This is an Unofficial 1.20.1 port of the mod Cyberware by Flaxbeard and Robotic Parts by An_Sar. Special Thanks to the developers' whose generous open source work makes this all possible.

What is Cyberware?
Cyberware is a mod that allows the player to augment their own body. Utilizing a surgery chamber, the player is able to install pieces of "cyberware", advanced technological augmentations, into their body. Here's a list of just a few of the things you can do with Cyberware:
- Replace your heart with a mechanical pump
- Implant an experience storage canister in your cranium
- Boost your oxygen supply with built-in oxygen canisters
- Replace entire limbs with robotic Cyberlimbs
- Install upgrades that range from deployable claws to jump-boosting actuators in these Cyberlimbs
- Replace your eyes with advanced Cybereyes, which can be upgraded to enable night vision, underwater vision, and target tracking
- Line your bones with advanced polymers, enabling you to take more of a beating
- Install a processor in your brain, giving you lightning-fast reflexes that let you dodge certain attacks
Of course, such power isn't easy to obtain. To get pieces of cyberware, you'll need to fight tooth and nail against cybered-up monsters. If that wasn't enough, you'll need to pay for the cyberware you obtain - either through power consumption or by sacrificing a little of what makes you, you.
Getting Started with Cyberware
Want to know how to get started with Cyberware? Check out this handy guide.
Credits
Cyberware Original author:Flaxbeard
Robotic Parts Original author:An_Sar
debugger:Akihito_Midas
We extend our deepest gratitude to everyone who contributed to this project. It wouldn't have been possible without you.
License
Cyberware is released under the MIT license.
If you find a problem Please report any bugs via Github.
All Versions
+ Add Version[Issue 49](https://github.com/w1shadel/Cyberware-Reforged/issues/49)
Support for both types has been added. The new command is available in all versions. We have also updated Cybereye and HUDJack-related features.
[Issue 49](https://github.com/w1shadel/Cyberware-Reforged/issues/49)
Support for both types has been added. The new command is available in all versions. We have also updated Cybereye and HUDJack-related features.
[Issue 49](https://github.com/w1shadel/Cyberware-Reforged/issues/49)
Support for both types has been added. The new command is available in all versions. We have also updated Cybereye and HUDJack-related features.
Removed structures.
Minor adjustments.
Removed structures.
Minor adjustments.
Fixed a bug where the appearance would change even without CyberLeg or Arm installed.
Ensure partial compatibility with Epic Fight Mod (still incomplete)
- Major Bug Fixes and Improvements:**
- Surgery & Exploits:**
- Fixed a major surgery exploit** where players could bypass installation limits (maxInstall) by manipulating "ghost" items and cancelling surgery queues.
- Installation limits are now strictly enforced both during item placement and surgery execution.
- Attribute & Performance Fixes:**
- Resolved the "Sticky Attributes" bug:** Fixed an issue where attribute modifiers (Health, Speed, Attack Damage, etc.) would remain on the player even after the corresponding cyberware was removed.
- Fixed a "Modifier already applied" crash:** Resolved a critical crash occurring during player ticks when recalculating cyberware capacity.
- Balance & Logic Adjustments:**
- Limb Exclusivity:** Fixed logic where stackable implants (like Myomer Muscles) were being incorrectly removed due to body part exclusivity.
- Compressed Oxygen Implant:** Adjusted oxygen refill rates to prevent "infinite air" with only a single implant. It now scales properly with the number of implants installed.
- Retractable Claws:** Fixed damage bonuses not scaling with stack count.
- Hyperoxygenation Boost:** Fixed the "flickering" speed effect and enabled proper speed level scaling based on stack count.
- Threat Matrix:** Fixed the dodging logic to only trigger on physical/projectile attacks (no longer "dodges" fall, fire, or poison damage).
- Deployable Wheels:** Adjusted step-height values to ensure Salvaged versions still allow stepping over 1-block heights.
- Citrate Enhancement:** Fully implemented the missing fall damage reduction logic.
- HUD & UI:**
- HUD Logic:** Fixed the battery/energy HUD appearing with only a Cyber Eye installed. A **HUDjack** is now correctly required for internal status displays.
- Fixed an issue in the **Cyberware Workbench** where items could not be extracted manually if they were part of a valid recipe.
- World & Spawning:**
- Blueprint Consumption:** Added a new config option to toggle whether Blueprints are consumed upon use in the Workbench (Default: False).
- Radar Beacon / Cranial Broadcaster:** Revamped the logic for these items. They now correctly boost the spawn rate of cybernetic mobs in the surrounding area instead of attempting to "summon" them directly.
- New Config Options:**
consumeBlueprints: (Boolean) Set to true if you want Blueprints to be consumed after crafting.