Cybernetics: Difference between revisions

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===General Starting Cybernetics===
===General Starting Cybernetics===
{{#cargo_query:table=Cybernetics
{{#cargo_query:table=Cybernetics
|fields=CONCAT('{{favilink id{{!}}', CyberneticID, '}}')=Cybernetic, PossibleSlots=Slots, CreationCode = Code
|fields=CONCAT('{{favilink id{{!}}', CyberneticID, '}}')=Cybernetic, PossibleSlots=Slots,
| where = StartingCybernetic HOLDS 'General' AND CreationCode IS NOT NULL|order by= CreationCode ASC}}
| where = StartingCybernetic HOLDS 'General' AND CreationCode IS NOT NULL|order by= Cybernetic}}


</div>
</div>
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Installing any cybernetic implant requires a number of available "license points" specific to each implant. Your available license points are equal to your "license tier" minus the number of license points required by your currently-installed cybernetics. By default, all [[True Kin]] begin with a license tier of 2, unless they choose not to start the game with a cybernetic implant (in that case, they start with a license tier of 0, but gain a +1 bonus to Toughness).
Installing any cybernetic implant requires a number of available "license points" specific to each implant. Your available license points are equal to your "license tier" minus the number of license points required by your currently-installed cybernetics. By default, all [[True Kin]] begin with a license tier of 2, unless they choose not to start the game with a cybernetic implant (in that case, they start with a license tier of 0, but gain a +1 bonus to Toughness).


License tier increases are obtained one at a time by spending cybernetic credits contained within a {{favilink|cybernetics credit wedge}} at a {{favilink|becoming nook}}. Wedges contain 1¢, 2¢, or 3¢.  Increasing one's license tier by 1 point requires from 1 to 4 cybernetic credits (¢), with the cost increasing by 1 credit every 8 license tiers. Once you reach tier 24, further increases will require the maximum cost of 4 credits each.
License tier increases are obtained one at a time by spending cybernetic credits (¢) contained within a {{favilink|cybernetics credit wedge}} at a {{favilink|becoming nook}}. Wedges contain 1¢, 2¢, or 3¢.  Increasing one's license tier by 1 point requires from 1 to 4 cybernetic credits, with the cost increasing by every 8 license tiers. Once you reach tier 24, further increases will require the maximum cost of each.


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Additionally, one's license tier can be temporarily increased through other means, such as by equipping the {{favilink|Kesil Face}}. If unequipping such an item results in a negative balance of available license points, you will not be able to install additional implants until you uninstall some or increase your license tier in order to restore a positive balance of points.
Additionally, one's license tier can be temporarily increased through other means, such as by equipping the {{favilink|Kesil Face}}. If unequipping such an item results in a negative balance of available license points, you will not be able to install additional implants until you uninstall some or increase your license tier in order to restore a positive balance of points.


If an implant is removed from your body due to dismemberment or other effects, its license points are implicitly refunded as it is no longer attached to your body.
If an implant is removed from your body due to dismemberment or other effects, its license points are implicitly refunded as it is no longer attached to your body. When an implant is removed from your body due to dismemberment of the body part within which it is installed, you may retrieve this body part and use the [[butchery]] skill to retrieve the implant from it, unless it is of a type that is destroyed when uninstalled.


==Full List of Cybernetics==
==Full List of Cybernetics==

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