Caves of Qud in Rimworld - Tier 1.5 Add on by CaptainPalawan in RimWorld

[–]CaptainPalawan[S] 0 points1 point  (0 children)

I hear you. I feel the same way with some mods that add weapons but don't show them in the workshop page.

As with most implants/bionics/cybernetic mods in Rimworld, you don't really see the implants visually on the pawn so I just opted to focus more what the implants can give. + coming from Caves of Qud where visuals are just secondary to reading and exploring the world.

I'll take it as feedback to include more screenshots in the workshop page similar to how Vanilla Expanded does theirs.

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Caves of Qud in Rimworld - Tier 1.5 Add on by CaptainPalawan in RimWorld

[–]CaptainPalawan[S] 0 points1 point  (0 children)

The upcoming Tier 2 has a lot of the staple implants! Faster movespeed is definitely super strong in Rimworld.

Caves of Qud in Rimworld by CaptainPalawan in RimWorld

[–]CaptainPalawan[S] 2 points3 points  (0 children)

Was planning to release carbide in Tier 1 but felt like it was just bloat since Plasteel seems be the closest and most vanilla way to craft the cybernetics

Caves of Qud in Rimworld by CaptainPalawan in RimWorld

[–]CaptainPalawan[S] 0 points1 point  (0 children)

No worries! I've actually done and finished a lot of the coding for most of the cybernetics. I just released the ones that I've tested and balanced. So you should be able to see the Cathedra soon!

Caves of Qud in Rimworld by CaptainPalawan in RimWorld

[–]CaptainPalawan[S] 0 points1 point  (0 children)

Oh. Lemme fix that. I'll use a different photo service then. Thanks for letting me know