Cybersus
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Gives player ability to install implants in his body in techno-magic style. All implants have different abilities and require "fuel" (which can be anything, from thaumcraft essense to EU or RF)
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Provides a framework or library for other mods to use.
Includes genetic manipulation and biological systems.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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mod is designed as a lib, so if you are a forge modder, you can easily add any new implants if needed.
By itself mod does not require any libs, but if you want get all content, you should check out "relations"
At the moment, the biggest part of implants are connected with thaumcraft.
If you have any questions, here is discord server: https://discord.gg/skBD43XkX5
Mod provides player ability to inject implants in his body. (Cyberpunk 2077 reference) This can be done by opening menu with button:

All implants have slot type where they can be placed. Amount of slots for each type can be changed through the config
When worn, click "next implant" or "previous implant" to navigate through worn implants

Mostly, all implants have crafts through runic matrix. New thaumcraft research category included:

By itself, implants are just items. But each one have abilities. Abilities are shown under the implant renderer on screen.

Each one can be activated when appropriate button, bound to this ability, is clicked. Mostly they have cooldown.

Abilities can be separated in constant-effect, side-effect and distortion ones. The last one is something like "hacking", applied to entities: you should look at your target and activate ability. The process of hacking will be shown in hotbar in right part of the screen. When finished, ability effect will be applied. Note that if entity is blocked by blocks or it is out of your sight, loss timer will appear. If it runs out, hack process interupts and ability goes to cooldown.
You can also choose required implant using special gui "implant selector"

All abilities require fuel to work. Fuel can be anything - thamcraft essense, witchery Infusion, Blood Magic blood and so on.
For now the most common type is essense. To use it, mod includes new item named "portable aspect holder". There are two variants of it. Open gui by right click, choose aspect you want to operate with, and enter in amount. When right clicking aspect container block, if you do not sneak, container sill try to take essentia, and if sneaking - put from itself to container
mod is designed as a lib, so if you are a forge modder, you can easily add any new implants if needed.
By itself mod does not require any libs, but if you want get all content, you should check out "relations"
At the moment, the biggest part of implants are connected with thaumcraft.
If you have any questions, here is discord server: https://discord.gg/skBD43XkX5
Mod provides player ability to inject implants in his body. (Cyberpunk 2077 reference) This can be done by opening menu with button:

All implants have slot type where they can be placed. Amount of slots for each type can be changed through the config
When worn, click "next implant" or "previous implant" to navigate through worn implants

Mostly, all implants have crafts through runic matrix. New thaumcraft research category included:

By itself, implants are just items. But each one have abilities. Abilities are shown under the implant renderer on screen.

Each one can be activated when appropriate button, bound to this ability, is clicked. Mostly they have cooldown.

Abilities can be separated in constant-effect, side-effect and distortion ones. The last one is something like "hacking", applied to entities: you should look at your target and activate ability. The process of hacking will be shown in hotbar in right part of the screen. When finished, ability effect will be applied. Note that if entity is blocked by blocks or it is out of your sight, loss timer will appear. If it runs out, hack process interupts and ability goes to cooldown.
You can also choose required implant using special gui "implant selector"

All abilities require fuel to work. Fuel can be anything - thamcraft essense, witchery Infusion, Blood Magic blood and so on.
For now the most common type is essense. To use it, mod includes new item named "portable aspect holder". There are two variants of it. Open gui by right click, choose aspect you want to operate with, and enter in amount. When right clicking aspect container block, if you do not sneak, container sill try to take essentia, and if sneaking - put from itself to container
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