// Medical · RimWorld Mod
A mod that makes it so EMP affects bionics and implants
My second attempt at a mod that “nerfs” bionics and implants.
My second attempt at a mod that “nerfs” bionics and implants. This one makes it so that pawns with implants receive various “debuffs” when hit with EMP damage. The severity of said debuffs scale with the amount of implants the pawn has, how “high tech” those implants are and the amount of EMP damage received.
Because these kinds of mods are difficult to properly balance around every mod that adds implants or bionics, I’ve tried to make this mod as adjustable as I could, meaning that there’s a lot of settings to play around with.
Content
”Component values”
The way this mod determines how “high tech” an implant is by checking how many Components and Advanced Components said implant is made out of.
Additionally, those two have different impacts, an implant crafted out of 1 Component is considered less “high tech” than an implant crafted out of 1 Advanced Component.
Additional items can be added to this “list” in the mod’s settings, so if some other mod adds some other fancy crafting ingredient you can add it to the list and set a number value for it to determine its impact on implants.
”Debuffs”
When a pawn with a “high tech” implant is hit with EMP damage, it will receive a random temporary “debuff”. Their weights can be changed in the mod’s settings and even set to 0 in order to disable them completely. Their intensity can be adjusted too.
Most debuffs are applied on the body part the implant is actually attached to, so your pawn won’t have their arms shut down because their bionic leg took EMP damage.
Malfunction
The Malfunction debuff causes the affected body part to lose body part efficiency. By default it will not be lowered below 25%, but the value can be changed in the settings and lowered to as low as 0%. This default “floor” is there to prevent EMP damage from being possibly straight up lethal to pawns with implants installed onto vital body parts.
Short Circuit
The Short Circuit debuff applies stun or electrical burn damage (at random) over time. By default it will stop applying electrical burn damage once the body part that’s being affected gets its HP lowered to or below 40%. Again, done like that in order to prevent EMP from possibly becoming lethal to borged up pawns, but it can be adjusted in the mod’s settings.
Overheat
Basically the same as Short Circuit, except it deals only burn damage instead, has the same settings too.
Toxic Leak
This one applies toxic buildup over time, scaling with the pawn’s toxic resistance. The debuff will not apply more toxic buildup if it has already reached 75% or more. The cap can be changed or entirely disabled in the settings.
Nerve Shock
This one applies pain, not much else to say about it besides it having a cap of 50% and it, again, being adjustable in the settings.
(Optional) Brain Shock “Rework”
This mod also includes a patch that changes how the Brain Shock health condition (certain brain implants apply it when hit with EMP) works.
Instead of causing pawns to get instantly downed, it will instead apply a final multiplier to consciousness, starting at x0.95 and capping at x0.05. To reach further stages the pawn has to get hit by EMP multiple times or have multiple implants that apply this condition.
By default this patch is disabled, but can be enabled in the settings.
Mod Support/Compatibility
Any implant or bionic that uses “ImplantHediffBase” is automatically supported.
I will likely refrain from making any special patches or anything of the sort for other mods as I want this to be, for the most part, a “one and done” mod (I will obviously still do balance adjustments, fixes and update the mod for newer game versions)
This mod should be perfectly safe to remove mid-save, but if you wanna be 150% safe then make sure no pawns have any health conditions added by this mod (wait for them to clear or use Dev Mode) before you disable the mod.
Future plans
I do not plan on expanding this mod much further, it was made mainly to ease myself back into modding. But ideas are still welcome if anyone feels like sharing any.