Bionics
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 bionic capable of charging the battery are necessary for the use of other bionics.
Bionics can be found randomly around the game world, but science labs 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 zombies (although if your survival skill isn't high enough you might not get any, or only burnt out bionics). In 0.E (Ellison), bionics are now unable to be found with butchering. Instead, corpses will need to be dissected instead with a tool that has fine cutting.
You can access the bionics menu via p, where you can see and manage all your installed bionics.
Installing Bionics
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 for now, but other types of operation are planned for the future), and some specific monsters, such as prototype cyborgs. 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 activate it first.
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. 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:
Chance of Success = (100 * Difficulty) / (Difficulty + sqrt(1 / Difficulty))
where
Difficulty = Adjusted Skill / (4 * Bionic Difficulty) Adjusted Skill = Skill - min(40, Skill - Skill / 10) Skill = Intelligence * 4 + First Skill * 4 + Second Skill * 3 + Third Skill
For a better chance at success, boosting Intelligence briefly can help a great deal. Meth, cigarettes, and Adderall give nice boosts.
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.
Attempting to manual self-install a bionic will practice character's skills. Amount of gained point 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
The possible outcomes of installation are:
- successful installation
- failure without incident
- failure with a chance of pain
- failure with a chance of body damage (possible if fail > 12%)
- failure with a chance of loss of some or all bionics (possible if fail > 20%)
- failure with a chance to install a malfunctioning bionic (possible if fail > 35%)
- 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. The more you fail the installation by, the higher the chance of more severe failure.
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.
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).
Anesthesia
In 0.D (Danny), you need anesthetic kits to install bionics. "You need an anesthesia kit for autodoc to perform any operation."
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.
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.
Bionic Slots
Bionic slots are deactivated by default. Activate Bionic Slots mod to enable this system.
In 0.D (Danny), 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:
- Torso - 80
- Head - 18
- Eyes - 4
- Mouth - 4
- Left/right arm - 20
- Left/right hand - 5
- Left/right leg - 30
- 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.
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 (@) statistics screen in the BIONICS section below the traits section. While the current power is listed in the sidebar under the Pwr header, for example Pwr 250. You can also use the bionics screen (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 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 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 fuel cells.
- Battery System - Consume batteries for power.
- Cable Charger System - Use jumper cables to drain power from vehicles.
- Ethanol Burner - Alcohol gets converted to power, still gets you drunk or addicted.
- Internal Microreactor - Charge batteries by running an internal nuclear reactor, needs plutonium cells.
- 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.
Name | Item ID | Install Difficulty | Capacity | Toggled | Power Source | Activation cost | Usage cost | Time |
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Malfunctioning bionics
Malfunctioning bionics are a result of a failed install when the risk is greater than 35%. They also come pre-installed with certain professions. 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.
Name | Description |
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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 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
- 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.
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