Project Edgerunners Extra’s & Tweaks – Cyberpunk
A Massive Overhaul Mod and Tweaks mod for Project Edgerunners.
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介绍
REQUIRES PEHKUI
REQUIRES PROJECT EDGERUNNERS 1.12 (LOWER OR HIGHER VERSIONS UNTESTED)
THIS MOD TWEAKS AND EDITS NEARLY ALL CYBERNETICS IN THE PROJECT EDGERUNNERS MOD
THIS MOD MASSIVELY BUFFS NEARLY ALL CYBERNETICS IN THE ORIGINAL MOD
ALONGSIDE ADDING NEW POWERFUL CYBERNETICS THAT ALLOW IT TO KEEP YOU UP
IN MODPACKS
Edgerunner Extras
Edgerunner Extras is an expansion for Project: Edgerunner that adds new cyberware, rebalances existing implants, and extends several of the original mod’s systems.
The mod focuses on physical augmentation, survivability, cyberware progression, and Sandevistan functionality. It is designed to operate alongside the original Project: Edgerunner rather than replacing its files or modifying its existing JAR.
I made this mod cause I wanted to feel like maine or david
while playing cyberpunk 2077 or the original mod, you may feel even when maxed out to be small
this mod buffs all the cybernetics and makes you able to make yourself much larger and stronger
Features
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15 new cyberware items, including five tiers of Cybernetic Muscles.
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Additional passive bonuses for 27 existing implants.
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Expanded Militech Apogee Sandevistan configuration.
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Reworked immunoblocker suppression mechanics.
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Pehkui-based character scaling.
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Sandevistan afterimage scaling support.
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Crafting recipes for all new cyberware.
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Integration with the existing Ripperdoc installation system.
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Dedicated Creative Mode category for the new items.
New Cyberware
Edgerunner Extras introduces ten new implants covering defensive, offensive, mobility, and survival functions.
Defensive and Survival Implants
Subdermal Armor
Provides Resistance I while installed.
Cataresist
Provides Fire Resistance and automatically removes Poison.
Pain Editor
Provides Resistance I under normal conditions. This increases to Resistance II when the player’s health falls below 50%.
Second Heart
An emergency health-recovery implant with a five-minute cooldown.
When the relevant damage-interception event is available, the implant is designed to prevent an otherwise lethal hit.
On activation, it:
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Restores health to at least 65% of maximum.
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Applies Absorption III for eight seconds.
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Applies Regeneration III for eight seconds.
A secondary activation condition is available when health falls below 14%.
Biomonitor
Automatically activates when the player’s health drops below 40%.
On activation, it:
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Restores health equal to 35% of maximum health.
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Applies Regeneration II for five seconds.
Cooldown: 45 seconds.
Mobility and Combat Implants
Reflex Tuner
Activates when health drops below 35%.
Effects:
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Speed III for eight seconds.
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Resistance II for eight seconds.
Cooldown: 45 seconds.
Syn-Lungs
Provides permanent Water Breathing and grants Speed II while sprinting.
Neofiber
Provides Jump Boost I and Speed I.
Additionally, incoming attacks have a 15% chance to be cancelled when the corresponding damage event supports cancellation.
Shock-N-Awe
Generates an electrical retaliation effect when the player takes damage.
The effect:
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Targets nearby non-player entities within approximately four blocks.
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Deals six points of magic damage.
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Has a 20-second cooldown.
Adrenaline Booster
Activates following qualifying combat damage or enemy takedowns.
Effects:
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Strength II.
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Speed II.
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Regeneration II.
Duration: Eight seconds.
Damage-triggered activations have a 20-second cooldown.
Cybernetic Muscles
Five tiers of Cybernetic Muscles provide increasingly significant physical enhancements.
Each tier modifies four player attributes:
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Character scale through Pehkui.
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Maximum health.
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Melee attack damage.
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Movement speed.
Muscle Tier Statistics
| Implant | Player Scale | Max Health | Attack Damage | Movement Speed |
|---|---|---|---|---|
| Cybernetic Muscles Mk. I | 110% | +25% | +15% | +10% |
| Cybernetic Muscles Mk. II | 125% | +60% | +35% | +25% |
| Cybernetic Muscles Mk. III | 145% | +110% | +65% | +45% |
| Cybernetic Muscles Mk. IV | 160% | +175% | +100% | +70% |
| Cybernetic Muscles Mk. V | 180% | +250% | +150% | +100% |
For example, Mk. V increases a default player’s maximum health from 20 to 70 health points, equivalent to 35 hearts.
Scaling Behavior
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Only the highest installed muscle tier applies its bonuses.
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Multiple muscle tiers do not stack their attribute increases.
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Player scale is handled through Pehkui.
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The system includes attribute synchronization during installation, removal, and respawning.
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Health is adjusted when upgrading muscle tiers.
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Additional scale recovery logic is included to address size resetting after death or player synchronization.
The goal is to maintain consistent character dimensions and attributes without requiring players to reinstall their cyberware after respawning.
Improvements to Existing Cyberware
Edgerunner Extras adds passive effects to 27 implants already present in Project: Edgerunner.
The original items and their existing abilities remain in place.
Physical Augmentations
| Existing Implant | Additional Effect |
|---|---|
| Gorilla Arms | Strength II |
| Dense Marrow | Strength I |
| Axolotl | Haste II |
| Reinforced Tendons | Jump Boost II, Speed I |
| Fortified Ankles | Jump Boost II |
| Bionic Joints | Speed I |
| Kinetic Frame | Speed I |
| Spring Joints | Speed I |
| Hollow Bones | Speed I |
Optical Cyberware
| Existing Implant | Additional Effect |
|---|---|
| Basic Kiroshi Optics | Night Vision |
| Clairvoyant | Night Vision, Haste I |
| Doomsayer | Night Vision, Haste I |
| Stalker | Night Vision, Haste I |
| The Oracle | Night Vision, Haste I |
Sandevistans
| Existing Implant | Additional Effect |
|---|---|
| Militech Apogee | Speed II |
| Falcon | Speed II |
| Dynalar | Speed I |
| Zetatech | Speed I |
| Warp Dancer | Speed I |
Defensive and Circulatory Cyberware
| Existing Implant | Additional Effect |
|---|---|
| Titanium Bones | Resistance I |
| Para Bellum | Resistance I |
| Rara Avis | Resistance I |
| Epimorphic Skeleton | Resistance I |
| Scarab | Resistance I |
| Scar Coalescer | Resistance II below 50% health |
| Blood Pump | Regeneration I |
| Universal Booster | Regeneration I |
These effects are intended to remain active while the corresponding cyberware is installed.
Tooltips are included to identify the additional bonuses.
Militech Apogee Changes
The Militech Apogee Sandevistan receives several configuration changes.
Updated Values
| Property | Updated Value |
|---|---|
| Time slowdown | 95% |
| Base active duration | 30 seconds |
| Upgraded active duration | Up to 35 seconds |
| Base cooldown | 12 seconds |
| Minimum upgraded cooldown | 6 seconds |
| Activation cost | 5% |
| Passive bonus | Speed II |
These changes use the original Sandevistan configuration and runtime descriptor systems.
The existing activation controls and Sandevistan mechanics are retained.
Immunoblocker Rework
Edgerunner Extras changes the intended function of immunoblockers.
Instead of providing a permanent or partial reduction in cyberpsychosis, an immunoblocker is designed to temporarily suppress the effects of cyberpsychosis without removing the underlying condition.
Suppression Durations
| Cyberpsychosis Phase | Suppression Duration |
|---|---|
| Phase 0 | 90 seconds |
| Phase I | 75 seconds |
| Phase II | 60 seconds |
| Phase III | 45 seconds |
| Phase IV | 35 seconds |
| Phase V | 25 seconds |
During suppression:
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Cyberpsychosis symptoms are temporarily disabled.
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Control-loss effects are intended to be interrupted.
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Existing cyberpsychosis progression data is preserved.
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Relevant timers are adjusted to account for the suppression interval.
When suppression expires, the system restores the player’s previous cyberpsychosis state.
This means immunoblockers are intended to provide temporary relief rather than permanently reducing cyberpsychosis severity.
Note: The interception logic requires in-game validation for compatibility with all cyberpsychosis effects.
Sandevistan Afterimage Scaling
The mod includes a rendering adjustment intended to make Sandevistan afterimages reflect the player’s current Pehkui scale.
This is particularly relevant when using Cybernetic Muscles, which can significantly increase player dimensions.
The adjustment targets:
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Afterimage model width.
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Afterimage model height.
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Compatibility with non-default player scales.
This feature requires further in-game verification.
Crafting and Installation
All 15 new cyberware items include crafting recipes using the existing Palladium-compatible crafting system.
The new implants are assigned to appropriate Ripperdoc installation categories, including:
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Integumentary System.
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Nervous System.
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Circulatory System.
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Frontal Cortex.
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Hands and physical augmentation slots.
New items also include their own icons, item models, and localization entries.
The original Project: Edgerunner installation interface is retained.
Compatibility
Minecraft: 1.20.1
Mod Loader: Forge 47.x
Dependencies
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Project: Edgerunner 1.1.2
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Pehkui 3.7.0+
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Palladium
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KubeJS
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Project: Edgerunner’s existing dependencies
Edgerunner Extras is designed to work with an unmodified installation of Project: Edgerunners.
This mod’s code is 100% AI Generated
All Images in this mod are 100% AI Generated
its important to be transparent with these things.
常见问题
Project Edgerunners Extra’s & Tweaks – Cyberpunk 支持哪些 Minecraft 版本?
Project Edgerunners Extra’s & Tweaks – Cyberpunk 支持 Minecraft Java 版 1.20.1,可用的加载器:Forge。下载时注意选择和你游戏版本一致的文件。
Project Edgerunners Extra’s & Tweaks – Cyberpunk 怎么安装?
先用 PCL2 或 HMCL 启动器安装对应版本的 Forge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。
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