Additionally, one other thing that might be worth considering, maybe prosthetics can scale back in terms of effectiveness. Instead of a simple leg maintaining walking at 90%, maybe it’s 80%. Instead of 1 bionic hand bumping manipulation up to 110%, maybe it can just go to a flat 100%, same efficiency as the original hand. This would maybe help justify slightly altering material costs.This mod does do a good job of tackling a lot of the balance issues with the mod either way (I really like the extra research paths it adds.) I’m just sick of never having hyperweave for anything, considering how power armor also requires it, and if I’m not alert and remember to modify any tailoring bills I make, my colonists will waste all of it making t-shirts. 🙁
I like some of what this mod does, but the crafting requirements are a bit annoying. Hyperweave and synthread are super SUPER painful to get without installing mods that allow you to craft them directly. You have to wait for a trade ship, or hope by some miracle an exotic materials trader you request winds up having them.I can understand the hyperweave costs for enhanced bionics, but for more basic ones it more just walls them off. The solution to get said materials basically becomes ‘wait’ and, when it’s waiting on random events instead of actually progressing, it gets to be significantly less fun.If you feel that plasteel isn’t enough high-end cost for parts, one other option might be instead of using rare textiles would be a custom, new textile that can be crafted with this addon, using other rare (but not impossible to find or glitterworld-tech) materials. This would act as an intermediate material for basic bionics.