@@nightlorde2481 Yes, of course but due to the game's math it can become as bad as 15% if you add power armour on top of that. I know that my melee's that happen to be miners as well need at least one leg to offset the penalty.
Aesthetic nose combined with aesthetic shaper is useful for beautiful colonists, actually - cobined with stoneskin implant - you keep the beauty and get tankiness. Dentures - stop gap prosthetic - until you get healer mech serum or bioregen. Low grade arm and leg prosthetics - they are not great, but simply better than lacking a limb completely - stop gap, sure, but keeps pawn somewhat usable until you get better alternative - B Tier to me - simply because of how essential they are. Regular and archotech arms - A and S respectively to me. Bionic and Archotech legs both get an S from me, honestly - there is no downside, there is no situation where these are not useful. I find movement speed super important. Field hand - it is faster than bionic and archotech even in this particular task... BUT lack of versatility hurts a lot. To me that is a C tier, considering bionic arm replacement also increase work speed plenty enough. Drill arms - wonderful, solid A tier to me - IF you have a mountain base. For situations that do not require much mining, the speed penalty kind of hurts - B. Melee implants - niche and generally outclassed by bionic arms BUT if you have issues with your ranged pawns notoriously getting swarmed by insectoids or tribals - these are actually VERY good - because you do not give up shooting for still rather decent melee capability. Except knee spike - you want bionic legs instead. Stomachs - Bionic stomach is a solid B to me. It is still better than original. Not fulnerable to EMP. Detoxifier - at the time you get this, food poisoning should be rare - BUT it can be useful on caravans, or if your cook gets incapacitated. EPM vulnerability is occasionally a problem. A tier to me. Reprocessor - C tier to me. At this point of the game lack of food isn't a problem. 25% is not that great... It has a niche use for caravan. Nuclear stomach - Cancer is a gamebreaker to me, if I'm being honest. If you can reliably heal cancer, sure, it is fantastic. C tier to me, honestly. Heart prosthetic - it is useful, niche, but useful. Regular hearts ripped from prisoners are better, but if your ideology does not like organ harvesting... This is your next best option. Or suffering through mood debuff for a while. In a pinch, it is a life saver for older pawns. Bionic heart - increases a lot of stats - that is S tier to me. Manipulation is nice, but you also get improved blood filtration also gets you improved immunity buildup, just fantastic.
@@strikeb1t wake up causes heart attacks in pawns and the bionic heart can’t have a heart attack so it negates the largest side effect of wake up. While now there’s a chance of addiction you don’t have to worry about constantly giving pawns wake up with bionic hearts since they can’t have heart attacks >:) I once had a colony that rarely slept, the transhumanist sleep accelerator plus wake up and bionic hearts had most colonists awake for days and sleeping for only mere hours.
@@ianperry8557 I'm literally playing transhumanists lol. I had to kinda tweak starting equipment tho cause them constantly bitching over not having the neural charger is kinda annoying.
I find the cochlear implant to be decently useful, since it doesn't affect stats that actually matter for most pawns, it can be good to satiate body modders early game.
21:36 Nuclear Stomachs in the Biotech DLC become EX tier easily once you get the required gene of Non-senescent (Extract from Vampire/Sanguophages)... with more complex gene modpacks your pawns' hunger rate will absolutely skyrocket (easily 225%) Installing a NS will drop that to below the standard normal 56-90% depending on the Metabolic Efficiency penalty of gene modpack applied.
I'd put the venom fangs specifically into A tier. While it has lower dps than most other combat prosthetic, it's the only one that doesn't conflict with any bionics and it's relatively cheap since it doesn't require advanced component which means it will remain useful all the way to the late game. Venom weapons also allow you to capture enemies more reliably. When enemies become incapacited due to pain or low moving, the game rolls a dice and they have a chance to die (typically 60%). If they get incapacited due to toxic buildup, the game skips this stage. So one strategy is to cast painblock on an enemy you'd like to capture and then to skip them in the middle of 8 of your pawns with venom fangs. That pawn will have a decent chance to get knocked down due to toxic buildup. This is not nearly as reliable as a shock lance since your colonists can still bite their head off or they can land too many bites at once and kill the pawn from toxic buildup, but it's significantly more likely to net you a prisoner than just shooting at them.
Great ranking list! I definitely have made an aesthetic nose for a colonist who was disfigured and their spouse had a lower opinion of her. XD Didn't want to deal with them potentially breaking up. Well played!
Just a quick thought: artificial arms attach to the shoulders, and get the full level of protection from the flak vest. Meaning a pawn with a flak vest and two bionic arms basically has marine armor level protection for everything except his legs. And if you also make the legs bionic... Well, bionic legs don't bleed, don't cause pain, and reduced movement speed doesn't affect shooting. Meaning the bionic limbs synergize wel with the flak vest, doubly so because the marine armor (which is supposed to be an upgrade to the flak vest) costs roughly the same as two bionic limbs. And, while marine armor slows you down, bionic limbs have massive benefits outside of combat as well.
one thing i find interesting that wasn't mentioned is that mixing archotech eye and bionic one increases the part efficiency up to 144%. mixing the archotech leg and arm with bionic doesn't result in such a big buff so the archotech eye are probably best spent as only 1 per colonist with a bionic for the other eye (unless you are a mad lad who is swimming in archotech prosthetic).
i've been working to get the archonexus ending and in my first colony i raised five children, all with skills that complement each other, then while they grew up i built ever bionic possible for them and worked on getting enough archite capsuls so everyone of them can get all the archite genes. Now i got a group of immortal overpowered teenagers. :)
The 'niche' for toxic buildup is less fighting tough opponents, rather than keeping enemy pawns alive for capture I think. But there are psychik shocklances for the ones that are not psychically immune of course. Also, even without sidearms, I'd put all the weapon implants into F-Tier. They take a techprint to research and they would block you from an extra bionic or archotech limb. So to me they are just a trap. Unless you can safely train melee skills on your ranged pawns in Vanilla, these ranged pawns caught in melee will not perform well enough without melee skills. Usually that makes it better to just have other ranged pawns close enough to avoid friendly fire and then shoot down the enemy that managed to catch your pawn as quickly as possible to avoid taking more damage.
Nuclear stomach depends a lot on playstyle. Aside from surviving better in harsher biomes, the -75% nutrition reduction is often overlooked for caravaning pawns. A pawn with decent Plants skill can survive without the need to pack food. It's also good for colonies running on paste since it reduces the time pawns have the mood debuff. On the other hand, the downside to Fine Meal and Lavish Meal also applies. For early game Body Modder mood buffs with little downside before players can get their hands on those sweet Bionic and Archotech parts, Dentures are very cost effective for the net +7 mood gain. Cochlear Implants are the best. A single Wooden Leg is ok for crafting/researching pawn that don't move much.
After watching the video first time, I decided to install bionic heart to literally everyone except prisoners, doing the scout speech after the surgery thing then rewatch the video 4 more time to decide the next mass install, notice that emp can affect bionic organ,... Would my colonists that have bionic heart die if they get emp? 😨
Not every bionic organ is affected by EMP, hearts are safe from that so you don't need to worry. Also your colonists wouldn't die when they get EMPd, just go into a shock for a short time if they have certain brain implants or start vomiting if they have any of the special stomachs.
I remember when you would replace an entire arm because you lost a single finger. Oh the way Rimworld has evolved, in no small part to the modding community.
Protip: Get your Mechanitor to make a pair of Fabricors, and have them make Components nonstop. Then scan for steel, gold or components and dig it up. You'll need a good few miners for this.
Power claw - B? I don't really like it... F for me, if 2 colonists get in a social fight, one gets with heavy damage or worse: decapitated. You want to capture an enemy, bam, limb ripping or worse, that guy becomes useless. The lesser the beauty, the more social fights... literally more damage then a raid, not worth it, not to mention the romance usefulness. Otherwise, I agree with the ranking :D Also, as flavor, I generally roleplay, so I don't think anyone wants a farm hand or drill hand (sounds unhealthy), knee spike etc so I just don't use them.
So just a thought if you install 2 powerclaws and 2 kneespikes and 2 elbowblades on a melee pawn would that be any good or is it better to just go with a high tier melee weapon instead?
A weapon would be better as a pawn cant attack with both their talons/spikes at once. Sometimes those implants get in the way due to this, and are really only helpful if your colonist gets caught unarmed or is a ranged pawn getting meleed
Regarding the aesthetic noses, Cochlear implant, dentures, bionic eyes. they offer a huge benefit that might not be obvious: they protect the head. When a pawn is hit, a body part is selected. The way it works is that the game start with the torso, and then role for each sub part proportionally to their coverage, then the damage is transfered to this subpart. At that point there is another roll to transfer to this subpart's own subparts and so own. So the neck is a subpart of the torso with a coverage of 7.5%. The Head is a subpart of the neck with a coverage of 80%. The ears are subparts of the head with each 7% coverage and the jaw are subparts of the head with a coverage of 15%. In other words. There is 14% chance that a hit that would have targeted the head will target an ear instead and 15% chance that the jaw will be targeted instead of the head. If those parts are missing, then the head will be hit. The skull is an internal part and most types of damage that hit internal parts will also damage their mother part after the fact so the skull doesn't really protect the head (or at least not much, only a little bit against a few damage types). The ears 7%*2, nose 10%, jaw 15%, and eyes 7%*2 are external parts though, so when they get hit usually their mother part isn't hit. Together, they take away 53% of the damage from the head. That's also one of the hidden costs of the blindsight meme. Similarly, limbs protect the torso. Shoulders have 12% coverage each and legs 14% each, for a total of 52%. So that peg leg is doing a lot of work. Technically, the neck also protects the torso, but considering a headshot is more dangerous than a torso shot, this is hardly a good thing.
It is not worth installing more than 1 weapon bionic, since they can only use 1 weapon to attack. And 75% of the time they will use the best one, they have
Remember that the drill arm also slows the movement speed which is rather crucial especially on those melee colonists
only by 8% though which can be easily offset with bionic legs
@@nightlorde2481 Yes, of course but due to the game's math it can become as bad as 15% if you add power armour on top of that. I know that my melee's that happen to be miners as well need at least one leg to offset the penalty.
It does slow them, but since it's really only useful on your miners, it's not like every colonist is gonna have one.
Aesthetic nose combined with aesthetic shaper is useful for beautiful colonists, actually - cobined with stoneskin implant - you keep the beauty and get tankiness.
Dentures - stop gap prosthetic - until you get healer mech serum or bioregen.
Low grade arm and leg prosthetics - they are not great, but simply better than lacking a limb completely - stop gap, sure, but keeps pawn somewhat usable until you get better alternative - B Tier to me - simply because of how essential they are.
Regular and archotech arms - A and S respectively to me. Bionic and Archotech legs both get an S from me, honestly - there is no downside, there is no situation where these are not useful. I find movement speed super important.
Field hand - it is faster than bionic and archotech even in this particular task... BUT lack of versatility hurts a lot. To me that is a C tier, considering bionic arm replacement also increase work speed plenty enough.
Drill arms - wonderful, solid A tier to me - IF you have a mountain base. For situations that do not require much mining, the speed penalty kind of hurts - B.
Melee implants - niche and generally outclassed by bionic arms BUT if you have issues with your ranged pawns notoriously getting swarmed by insectoids or tribals - these are actually VERY good - because you do not give up shooting for still rather decent melee capability. Except knee spike - you want bionic legs instead.
Stomachs - Bionic stomach is a solid B to me. It is still better than original. Not fulnerable to EMP.
Detoxifier - at the time you get this, food poisoning should be rare - BUT it can be useful on caravans, or if your cook gets incapacitated. EPM vulnerability is occasionally a problem. A tier to me.
Reprocessor - C tier to me. At this point of the game lack of food isn't a problem. 25% is not that great... It has a niche use for caravan.
Nuclear stomach - Cancer is a gamebreaker to me, if I'm being honest. If you can reliably heal cancer, sure, it is fantastic. C tier to me, honestly.
Heart prosthetic - it is useful, niche, but useful. Regular hearts ripped from prisoners are better, but if your ideology does not like organ harvesting... This is your next best option. Or suffering through mood debuff for a while. In a pinch, it is a life saver for older pawns.
Bionic heart - increases a lot of stats - that is S tier to me. Manipulation is nice, but you also get improved blood filtration also gets you improved immunity buildup, just fantastic.
Another fun thing about the bionic heart is it allows for wake up abuse lmao
@@ianperry8557how? Seems interesting
@@strikeb1t wake up causes heart attacks in pawns and the bionic heart can’t have a heart attack so it negates the largest side effect of wake up. While now there’s a chance of addiction you don’t have to worry about constantly giving pawns wake up with bionic hearts since they can’t have heart attacks >:) I once had a colony that rarely slept, the transhumanist sleep accelerator plus wake up and bionic hearts had most colonists awake for days and sleeping for only mere hours.
@@ianperry8557 I'm literally playing transhumanists lol. I had to kinda tweak starting equipment tho cause them constantly bitching over not having the neural charger is kinda annoying.
@@303Thatoneguy the neural charge is so ass too lmao, honestly I just give them psychite tea and let them bitch and moan
I find the cochlear implant to be decently useful, since it doesn't affect stats that actually matter for most pawns, it can be good to satiate body modders early game.
How about ranking every warcrime in rimworld next?
Upload one to PH site for the forbidden mod Tier list.
I can start now and I'll still be ranking this time next year..
That's impossible
Lol
There's too many war crimes
21:36 Nuclear Stomachs in the Biotech DLC become EX tier easily once you get the required gene of Non-senescent (Extract from Vampire/Sanguophages)... with more complex gene modpacks your pawns' hunger rate will absolutely skyrocket (easily 225%) Installing a NS will drop that to below the standard normal 56-90% depending on the Metabolic Efficiency penalty of gene modpack applied.
I'd put the venom fangs specifically into A tier. While it has lower dps than most other combat prosthetic, it's the only one that doesn't conflict with any bionics and it's relatively cheap since it doesn't require advanced component which means it will remain useful all the way to the late game.
Venom weapons also allow you to capture enemies more reliably. When enemies become incapacited due to pain or low moving, the game rolls a dice and they have a chance to die (typically 60%). If they get incapacited due to toxic buildup, the game skips this stage. So one strategy is to cast painblock on an enemy you'd like to capture and then to skip them in the middle of 8 of your pawns with venom fangs. That pawn will have a decent chance to get knocked down due to toxic buildup. This is not nearly as reliable as a shock lance since your colonists can still bite their head off or they can land too many bites at once and kill the pawn from toxic buildup, but it's significantly more likely to net you a prisoner than just shooting at them.
I'd honestly put the cochlear implants in B tier. It's cheap and it fixes disfigured pawns.
Fair
Cyborgs are Kenshi aproved, this is the way
This is the way!
Aw yeah Kenshi is *great*
Great ranking list! I definitely have made an aesthetic nose for a colonist who was disfigured and their spouse had a lower opinion of her. XD Didn't want to deal with them potentially breaking up. Well played!
You're such a nice guy...
Just a quick thought: artificial arms attach to the shoulders, and get the full level of protection from the flak vest. Meaning a pawn with a flak vest and two bionic arms basically has marine armor level protection for everything except his legs.
And if you also make the legs bionic... Well, bionic legs don't bleed, don't cause pain, and reduced movement speed doesn't affect shooting. Meaning the bionic limbs synergize wel with the flak vest, doubly so because the marine armor (which is supposed to be an upgrade to the flak vest) costs roughly the same as two bionic limbs.
And, while marine armor slows you down, bionic limbs have massive benefits outside of combat as well.
with the new biotech the nukestomach is probably s tier since it synergizes pretty hard with some of the genes.
Ya I got the no cancer gene for all my super soldiers and I have to bring barley any food for 5 it's s terir
Do bionic limbs ever take permanent damage? Like old wounds and such?
Nope, no scars.
one thing i find interesting that wasn't mentioned is that mixing archotech eye and bionic one increases the part efficiency up to 144%. mixing the archotech leg and arm with bionic doesn't result in such a big buff so the archotech eye are probably best spent as only 1 per colonist with a bionic for the other eye (unless you are a mad lad who is swimming in archotech prosthetic).
i've been working to get the archonexus ending and in my first colony i raised five children, all with skills that complement each other, then while they grew up i built ever bionic possible for them and worked on getting enough archite capsuls so everyone of them can get all the archite genes. Now i got a group of immortal overpowered teenagers. :)
The 'niche' for toxic buildup is less fighting tough opponents, rather than keeping enemy pawns alive for capture I think. But there are psychik shocklances for the ones that are not psychically immune of course.
Also, even without sidearms, I'd put all the weapon implants into F-Tier. They take a techprint to research and they would block you from an extra bionic or archotech limb. So to me they are just a trap. Unless you can safely train melee skills on your ranged pawns in Vanilla, these ranged pawns caught in melee will not perform well enough without melee skills. Usually that makes it better to just have other ranged pawns close enough to avoid friendly fire and then shoot down the enemy that managed to catch your pawn as quickly as possible to avoid taking more damage.
I personally wouldn't use them, but they have their niche use so I didn't put them into F
Nuclear stomach is really good for lategame when you need to consistently train doctors.
A whole lot of these are 'welp, they can go into my slaves.' Agrihands especially.
Nuclear stomach depends a lot on playstyle. Aside from surviving better in harsher biomes, the -75% nutrition reduction is often overlooked for caravaning pawns. A pawn with decent Plants skill can survive without the need to pack food. It's also good for colonies running on paste since it reduces the time pawns have the mood debuff. On the other hand, the downside to Fine Meal and Lavish Meal also applies.
For early game Body Modder mood buffs with little downside before players can get their hands on those sweet Bionic and Archotech parts, Dentures are very cost effective for the net +7 mood gain. Cochlear Implants are the best. A single Wooden Leg is ok for crafting/researching pawn that don't move much.
I totally ignored the nutrition reduction for caravans, that is an amazing point, thank you!
Wooden foot is better than a leg if you're just trying to satisfy a body modder. But dentures are probably best for the cost / loss of function.
Fact spine doesn't let them move faster when hauling bodies was a missed opportunity.
After watching the video first time, I decided to install bionic heart to literally everyone except prisoners, doing the scout speech after the surgery thing then rewatch the video 4 more time to decide the next mass install, notice that emp can affect bionic organ,... Would my colonists that have bionic heart die if they get emp? 😨
Not every bionic organ is affected by EMP, hearts are safe from that so you don't need to worry. Also your colonists wouldn't die when they get EMPd, just go into a shock for a short time if they have certain brain implants or start vomiting if they have any of the special stomachs.
@@KokoplaysMB thank you for the info :D
Quite awesome honestly
Thanks!
I remember when you would replace an entire arm because you lost a single finger. Oh the way Rimworld has evolved, in no small part to the modding community.
In one run. I almost made a vampire have all the archotech body parts. Was having quite a lot of fun with thay
if I have 20 colonists, this is unreal to produce all bionic parts for all of them, right?
It will take a while, but you can certainly do it.
Protip: Get your Mechanitor to make a pair of Fabricors, and have them make Components nonstop. Then scan for steel, gold or components and dig it up.
You'll need a good few miners for this.
What happens if you install multiple implanted weapons? Do they attack with all of them? Or just the best one?
Pawns chose a random way to attack and use it they don't always use the best
7:49 why isn't it possible?
I think that Melee implants fit melee character too because they make your pawn better melee figther too even if you use a weapon
I'd put the nuclear stomach at F tier personally, because F*** cancer.
You know what? I agree
Get a jogger with scout armor and 2 arceteck legs and the pawn will be flying
@@anthonystone2089 Give him go-juice and luciferium
And you'll create the flash
"By that point food shouldn't be an issue".... Hmmm clearly I am not doing something right.
10:56 The power claw is better in melee than the bionic arm, it has way more dps
Power claw - B? I don't really like it... F for me, if 2 colonists get in a social fight, one gets with heavy damage or worse: decapitated. You want to capture an enemy, bam, limb ripping or worse, that guy becomes useless. The lesser the beauty, the more social fights... literally more damage then a raid, not worth it, not to mention the romance usefulness.
Otherwise, I agree with the ranking :D
Also, as flavor, I generally roleplay, so I don't think anyone wants a farm hand or drill hand (sounds unhealthy), knee spike etc so I just don't use them.
drill hands should really get a bonus to dismantling walls.
Now that is a great idea
I'd say bionic spine is an S. It's either paralysis or spine right?
Laughs in *Revenant Spine* invisibility mode.
So just a thought if you install 2 powerclaws and 2 kneespikes and 2 elbowblades on a melee pawn would that be any good or is it better to just go with a high tier melee weapon instead?
A weapon would be better as a pawn cant attack with both their talons/spikes at once. Sometimes those implants get in the way due to this, and are really only helpful if your colonist gets caught unarmed or is a ranged pawn getting meleed
Thought he said "PsyCats" and now I'm going to see if there's a mod for that yet
It's a crime if there isn't one
Stomachs seem great for caravaneers.
Regarding the aesthetic noses, Cochlear implant, dentures, bionic eyes. they offer a huge benefit that might not be obvious: they protect the head.
When a pawn is hit, a body part is selected. The way it works is that the game start with the torso, and then role for each sub part proportionally to their coverage, then the damage is transfered to this subpart. At that point there is another roll to transfer to this subpart's own subparts and so own. So the neck is a subpart of the torso with a coverage of 7.5%. The Head is a subpart of the neck with a coverage of 80%. The ears are subparts of the head with each 7% coverage and the jaw are subparts of the head with a coverage of 15%. In other words. There is 14% chance that a hit that would have targeted the head will target an ear instead and 15% chance that the jaw will be targeted instead of the head. If those parts are missing, then the head will be hit. The skull is an internal part and most types of damage that hit internal parts will also damage their mother part after the fact so the skull doesn't really protect the head (or at least not much, only a little bit against a few damage types). The ears 7%*2, nose 10%, jaw 15%, and eyes 7%*2 are external parts though, so when they get hit usually their mother part isn't hit. Together, they take away 53% of the damage from the head. That's also one of the hidden costs of the blindsight meme.
Similarly, limbs protect the torso. Shoulders have 12% coverage each and legs 14% each, for a total of 52%. So that peg leg is doing a lot of work. Technically, the neck also protects the torso, but considering a headshot is more dangerous than a torso shot, this is hardly a good thing.
Are theses on a DLC?
I've been playing with mods too long. I have forgotten what is actually base game shit.
Asthetic nose is better with recruiting because social opinion matters during recruiting along with mood and tech level and social skill.
Great video! Now i want to make a colony of cyborgs...
It's awesome when you make everyone cyborg!
I still havent installed any prostethics or performed any surgeries 😂 . Im on my second rimworld run
It is not worth installing more than 1 weapon bionic, since they can only use 1 weapon to attack. And 75% of the time they will use the best one, they have
Really? Thanks i was going to give my ranged pawns 2 hand talons, 2 knee spike and 2 elbow blades 💀
S tier vid
S tier comment
Rank drugs.
Maybe™ but not sure how much TH-cam would like that :D
@@KokoplaysMB Fictional drugs from a fictional game. What kind of world has this become if we can't discuss fictional things?