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Project Edgerunners Extra's & Tweaks - Cyberpunk

A Massive Overhaul Mod and Tweaks mod for Project Edgerunners.
Much longer sandevistan Times (3).png

Much longer sandevistan Times (3).png

Much longer sandevistan Times (2).png

Much longer sandevistan Times (2).png

Much longer sandevistan Times (1).png

Much longer sandevistan Times (1).png

Much longer sandevistan Times.png

Much longer sandevistan Times.png

Description

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

  • 15 new cyberware items, including five tiers of Cybernetic Muscles.

  • Additional passive bonuses for 27 existing implants.

  • Expanded Militech Apogee Sandevistan configuration.

  • Reworked immunoblocker suppression mechanics.

  • Pehkui-based character scaling.

  • Sandevistan afterimage scaling support.

  • Crafting recipes for all new cyberware.

  • Integration with the existing Ripperdoc installation system.

  • 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:

  • Restores health to at least 65% of maximum.

  • Applies Absorption III for eight seconds.

  • 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:

  • Restores health equal to 35% of maximum health.

  • Applies Regeneration II for five seconds.

Cooldown: 45 seconds.

Mobility and Combat Implants

Reflex Tuner

Activates when health drops below 35%.

Effects:

  • Speed III for eight seconds.

  • 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:

  • Targets nearby non-player entities within approximately four blocks.

  • Deals six points of magic damage.

  • Has a 20-second cooldown.

Adrenaline Booster

Activates following qualifying combat damage or enemy takedowns.

Effects:

  • Strength II.

  • Speed II.

  • 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:

  1. Character scale through Pehkui.

  2. Maximum health.

  3. Melee attack damage.

  4. 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

  • Only the highest installed muscle tier applies its bonuses.

  • Multiple muscle tiers do not stack their attribute increases.

  • Player scale is handled through Pehkui.

  • The system includes attribute synchronization during installation, removal, and respawning.

  • Health is adjusted when upgrading muscle tiers.

  • 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:

  • Cyberpsychosis symptoms are temporarily disabled.

  • Control-loss effects are intended to be interrupted.

  • Existing cyberpsychosis progression data is preserved.

  • 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:

  • Afterimage model width.

  • Afterimage model height.

  • 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:

  • Integumentary System.

  • Nervous System.

  • Circulatory System.

  • Frontal Cortex.

  • 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

  • Project: Edgerunner 1.1.2

  • Pehkui 3.7.0+

  • Palladium

  • KubeJS

  • 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.

Project Edgerunners Extra's & Tweaks - Cyberpunk Team

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