. They are automated in some ways, but they do need a fully qualified technician and medical doctor to assist in the installation.
Bionics can be obtained by trading with [[Rubik]], or by dissecting certain enemies, including:
* [[Broken cyborg]]
* [[Prototype cyborg]]
* [[Zomborg]]


Most sets of CBM only contain one piece of cybernetic equipment, but there have been rumors of whole kits of specific sets of bionics that interacted well together, however, so far any rumors of these have proven false. In the dark days ahead, there will be no sets of CBMs, only single pieces
[[Hub 01]] may also feature bionics for sale, as they are actively trying to reverse-engineer the alien technology. This is set to be expanded on in future quests.


* All CBMs are made of steel and plastic and have 10 volume, 18 weight and do 8 bashing damage when wielded.
== Preparing CBMs ==
CBMs you loot throughout the world are packaged and ready to install, but CBMs dissected out of corpses come filthy and deployed. An autodoc will not allow you to install it this way, even if you're ready to shove zombie gore in your chest cavity. There are four steps you'll have to remember in order to prepare a harvested CBM for installation.
* Wash it with a [[sponge]], [[rag]], [[washing kit]], or [[dishwasher]].
* Reset it by going to its item info from your inventory and selecting Mend. This takes 45 minutes and requires [[Electronics]] 2, [[First Aid]] 4, [[Mechanics]] 3, and tools with [http://cdda-trunk.chezzo.com/qualities/WRENCH_FINE fine bolt turning] and [http://cdda-trunk.chezzo.com/qualities/SCREW_FINE fine screw driving].
* Package it in an [[autoclave pouch]]. This requires it to be reset first.
* Sterilize it in an [[autoclave]]. Make sure it's packaged first.


<!--
There are two types of autoclaves, the stationary furniture and the item version. The furniture version is currently only found in [[research facility|research facilities]], while the item version may spawn in various locations like labs, [[hospital]]s, and [[doctor's office]]s. The furniture autoclave consumes 64 units or 16L of water per cycle and does not need to be powered, while the item version consumes 2L of water and must be loaded with a heavy battery. It requires 8200 battery power to run, so it can only be used with the [[heavy plutonium fuel battery]]. Alternatively, it could be installed onto a vehicle as a [[mountable autoclave]], which enables it to draw power from the vehicle, drastically decreases the operation cost. An autoclave cycle is 90 minutes.


#define BIO(name, rarity, price, color, difficulty, des, ...) \
== Installation ==
index++;itypes.push_back(new it_bionic(index,rarity,price,name,des,':',\
The bionic installation process requires an [[autodoc]], a highly advanced medical apparatus that can conduct medical operations on players and [[NPC]]s, and some specific monsters—namely [[prototype cyborg]]s. For now, they are only used for installation/uninstallation of bionics and splinting [[broken limb]]s, but other types of operations are planned for the future.  
color, STEEL, PLASTIC, 10, 18, 8, 0, 0, 0, difficulty, __VA_ARGS__))


-->
The player has to manually configure the autodoc prior to every operation. Alternatively, if there is a friendly NPC with better suitable skills nearby, he'll begin configuring the autodoc for the player. Operation success chance is displayed in the autodoc menu, as is anesthetic usage and time of the operation.


If the patient does not have the [[Sensory Dulling]] CBM or the [[Deadened]] mutation, an [[anesthetic kit]] will be needed. An anesthetic kit holds 3L of [[anesthetic]] and can be reloaded indefinitely. A surgical procedure will consume a certain amount of anesthetic, which depends on the patient's weight and the difficulty of the bionic. After configuring the autodoc, it will inject anesthesia, putting the character into a state of [[narcosis]] where they won't react to most stimuli, including sounds and even monsters gnawing on their arm, so it's best to make sure you are safe before conducting the operation.


<!-- these have been removed from the game
Installing bionics is based off [[intelligence]] and various [[skills]]. The most important skill is [[First Aid]], followed by [[Computers]] and [[Electronics]]. For the best chances of operation success, raise those skills as high as you can, and also make sure as much as possible that no penalty is decreasing your intelligence.
{{header/{{PAGENAME}}}}
{{row/{{PAGENAME}}|[[CBM: Internal Battery]]|24|3800|c_green|1|"Compact Bionics Module which upgrades your power capacity by 4 units. Having at least one of these is a prerequisite to using powered bionics.  You will also need a power supply, found in another CBM.", You can install multiple Batteries,}} --><!-- This is a special case, which increases power capacity by 4 --><!--


{{row/{{PAGENAME}}|[[CBM: Power Sources]]|18|5000|c_yellow|4|"Compact Bionics Module containing the materials necessary to install any one of several power sources.  Having a power source is necessary to use powered bionics."|bio_batteries, bio_metabolics, bio_solar, bio_furnace, bio_ethanol}}
The chance of success is equal to the following:<br />


{{row/{{PAGENAME}}|[[CBM: Utilities]]|20|2000|c_ltgray|2|"Compact Bionics Module containing a variety of utilities. Popular among civilians, especially specialist laborers like mechanics."|bio_tools, bio_storage, bio_flashlight, bio_lighter, bio_magnet}}
<code>Chance of Success = (100 * Difficulty) / (Difficulty + sqrt(1 / Difficulty))</code> (see [https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F-3/src/bionics.cpp#L2092-L2096 bionics.cpp(0.F-3)])


{{row/{{PAGENAME}}|[[CBM: Neurological]]|8|6000|c_pink|8|"Compact Bionics Module containing a few upgrades to one's central nervous system or brain.  Due to the difficulty associated with what is essentially brain surgery, these are best installed by a highly skill professional."|bio_memory, bio_painkiller, bio_alarm}}
where


{{row/{{PAGENAME}}|[[CBM: Sensory]]|10|4500|c_ltblue|5|"Compact Bionics Module containing a few upgrades to one's sensory systems, particularly sight. Fairly difficult to install."|bio_ears, bio_eye_enhancer, bio_night_vision, bio_infrared, bio_scent_vision}}
* <code>Difficulty = Adjusted Skill / (4 * Bionic Difficulty)</code> (see [https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F-3/src/bionics.cpp#L2087-L2090 bionics.cpp(0.F-3)])
* <code>Adjusted Skill = Skill - lesser of 40 or (Skill * 0.9)</code> (see [https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F-3/src/bionics.cpp#L2028-L2030 bionics.cpp(0.F-3)])
* <code>Skill = Intelligence * 4 + First Skill * 4 + Second Skill * 3 + Third Skill</code> (see [https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F-3/src/bionics.cpp#L2053-L2056 bionics.cpp(0.F-3)])


{{row/{{PAGENAME}}|[[CBM: Aquatic]]|5|3000|c_blue|3|"Compact Bionics Module with a couple of upgrades designed with those who are often underwater; popular among diving enthusiasts and Navy SEAL teams."|bio_membrane, bio_gills}}
Example interactive graph for <code>Skill</code> vs <code>Chance of Success</code> for <code>Bionic Difficulty = 9</code>: https://www.desmos.com/calculator/otllgkhfkp


{{row/{{PAGENAME}}|[[CBM: Combat Augs]]|10|4500|c_red|3|"Compact Bionics Module containing several augmentations designed to aid in combat.  While none of these are weapons, all are very useful for improving one's battle awareness."|bio_targeting, bio_night_vision, bio_infrared, bio_ground_sonar}}
The time an autodoc operation takes depends on the bionic's difficulty. The rule is 20 minutes per one point of difficulty, so installation time can vary from 20 minutes for the easiest bionics like [[Power Storage]] to four hours for the hardest ones like [[Synaptic Accelerator]].


{{row/{{PAGENAME}}|[[CBM: Hazmat]]|12|4800|c_ltgreen|3|"Compact Bionics Module that allows you to install various augmentations designed to protect the user in the event of exposure to hazardous materials."|bio_purifier, bio_climate, bio_heatsink, bio_blood_filter}}
A body can hold Power Storage/mk. II bionics up to 2,000kJ of maximum power, and one of each other bionic. However, the Bionics interface can only accommodate about 30 or so before it starts to have trouble maintaining letters for all of them. Take this into account when you install a lot of bionics.


{{row/{{PAGENAME}}|[[CBM: Nutritional]]|7|3200|c_green|4|"Compact Bionics Module with several upgrades to one's digestive system, aimed at making the consumption of food a lower priority."|bio_recycler, bio_digestion, bio_evap, bio_water_extractor}}
=== Installation Failure ===
The possible outcomes of installation are:
* successful installation
* failure without incident (Failure level of 0)
* failure with a chance of pain (Failure level of 1)
* failure with a chance of severe body damage (Failure level of 2 or 3)
* failure with a chance to install a [[#Faulty bionics|malfunctioning bionic]] (Failure level of 4 or 5)
** failure with a chance of permanent power loss (this replaces installing a malfunctioning bionic if you have all of the malfunctioning bionics.)


{{row/{{PAGENAME}}|[[CBM: Desert Survival]]|4|4000|c_brown|3|"Compact Bionics Module designed for those who will spend  significant time in dry, hot areas like a desert. Geared towards providing a source of water."|bio_climate, bio_recycler, bio_evap, bio_water_extractor}}
Failing to install the bionic will return it to you, deployed and non-sterile, unless you managed to install a faulty bionic instead. Only the body parts a bionic occupies will be damaged. How much you failed by is then further modified to determine your failure level.  


{{row/{{PAGENAME}}|[[CBM: Melee Combat]]|6|5800|c_red|3|"Compact Bionics Module containing a few upgrades designed for melee combat. Useful for those who like up-close combat."|bio_shock, bio_heat_absorb, bio_claws}}
Your maximum level of failure is determined by the following formula:
<pre>
Maximum Failure = SQRT ((100 - Chance of Success) * 4 * Bionic Difficulty / Adjusted Skill)
</pre>


{{row/{{PAGENAME}}|[[CBM: Armor]]|12|6800|c_cyan|5|"Compact Bionics Module containing the supplies necessary to install one of several high-strength armors. Very popular."|bio_carbon, bio_armor_head, bio_armor_torso, bio_armor_arms, bio_armor_legs}}
Maximum failure must be at least 4 to install a faulty CBM. In practice, any installation with a chance of failure higher than 28% can potentially give a faulty CBM. The exception is characters who started the game with a medical profession, which prevents any chance of a faulty bionic being installed.


{{row/{{PAGENAME}}|[[CBM: Espionage]]|5|7500|c_magenta|4|"Compact Bionics Module often used by high-tech spies. Its contents are geared towards avoiding detection and bypassing security."|bio_face_mask, bio_scent_mask, bio_cloak, bio_alarm, bio_fingerhack, bio_lockpick}}
Failing to install or uninstall a bionic can inflict up to 80 damage. This could very well instantly kill your character, so be warned.


{{row/{{PAGENAME}}|[[CBM: Defensive Systems]]|9|8000|c_ltblue|5|"Compact Bionics Module containing a few augmentations designed to defend the user in case of attack."|bio_carbon, bio_ads, bio_ods}}
== Powering bionics ==
Some bionics don't need to be powered or activated, but many consume bionic power to fuel their usage. Max bionic power is listed on the ({{k|@}}) statistics screen in the {{igs|BIONICS|ltgray}} section below the traits section, while your current power is listed in the sidebar under Power. You can also use the bionics menu ({{k|p}}) to see current and max bionic power and a list of all your bionics, which you can toggle on and off from this screen. Bionic power is measured in kilojoules, with a maximum of 2100 kJ that the player can gain. You can increase your max bionic power by installing the [[Power Storage]] or [[Power Storage Mk. II]] CBMs for 100 and 250 max power respectively. You can also set bionics to start producing power when you got <75, <50, <25 or <0 for each different bionic({{k|A}}) while in the bionic menu


{{row/{{PAGENAME}}|[[CBM: Medical]]|12|8200|c_ltred|6|"Compact Bionics Module containing several upgrades designed to provide the user with medical attention in the field."|bio_painkiller, bio_nanobots, bio_blood_anal, bio_blood_filter}}
=== Sources of bionics power ===
To power your bionics, you will need a CBM that can charge your internal batteries. There are several bionics that can do so, with varying practicality and efficiency.


{{row/{{PAGENAME}}|[[CBM: Construction]]|10|3500|c_dkgray|3|"Compact Bionics Module which is very popular among construction workers. It contains several upgrades designed to make the user a living tool."|bio_tools, bio_resonator, bio_hydraulics, bio_magnet}}
* [[Battery System]] - Consumes [[battery|batteries]] for power.
* [[Cable Charger System]] - Uses [[Jumper cable|jumper cables]] to drain power from vehicles.
* [[Ethanol Burner]] - Consumes [[ethanol]], [[methanol]], or [[denatured alcohol]] to generate power. Heats up your body while active.
* [[Gasoline Fuel Cell]] - Generates a lot of power by consuming [[gasoline]], but heats your body significantly.
* [[Joint Torsion Ratchet]] - Generates a small amount of power while walking. When activated, generates more power at the cost of increasing [[stamina]] burn.
* [[Metabolic Interchange]] - Burns [[Stored Calories|calories]] to generate power while active. Automatically turns off if you drop below 80% of starting calories, the point at which you begin to get messages.
* [[Trickle Charger]] - A low-power, long-lasting bioelectric charger powered by small-scale nuclear decay.  Energy output is low but requires no fuel source, and multiple copies can be installed.


{{row/{{PAGENAME}}|[[CBM: Super-Soldier]]|1|14000|c_white|10|"A very rare Compact Bionics Module, designed by the military to create a kind of super-soldier. Due to the highly advanced technology used, this module is very difficult to install."|bio_time_freeze, bio_teleport}}
== Faulty bionics ==
As you can expect, things sometimes go wrong with shoving technology in your body. Several bionics exist that have purely negative effects, which hamper your character until they are uninstalled. A severely failed install can randomly install a faulty bionic. They also come pre-installed with certain [[professions]], such as [[Prototype Cyborg (profession)|prototype]] and [[failed cyborg]]s, which [[Guide: Broken Cyborg|challenge]] you to uninstall those bionics before they kill you. Faulty CBMs in item form can be dissected out of cyborgs.


{{row/{{PAGENAME}}|[[CBM: Ranged Combat]]|7|9200|c_red|6|"Compact Bionics Module containing a few devices designed for ranged combat. Good for those who want a gun on occasion, but do not wish to carry lots of heavy ammunition and weapons."|bio_blaster, bio_laser, bio_emp}}
{{List/faultybionics}}


|}
== Removing Bionics ==
-->
Uninstallation in {{InlineVer|0.D}} is only possible through the autodoc or NPC surgeon. All features of installing (need for anesthesia, time required for operation, etc.) are applicable for uninstallation too. Uninstallation is noticeably more difficult than installing bionics and can do serious/fatal damage on a failure. On a success, no damage is taken. To determine the removal difficulty, the bionic difficulty is taken, and 2 points are added to it. Faulty bionics vary a lot in difficulty values.


{| width=100%
== [[Gameplay_Mods|Mods]] ==
|-style="vertical-align:top"
===Manual Bionic Installation===
| width=30%|
Allows you to install bionics the old way, without use of an autodoc. To manually install a CBM, you'll have to {{k|a}}ctivate it first. Skills used are electronics, first aid, and mechanics, in that order. Anesthetic is not used. Attempting to manual self-install a bionic will practice a character's skills. Amount of gained exp is based on chance to fail current installation:
=== Powering bionics ===
<pre>
 
for electronics: (100 - Chance of Success) * 1.5
*[[Internal Battery]]
for first aid: (100 - Chance of Success) * 1.0
*[[Battery System]]
for mechanics: (100 - Chance of Success) * 0.5
*[[Metabolic Interchange]]
</pre>
*[[Solar Panels]]
*[[Internal Furnace]]
*[[Ethanol Burner]]
*[[Joint Torsion Ratchet]]
 
| rowspan=2 width=30%|
=== Activated bionics ===
 
*[[Cranial Flashlight]]
*[[Implanted Night Vision]]
*[[Infrared Vision]]
*[[Facial Distortion]]
*[[Active Defense System]]
*[[Offensive Defense System]]
*[[Olfactory Mask]]
*[[Cloaking System]]
*[[Sensory Dulling]]
*[[Repair Nanobots]]
*[[Thermal Dissipation]]
*[[Sonic Resonator]]
*[[Time Dilation]]
*[[Teleportation Unit]]
*[[Blood Analysis]]
*[[Blood Filter]]
*[[Alarm System]]
*[[Aero-Evaporator]]
*[[Mini-Flamethrower]]
*[[Adamantium Claws]]
*[[Fusion Blaster Arm]]
*[[Finger-Mounted Laser]]
*[[Directional EMP]]
*[[Hydraulic Muscles]]
*[[Water Extraction Unit]]
*[[Electromagnetic Unit]]
*[[Fingerhack]]
*[[Fingerpick]]
*[[Terranian Sonar]]
*[[Power Armor Interface]]
*[[Chain Lightning]]
*[[Railgun]]
 
| width=30%|
|-
|
 
=== Passive bionics ===
 
*[[Enhanced Memory Banks]]
*[[Enhanced Hearing]]
*[[Diamond Cornea]]
*[[Nictating Membrane]]
*[[Targeting System]]
*[[Membrane Oxygenator]]
*[[Air Filtration System]]
*[[Internal Climate Control]]
*[[Internal Storage]]
*[[Recycler Unit]]
*[[Expanded Digestive System]]
*[[Integrated Toolset]]
*[[Electroshock Unit]]
*[[Heat Drain]]
*[[Subdermal Carbon Filament]]
*[[Alloy Plating - Head]]
*[[Alloy Plating - Torso]]
*[[Alloy Plating - Arms]]
*[[Alloy Plating - Legs]]
|}
 
=== Malfunctioning bionics ===
{{Bionic|bio_dis_shock|Electrical Discharge|false|false|0|0|A malfunctioning bionic which occasionally discharges electricity through your body, causing pain and brief paralysis but no damage.|nocat=1|malf=1}}
 
{{Bionic|bio_dis_acid|Acidic Discharge|false|false|0|0|A malfunctioning bionic which occasionally discharges acid into your muscles, causing sharp pain and minor damage.|nocat=1|malf=1}}
 
{{Bionic|bio_drain|Electrical Drain|false|false|0|0|A malfunctioning bionic.  It doesn't perform any useful function, but will occasionally draw power from your batteries.|nocat=1|malf=1}}
 
{{Bionic|bio_noise|Noisemaker|false|false|0|0|A malfunctioning bionic. It will occasionally emit a loud burst of noise.|nocat=1|malf=1}}
 
{{Bionic|bio_power_weakness|Power Overload|false|false|0|0|Damaged power circuits cause short-circuiting inside your muscles when your batteries are above 75% capacity, causing greatly reduced strength.  This has no effect if you have no internal batteries.|nocat=1|malf=1}}
 
{{Bionic|bio_stiff|Wire-induced Stiffness|false|false|0|0|Improperly installed wires cause a physical stiffness in most of your body, causing increased encumberance.|nocat=1|malf=1}}
 
=== Future bionics ===
Existing bionics not fully implemented yet.
 
{{bionic|bio_banish|Banishment|false|true|40|0|You can briefly open a one-way gate to the nether realm, banishing a single target there permanently. This is not without its dangers, however, as the inhabitants of the nether world may take notice.}}
 
{{bionic|bio_gate_out|Gate Out|false|true|55|0|You can temporarily open a two-way gate to the nether realm, accessible only by you.  This will remove you from immediate danger, but may attract the attention of the nether world's inhabitants...}}
 
{{bionic|bio_gate_in|Gate In|false|true|35|0|You can temporarily open a one-way gate from the nether realm.  This will attract the attention of its horrifying inhabitants, who may begin to pour into reality.}}
 
{{bionic|bio_nightfall|Artificial Night|false|true|5|1|Photon absorbtion panels will attract and obliterate photons within a 100'radius, casting an area around you into pitch darkness.}}
 
{{bionic|bio_drilldown|Borehole Drill|false|true|30|0|Your legs can transform into a powerful drill which will bury you 50 feet into the earth. Be careful to only drill down when you know you will be able to get out, or you'll simply dig your own tomb.}}


{{bionic|bio_heatwave|Heatwave|false|true|45|0|At the cost of immense power, you can cause dramatic spikes in the ambient temperature around you. These spikes are very short-lived, but last long enough to ignite wood, paper, gunpowder, and other substances.}}
=== Bionic Slots===
Bionic Slots are not a thing in the base game. They are a limitation if using the mod Aftershock, or the Bionic Slots mod. At some point, they may be added to mainline.
Limits the number of bionics you can install in each body part. Each bionic takes up a certain number of slots. Available slots are as follows.
* Torso - 80
* Head - 18
* Eyes - 4
* Mouth - 4
* Left/right arm - 20
* Left/right hand - 5
* Left/right leg - 30
* Left/right foot - 7


{{bionic|bio_tremor|Tremor Pads|false|true|40|0|Using tremor pads in your feet, you can cause a miniature earthquake.  The shockwave will damage enemies (particularly those digging underground), tear down walls, and churn the earth.}}
=== Safe Autodoc ===
Removes any and all failure chance for installing bionics.


{{bionic|bio_flashflood|Flashflood|false|true|35|0|By drawing the moisture from the air, and synthesizing water from in-air elements, you can create a massive puddle around you. The effects are more powerful when used near a body of water.}}
== Changes ==
* {{InlineVer|0.7}} - Bionics can be retrieved from butchered player corpses.
* {{InlineVer|0.B}} - Feature to remove bionics added; previous versions only allowed removal with critical failure on install.
* {{InlineVer|0.D}} - (Un)installing bionics requires autodoc and anesthesia, beta version of the debug slots system.
* {{InlineVer|0.F}} - Bionics now come from one of alien factions. Limited amount of enemies which can be harvested for bionics, introduced bionic merchant.


[[Category:Bionics|*]]
<noinclude>{{ver|0.G}}

Latest revision as of 14:49, 19 January 2024



File:Gunther hermann.PNG
Gunther Hermann in Deus Ex, a game which likely influenced (and continues to influence) bionics in Cataclysm and C:DDA

Bionics, also known as CBMs or Compact Bionic Modules, are cybernetic enhancements that can be added to the player, granting various passive and activated abilities. Along with mutations, they are one of two paths to transhumanism typically taken by late-game characters. Some offer powerful abilities such as teleportation and stopping time, many of which are unique in the game, and some are useless or even a liability when installed.A Power Storage bionic and a bionic capable of charging the battery are necessary for the use of most bionics.

You can access the bionics menu via p, where you can see and manage all your installed bionics.

Here is a full updated list of all the bionics list

CBMs

Here's a full list

CBMs are surgery kits that contain all the parts required to install a cybernetic implant, also called a bionic, in a human. While this can be done at an autodoc, the procedure is very dangerous and is best performed by a qualified professional.

Finding Bionics

Bionics can be obtained by trading with Rubik, or by dissecting certain enemies, including:

Hub 01 may also feature bionics for sale, as they are actively trying to reverse-engineer the alien technology. This is set to be expanded on in future quests.

Preparing CBMs

CBMs you loot throughout the world are packaged and ready to install, but CBMs dissected out of corpses come filthy and deployed. An autodoc will not allow you to install it this way, even if you're ready to shove zombie gore in your chest cavity. There are four steps you'll have to remember in order to prepare a harvested CBM for installation.

There are two types of autoclaves, the stationary furniture and the item version. The furniture version is currently only found in research facilities, while the item version may spawn in various locations like labs, hospitals, and doctor's offices. The furniture autoclave consumes 64 units or 16L of water per cycle and does not need to be powered, while the item version consumes 2L of water and must be loaded with a heavy battery. It requires 8200 battery power to run, so it can only be used with the heavy plutonium fuel battery. Alternatively, it could be installed onto a vehicle as a mountable autoclave, which enables it to draw power from the vehicle, drastically decreases the operation cost. An autoclave cycle is 90 minutes.

Installation

The bionic installation process requires an autodoc, a highly advanced medical apparatus that can conduct medical operations on players and NPCs, and some specific monsters—namely prototype cyborgs. For now, they are only used for installation/uninstallation of bionics and splinting broken limbs, but other types of operations are planned for the future.

The player has to manually configure the autodoc prior to every operation. Alternatively, if there is a friendly NPC with better suitable skills nearby, he'll begin configuring the autodoc for the player. Operation success chance is displayed in the autodoc menu, as is anesthetic usage and time of the operation.

If the patient does not have the Sensory Dulling CBM or the Deadened mutation, an anesthetic kit will be needed. An anesthetic kit holds 3L of anesthetic and can be reloaded indefinitely. A surgical procedure will consume a certain amount of anesthetic, which depends on the patient's weight and the difficulty of the bionic. After configuring the autodoc, it will inject anesthesia, putting the character into a state of narcosis where they won't react to most stimuli, including sounds and even monsters gnawing on their arm, so it's best to make sure you are safe before conducting the operation.

Installing bionics is based off intelligence and various skills. The most important skill is First Aid, followed by Computers and Electronics. For the best chances of operation success, raise those skills as high as you can, and also make sure as much as possible that no penalty is decreasing your intelligence.

The chance of success is equal to the following:

Chance of Success = (100 * Difficulty) / (Difficulty + sqrt(1 / Difficulty)) (see bionics.cpp(0.F-3))

where

Example interactive graph for Skill vs Chance of Success for Bionic Difficulty = 9: https://www.desmos.com/calculator/otllgkhfkp

The time an autodoc operation takes depends on the bionic's difficulty. The rule is 20 minutes per one point of difficulty, so installation time can vary from 20 minutes for the easiest bionics like Power Storage to four hours for the hardest ones like Synaptic Accelerator.

A body can hold Power Storage/mk. II bionics up to 2,000kJ of maximum power, and one of each other bionic. However, the Bionics interface can only accommodate about 30 or so before it starts to have trouble maintaining letters for all of them. Take this into account when you install a lot of bionics.

Installation Failure

The possible outcomes of installation are:

  • successful installation
  • failure without incident (Failure level of 0)
  • failure with a chance of pain (Failure level of 1)
  • failure with a chance of severe body damage (Failure level of 2 or 3)
  • failure with a chance to install a malfunctioning bionic (Failure level of 4 or 5)
    • failure with a chance of permanent power loss (this replaces installing a malfunctioning bionic if you have all of the malfunctioning bionics.)

Failing to install the bionic will return it to you, deployed and non-sterile, unless you managed to install a faulty bionic instead. Only the body parts a bionic occupies will be damaged. How much you failed by is then further modified to determine your failure level.

Your maximum level of failure is determined by the following formula:

Maximum Failure = SQRT ((100 - Chance of Success) * 4 * Bionic Difficulty / Adjusted Skill)

Maximum failure must be at least 4 to install a faulty CBM. In practice, any installation with a chance of failure higher than 28% can potentially give a faulty CBM. The exception is characters who started the game with a medical profession, which prevents any chance of a faulty bionic being installed.

Failing to install or uninstall a bionic can inflict up to 80 damage. This could very well instantly kill your character, so be warned.

Powering bionics

Some bionics don't need to be powered or activated, but many consume bionic power to fuel their usage. Max bionic power is listed on the (@) statistics screen in the BIONICS section below the traits section, while your current power is listed in the sidebar under Power. You can also use the bionics menu (p) to see current and max bionic power and a list of all your bionics, which you can toggle on and off from this screen. Bionic power is measured in kilojoules, with a maximum of 2100 kJ that the player can gain. You can increase your max bionic power by installing the Power Storage or Power Storage Mk. II CBMs for 100 and 250 max power respectively. You can also set bionics to start producing power when you got <75, <50, <25 or <0 for each different bionic(A) while in the bionic menu

Sources of bionics power

To power your bionics, you will need a CBM that can charge your internal batteries. There are several bionics that can do so, with varying practicality and efficiency.

Faulty bionics

As you can expect, things sometimes go wrong with shoving technology in your body. Several bionics exist that have purely negative effects, which hamper your character until they are uninstalled. A severely failed install can randomly install a faulty bionic. They also come pre-installed with certain professions, such as prototype and failed cyborgs, which challenge you to uninstall those bionics before they kill you. Faulty CBMs in item form can be dissected out of cyborgs.

Glowy Thing

Name Description
Acidic Discharge A malfunctioning bionic which occasionally discharges acid into your muscles, causing sharp pain and minor damage.
Bionic Nostril You're really not sure how the CBM ended up in your nose, but no matter how it got there this badly misplaced bionic makes it difficult to breathe. Increases mouth encumbrance by one.
Bionic Short Circuit A poorly-wired bionic which fails to serve its intended purpose, this malfunctioning device periodically short-circuits, causing systemic muscle tremors.
Bionic Visual Impairment Due to a badly misplaced dielectric stylette you are now suffering from mild optic neuropathy. Increases eye encumbrance by one.
Bionic-Induced Deformity A combination of poor surgical installation and unpleasant scarring has lead to the malfunctioning bionic catastrophe you call your face. People who mind that you look like a dime-store Frankenstein will react poorly to your appearance.
Electrical Discharge A malfunctioning bionic which occasionally discharges electricity through your body, causing pain and brief paralysis but no damage.
Electrical Drain A malfunctioning bionic. It doesn't perform any useful function, but will occasionally draw power from your batteries.
Endocrine Enervator Through a combination of psychochemical manipulation and old fashioned electrical nerve stimulation, this malfunctioning bionic alters your brain chemistry in such a way as to cause fatigue. You will find yourself tiring a bit faster than before.
Itchy Metal Thing A bionic of some sort, so badly installed that you cannot even tell what it was originally supposed to be. Sometimes it itches horribly.
Leaky Bionic This botched piece of bionic hardware slowly leaks electrolytic compounds, piezoelectric nanomaterials, and other high-tech contaminants into your bloodstream. Needless to say, this is not good for your health.
Motor Control Overstimulator One piezoelectric solenoid surgically installed backwards, two crossed wires, and four burned-out capacitors later you started falling on your face and writhing around at the least convenient times. This incorrectly-configured bionic periodically stuns you for a short duration.
Noisemaker A malfunctioning bionic. It will occasionally emit a loud burst of noise.
Power Overload Damaged power circuits cause short-circuiting inside your muscles when your batteries are above 75% capacity, causing greatly reduced strength. This has no effect if you have no internal batteries.
Self-Locking Thumbs Self-locking thumbs hold tight (even when you really don't want them to) and don't let go (even when you'd rather they did). Increases hand encumbrance by two, while failing to improve your ability to hold objects whatsoever.
Squeaky Ankles In a cruel twist of fate, a poorly executed CBM surgery has given you a pair of useless bionics which make squeaking noises when you walk.
Visual Disruptor A malfunctioning bionic which causes occasional visual distortion and pixelation.
Voice Remodulator You will likely spend the rest of your days serving as a walking testament to why you don't opt for the Autodoc's 'Cyborg Identity Package.' A remodulator unit jammed down your throat has given you a creepy robot voice.
Wire-Induced Stiffness Improperly installed wires cause a physical stiffness in most of your body, causing increased encumbrance.


Removing Bionics

Uninstallation in 0.D (Danny) is only possible through the autodoc or NPC surgeon. All features of installing (need for anesthesia, time required for operation, etc.) are applicable for uninstallation too. Uninstallation is noticeably more difficult than installing bionics and can do serious/fatal damage on a failure. On a success, no damage is taken. To determine the removal difficulty, the bionic difficulty is taken, and 2 points are added to it. Faulty bionics vary a lot in difficulty values.

Mods

Manual Bionic Installation

Allows you to install bionics the old way, without use of an autodoc. To manually install a CBM, you'll have to activate it first. Skills used are electronics, first aid, and mechanics, in that order. Anesthetic is not used. Attempting to manual self-install a bionic will practice a character's skills. Amount of gained exp is based on chance to fail current installation:

for electronics: (100 - Chance of Success) * 1.5
for first aid: (100 - Chance of Success) * 1.0
for mechanics: (100 - Chance of Success) * 0.5

Bionic Slots

Bionic Slots are not a thing in the base game. They are a limitation if using the mod Aftershock, or the Bionic Slots mod. At some point, they may be added to mainline. Limits the number of bionics you can install in each body part. Each bionic takes up a certain number of slots. Available slots are as follows.

  • Torso - 80
  • Head - 18
  • Eyes - 4
  • Mouth - 4
  • Left/right arm - 20
  • Left/right hand - 5
  • Left/right leg - 30
  • Left/right foot - 7

Safe Autodoc

Removes any and all failure chance for installing bionics.

Changes

  • 0.7 (Lindqvist) - Bionics can be retrieved from butchered player corpses.
  • 0.B (Brin) - Feature to remove bionics added; previous versions only allowed removal with critical failure on install.
  • 0.D (Danny) - (Un)installing bionics requires autodoc and anesthesia, beta version of the debug slots system.
  • 0.F (Frank) - Bionics now come from one of alien factions. Limited amount of enemies which can be harvested for bionics, introduced bionic merchant.