Bionics: Difference between revisions

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[[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'']]<!--
[[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'']]<!--


-->'''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. A [[Power Storage]] bionic and a [[:Category:Power Source Bionic|bionic capable of charging the battery]] are necessary for the use of other 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. Certain [[professions]] can also spawn with bionics. A [[Power Storage]] bionic and a [[:Category:Power Source Bionic|bionic capable of charging the battery]] are necessary for the use of most bionics.


Bionics can be found randomly around the game world, but [[science lab]]s are where you'll find them for sure, particularly at the lower levels. You can also find some when butchering bionic creatures, such as [[shocker zombie]]s (although if your survival skill isn't high enough you might not get any, or only [[burnt out bionic]]s). In {{InlineVer|0.E}}, bionics are now unable to be found with [[butcher|butchering]]. Instead, corpses will need to be [[butcher|dissected]] instead with a tool that has [[Tool quality|fine cutting]].
You can access the bionics menu via {{key|p}}, where you can see and manage all your installed bionics.
 
== CBMs ==
{{List/bionics}}
CBMs are surgery kits that contain all the parts required to install a cybernetic implant, also called a bionic, in a human. Manufacturers' warranties insist on using an [[autodoc]] or having a fully qualified technician and medical doctor to assist in the installation in a proper medical facility. CBMs are rare to find among the general public, being mostly concentrated in scientific or military areas. All CBMs are made of steel and plastic, are 2.5 L, and do 8 bashing damage when wielded.


You can access the bionics menu via {{key|p}}, where you can see and manage all your installed bionics.
The most common places to find CBMs are [[science lab]]s and [[microlab]]s. Other places to get them are military locations like [[Military Bunker|bunkers]] and [[Military Base|bases]], death drops from [[zombie scientist]]s, trading with [[Hub 01]], and very rarely from [[electronics store]]s, [[doctor's office]]s, [[police station]]s, [[bank]] vaults, and many other places.
 
Aside from labs, the primary way to get bionics is by dissecting certain corpses. This takes a significant amount of time and requires a tool with [http://cdda-trunk.chezzo.com/qualities/CUT_FINE fine cutting]. Corpses will give varying numbers of bionics from various pools, depending on the monster, with [[Power Storage]] CBMs being most common. Your success probability when dissecting for bionics depends on your tool's fine cutting level, your [[dexterity]], your [[First Aid]] skill, and to a lesser degree your [[Electronics]] skill. It's also decreased by damage to a corpse, so make sure not to pulp corpses you plan on dissecting. A failure gets you [[burnt out bionic]]s, which are useless.
 
Corpses which yield bionics are:
* [[Broken cyborg]]
* [[Prototype cyborg]]
* [[Shocker zombie]]
* [[Skeletal shocker]]
* [[Zombie scientist]]
* [[Zombie technician]]
* [[Shocker brute]]
* [[Incandescent husk]]
* [[Zombie bio-operator]]
 
== 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 can only be used with the [[heavy plutonium fuel battery]]. An autoclave cycle is 90 minutes.
 
An item autoclave can be converted into a [[mountable autoclave]], which then can be mounted onto a vehicle, drawing from the vehicle's batteries and making it much more reasonable to use.
 
== Installation ==
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.  


== Installing Bionics ==
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.
Installation process requires an [[autodoc]], a highly advanced semi-conscious medical apparatus that can conduct medical operations on player and NPCs (it's only installation and uninstallation of bionics and splinting broken limbs for now, but other types of operation are planned for the future), and some specific monsters, such as [[prototype cyborg]]s. Player must have [[anesthetic kit]] to be able to install bionics, one charge from the kit per bionic. 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. After configuring autodoc, it will inject anesthesia, putting character into the [[narcosis]], and character won't react on most stimuli, including sounds and even monsters gnawing his arm, so it's best to make sure you are safe before conducting operation.


However, there is still an old-style manual way to install bionics, which will be possible if player activates [[Manual Bionic Installation]] mod. To manually install a Compact Bionics Module (CBM), you'll have to {{k|a}}ctivate it first.  
If the patient does not have the [[Sensory Dulling]] CBM or the [[Deadened]] mutation, an [[anesthesia kit]] will be needed. An anesthesia 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.  


In both cases you'll be shown the chances of success of the installation process and asked to confirm if you still want to continue the procedure.
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.  


Installing bionics is based off intelligence and various [[skills]]. Autodoc installation requires the first aid, computers and electronics skills, while manual way checks for electronics, first aid, and mechanics, in that order. The chance of success is equal to the following:
The chance of success is equal to the following:
<pre>
<pre>
Chance of Success = (100 * Difficulty) / (Difficulty + sqrt(1 / Difficulty))
Chance of Success = (100 * Difficulty) / (Difficulty + sqrt(1 / Difficulty))
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<pre>
<pre>
Difficulty = Adjusted Skill / (4 * Bionic Difficulty)
Difficulty = Adjusted Skill / (4 * Bionic Difficulty)
Adjusted Skill = Skill - min(40, Skill - Skill / 10)
Adjusted Skill = Skill - lesser of 40 or (Skill - Skill / 10)
Skill = Intelligence * 4 + First Skill * 4 + Second Skill * 3 + Third Skill
Skill = Intelligence * 4 + First Skill * 4 + Second Skill * 3 + Third Skill
</pre>
</pre>


For a better chance at success, boosting Intelligence briefly can help a great deal. [[low-grade methamphetamine|Meth]], [[cigarettes]], and [[Adderall]] give nice boosts.
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]].
 
Alternatively there is a [[Safe Autodoc]] mod, which will make autodoc operations completely safe, independent of the character's skills.


Installing bionics through the autodoc consumes time depending on bionics difficulty. The rule is 20 minutes per one point of difficulty, so installation time can vary from 20 minutes for easiest bionics like Power Storage CBM to more than two hours for hardest bionics like Advanced Microreactor System CBM. Old-style manual installation takes no time, making it possible to stockpile several kits and then install them all at once.
A body can hold unlimited Power Storage/mk. II bionics, 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.
 
Attempting to manual self-install a bionic will practice character's skills. Amount of gained point is based on chance to fail current installation:
<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>


=== Installation Failure ===
The possible outcomes of installation are:
The possible outcomes of installation are:
* successful installation
* successful installation
* failure without incident (Failure < 1)
* failure without incident (Failure level of 0)
* failure with a chance of pain (Failure < 3)
* failure with a chance of pain (Failure level of 1)
* failure with a chance of body damage (Failure < 4)
* failure with a chance of severe body damage (Failure level of 2 or 3)
* failure with a chance to install a [[#Malfunctioning bionics|malfunctioning bionic]] (Failure >= 4)
* failure with a chance to install a [[#Malfunctioning 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.)
** 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 in any way will consume it in the process. How much you failed by is then further modified to determine how severe the consequences. Your maximum level of failure is determined by the following formula:
 
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:
<pre>
<pre>
Maximum Failure = SQRT ((100 - Chance of Success) * 4 * Bionic Difficulty / Adjusted Skill)
Maximum Failure = SQRT ((100 - Chance of Success) * 4 * Bionic Difficulty / Adjusted Skill)
</pre>
</pre>
Maximum failure must be at least 4 to install a faulty CBM. In practise, any installation with a chance of failure higher than 28% can potentially give a faulty CBM.  The chance to fail a power generation CBM (difficulty 4) will fall below 28% when their combined intelligence, first aid, and computers is around 19. Each level of CBM past that generally requires a value points higher.  The exception are characters who started the game with the autodoc specialist profession, which prevents any chance of a faulty bionic being installed.


A body can hold unlimited Power Storage/mk. II bionics, 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.
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.


There are some restrictions on what bionics you can install. For example, you can't install base version of bionic over its advanced version (Internal Microreactor System CBM over the Advanced Microreactor System CBM), or advanced version without base version installed first (Microreactor Upgrade CBM without the Internal Microreactor System CBM).
Failing to install or uninstall a bionic can inflict up to 80 damage. This could very well instantly kill your character, so be warned.


=== Anesthesia ===
== 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.


In {{InlineVer|0.D}}, you need [[anesthesia kit|anesthetic kits]] to install and uninstall bionics.
=== 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.


Installing or uninstalling bionics require one charge from the kit per operation, no matter the difficulty or installation time. Agreeing to conduct medical operation through the autodoc will automatically consume one charge from anesthesia kit.
* [[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.


Of course, there are mutants who are immune to pain, or even might like the pain. These [[Deadened]] ones don't need anesthesia. The [[Sensory Dulling]] bionic also removes the need for anesthetic when active.
== 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.


=== Bionic Slots===
{{List/faultybionics}}


<b>Bionic slots are deactivated by default. Activate [[Bionic Slots]] mod to enable this system.</b>
== 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.


In {{InlineVer|0.D}}, there is an attempt at creating a new system, which limits the maximum amount of installed bionics. This system is still in beta. Now, each part of the body has limited capacity:
== 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 {{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:
<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>
 
=== Bionic Slots===
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
* Torso - 80
* Head - 18
* Head - 18
Line 77: Line 120:
* Left/right foot - 7
* Left/right foot - 7


And each bionic that you installed had a size, and you couldn't install bionics if it made a bodypart go over the maximum amount of bionics.
=== Safe Autodoc ===
 
Removes any and all failure chance for installing bionics.
== Powering bionics ==
 
Some bionics don't need power and do their work without needing to be activated or powered. All other bionics use ''Bionic Power'' to power usage. Max bionic power is listed on the ({{k|@}}) statistics screen in the {{igs|BIONICS|ltgray}} section below the traits section. While the current power is listed in the sidebar under the {{igs|Pwr}} header, for example {{igs|Pwr}}{{igs| 250|green}}. You can also use the bionics screen ({{k|p}}) to see the current and max bionic power and a list of all the bionics (you can also activate bionics on this screen).
 
You gain more max bionic power by installing [[Power Storage|power storage]] bionics or the [[Power Storage Mk. II]|mark 2 power storage]] bionic for 100 and 250 max power respectively. You also need a way to charge this internal bionic battery, a [[:Category:Power Source Bionic|power source bionic]] is needed.
 
=== Sources of bionics power ===
 
You will need to charge your internal batteries with power, there are a few methods to do so. All will need an installed bionic.
 
* [[Advanced Microreactor System]] - Charge batteries by running an advanced internal nuclear reactor, needs [[plutonium cell|plutonium fuel cell]]s.
* [[Battery System]] - Consume [[battery|batteries]] for power.
* [[Cable Charger System]] - Use [[Jumper cable|jumper cables]] to drain power from vehicles.
* [[Ethanol Burner]] - Alcohol gets converted to power, still gets you drunk or [[addiction|addicted]].
* [[Internal Microreactor]] - Charge batteries by running an internal nuclear reactor, needs [[plutonium cells]].
* [[Gasoline Fuel Cell]] - Generate power by consuming [[gasoline]].
* [[Joint Torsion Ratchet]] - Generate power by walking around, inefficient and drains [[stamina]].
* [[Metabolic Interchange]] - Charge batteries by using your internal stomach, increases [[hunger]].
 
== List of CBMs ==
CBMs are surgery kits that contain all the parts required to install a cybernetic implant, also called bionics, in a human. Manufacturers' warranties insist on using an autodoc or having a fully qualified technician and medical doctor to assist in the installation in a proper medical facility.
 
All CBMs are made of steel and plastic and have 10 volume, 2 weight and do 8 bashing damage when wielded.
 
{{List/bionics}}
 
== Malfunctioning bionics ==
Malfunctioning bionics are a result of a severely failed install. They also come pre-installed with certain [[professions]]. [[Bionics#Removing_Bionics|Uninstalling]] one earns you relief from their effects and a [[burnt out bionic]]. These items are never experienced outside of the bionics menu and don't have item counterparts in the world.
 
{{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 et cetera) are applicable for uninstallation too. Uninstallation is noticeably more difficult than installing bionics and can do serious/fatal damage on a failure. To determine the removal difficulty, the bionic difficulty is taken, and 2 points are added to it. Malfunctioning bionics don't have an item associated with them, so they have varying difficulty values.
 
You can die from a botched operation. Does no damage on a successful removal.


== Changes ==
== Changes ==
Line 120: Line 128:
* {{InlineVer|0.D}} - (Un)installing bionics requires autodoc and anesthesia, beta version of the debug slots system.
* {{InlineVer|0.D}} - (Un)installing bionics requires autodoc and anesthesia, beta version of the debug slots system.


<noinclude>{{ver|0.D}}
<noinclude>{{ver|0.E}}
[[Category:Bionics|*]]
[[Category:Bionics|*]]
{{footer/CBM}}</noinclude>
{{footer/CBM}}</noinclude>

Revision as of 00:19, 31 January 2020

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. Certain professions can also spawn with bionics. 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.

CBMs

Extended Toolset

Finger Lighter

Gasoline Fuel Cell CBM

Joint Servo

LED Tattoo

Respirator

Shotgun Arm

Soporific Induction

Synaptic Regeneration System

Taste Modifier

Name Item ID Install Difficulty Capacity Toggled Power Source Activation cost Usage cost Time
Active Defense System Active Defense System CBM7 true 10 10 1
Adrenaline Pump Adrenaline Pump CBM6 50
Aero-Evaporator Aero-Evaporator CBM4 200
Air Filtration System Air Filtration System CBM4
Alarm System Alarm System CBM1 true 1 1 100
Alloy Plating - Arms Arms Alloy Plating CBM3
Alloy Plating - Head Head Alloy Plating CBM5
Alloy Plating - Legs Legs Alloy Plating CBM3
Alloy Plating - Torso Torso Alloy Plating CBM4
Anti-Glare Compensators Anti-Glare Compensators CBM4
Artificial Night Generator Artificial Night Generator CBM5 true 15 15 1
Autonomous Surgical Scalpels Autonomous Surgical Scalpels CBM4
Battery System Battery System CBM4 10 true true
Bionic Claws Bionic Claws CBM5 true 100
Blood Analysis Blood Analysis CBM2 25
Blood Filter Blood Filter CBM3 75
Cable Charger System Cable Charger System CBM4 10 true true
Cerebral Booster Cerebral Booster CBM11
Chain Lightning Chain Lightning CBM4 125
Cloaking System Cloaking System CBM5 true 50 50 1
Close Quarters Battle Close Quarters Battle CBM8 true 1 1 1
Cranial Flashlight Cranial Flashlight CBM2 true 1 1 25
Diamond Cornea Diamond Cornea CBM11
Dielectric Capacitance System Dielectric Capacitance System CBM5 true 1 1 2
Directional EMP Directional EMP CBM5 100
Electromagnetic Unit Electromagnetic Unit CBM2 50
Electroshock Unit Electroshock Unit CBM5 true
EMP Projector EMP Projector CBM5 20
Enhanced Hearing Enhanced Hearing CBM6 true
Enhanced Memory Banks Enhanced Memory Banks CBM9 true 10 1 100
Ethanol Burner Ethanol Burner CBM4 true
Expanded Digestive System Expanded Digestive System CBM6
Facial Distortion Facial Distortion CBM5
Finger-Mounted Laser Finger-Mounted Laser CBM5 50
Fingerhack Fingerhack CBM2
Fingerpick Fingerpick CBM2 25
Fingertip Razors Fingertip Razors CBM4
Flashbang Generator Flashbang Generator CBM5 125
Heat Drain Heat Drain CBM5 true
Hydraulic Muscles Hydraulic Muscles CBM6 true 17 17 1
Implanted Night Vision Implanted Night Vision CBM11 true 1 1 10
Infrared Vision Infrared Vision CBM6 true 5 5 1
Integrated Dosimeter Integrated Dosimeter CBM3 25
Integrated Toolset Integrated Toolset CBM6 true
Internal Chronometer Internal Chronometer CBM1
Internal Climate Control Internal Climate Control CBM3 true 1 1 4
Internal Unified Power System Unified Power System CBM3 true
Intravenous Needletip Intravenous Needletip CBM1
Joint Torsion Ratchet Joint Torsion Ratchet CBM4 true
Kinetic Shock Absorbers Kinetic Shock Absorbers CBM4 true
Leukocyte Breeder System Leukocyte Breeder System CBM7 true 10 1 600
Metabolic Interchange Metabolic Interchange CBM4 true true
Monomolecular Blade Monomolecular Blade CBM8 true 200
Muscle Augmentation Muscle Augmentation CBM11
Nictating Membrane Nictating Membrane CBM6
Offensive Defense System Offensive Defense System CBM7 true 10 10 1
Olfactory Mask Olfactory Mask CBM5 true 1 1 10
Optical Dampers Can't be installed true
Power Armor Interface Power Armor Interface CBM1 true 1 1
Power Armor Interface Mk. II Power Armor Mk. II Interface CBM8 true 1 2
Power Storage Power Storage CBM1 100
Power Storage Mk. II Power Storage CBM Mk. II1 250
Probability Travel Probability Travel CBM11 true 1 1 1
Protective Lenses Protective Lenses CBM5
Radiation Scrubber System Radiation Scrubber System CBM4 50
Railgun Railgun CBM3 true 1 1 1
Recycler Unit Recycler Unit CBM6
Remote Controller Remote Controller CBM6 true 1 4
Repair Nanobots Repair Nanobots CBM6 true
Sensory Dulling Sensory Dulling CBM4 true
Shockwave Generator Shockwave Generator CBM5 250
Sonic Resonator Sonic Resonator CBM11 100
Sound Dampeners Can't be installed true
Subdermal Carbon Filament Subdermal Carbon Filament CBM9
Synaptic Accelerator Synaptic Accelerator CBM12
Targeting System Targeting System CBM5
Teleportation Unit Teleportation Unit CBM7 250
Telescopic Eyes Telescopic Eyes CBM5
Terranian Sonar Terranian Sonar CBM5 true 5 5 1
Thermal Dissipation Thermal Dissipation CBM3 true 4 4 1
Time Dilation Time Dilation CBM11 50
Titanium Skeletal Bracing Titanium Skeletal Bracing CBM3
Uncanny Dodge Uncanny Dodge CBM11 true 1 1 10
Water Extraction Unit Water Extraction Unit CBM5 50
Weather Reader Weather Reader CBM3 10
Wired Reflexes Wired Reflexes CBM11


CBMs are surgery kits that contain all the parts required to install a cybernetic implant, also called a bionic, in a human. Manufacturers' warranties insist on using an autodoc or having a fully qualified technician and medical doctor to assist in the installation in a proper medical facility. CBMs are rare to find among the general public, being mostly concentrated in scientific or military areas. All CBMs are made of steel and plastic, are 2.5 L, and do 8 bashing damage when wielded.

The most common places to find CBMs are science labs and microlabs. Other places to get them are military locations like bunkers and bases, death drops from zombie scientists, trading with Hub 01, and very rarely from electronics stores, doctor's offices, police stations, bank vaults, and many other places.

Aside from labs, the primary way to get bionics is by dissecting certain corpses. This takes a significant amount of time and requires a tool with fine cutting. Corpses will give varying numbers of bionics from various pools, depending on the monster, with Power Storage CBMs being most common. Your success probability when dissecting for bionics depends on your tool's fine cutting level, your dexterity, your First Aid skill, and to a lesser degree your Electronics skill. It's also decreased by damage to a corpse, so make sure not to pulp corpses you plan on dissecting. A failure gets you burnt out bionics, which are useless.

Corpses which yield bionics are:

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 can only be used with the heavy plutonium fuel battery. An autoclave cycle is 90 minutes.

An item autoclave can be converted into a mountable autoclave, which then can be mounted onto a vehicle, drawing from the vehicle's batteries and making it much more reasonable to use.

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 anesthesia kit will be needed. An anesthesia 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))

where

Difficulty = Adjusted Skill / (4 * Bionic Difficulty)
Adjusted Skill = Skill - lesser of 40 or (Skill - Skill / 10)
Skill = Intelligence * 4 + First Skill * 4 + Second Skill * 3 + Third Skill

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 unlimited Power Storage/mk. II bionics, 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.

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

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.