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It doesn't say by default which research is blocking it - advanced brain implants it must be as I'm using FSFs. Thanks!
The cybernetics research tree in this mod uses vanilla logic for prereqs and whatnot, so you're likely missing one of those two prereqs.
I'd link it here with full credit if you're alright with that, but Steam has this annoying thing where it might auto-hide a mod if the description has any external links sometimes (I've had a mod auto hidden because of Discord and GitHub links) so I'd probably have to make a Steam guide and link that here, then in the Steam guide put the sheet links + some other info? Makes it so if that gets auto hidden by Steam for external links that'll be fine. Dunno, but of course this would be if you're fine with that to begin with.
Some stats are DLC locked by Ludeon, and I can't make it so a description changes text if you have a DLC enabled or not, so some stats are in the description that might not actually be used and the aptitudes system the Anomaly DLC has isn't listed in the description for other reasons. On top of that, the devs also change what stats are DLC locked in some major updates, so 1.4/1.5/1.6 cyberbrains are all at least slightly different in terms of stats. Not to mention CE also having it's own unique stats... it's a fucking pain for me to keep track of ;-;
Despite those issues it'd still be good to put some screenshots up, so I'll probably go about that after I finish working on some other mods' stuff first.
@knopi I'm not sure what "yn" stands for here but check that you have a colonist with the medical level required to actually do the surgery if you have all the required research done.
I know some mods have autocast abilities but that is outside my technical knowledge and vanilla has no framework for it afaik for me to work with. So uh, maybe if I learn how. As for the cluttered menu, there's a mod idea for me maybe to try sometime to solve :p
Also, probably unpopular opinion, but I would rather the abilities kicked in automatically than have them add more abilities to my already cluttered control panel. Plus, when you have more than a few cyborgs it becomes a bit of a juggling act to get the most out of them.
I've added tags to some of the more higher-end soldiers of the empire and elsewhere if my memory is correct, but it's rare because cyberbrains cost so damn much for them to generate on them. If you use other mods or write a quick 5-min patch to increase the value of the gear they spawn with, they'd generate more, but that wouldn't really be welcome as a change by people for this mod I'd assume. If there's other methods to doing so, I don't know them yet.
If a cyberbrain disease appears on a pawn, just use dev mode to remove the disease. The pawn will still have the cyberbrain after doing so.
The entirety of this mod is exposed to XML, so you can just remove all the negative effects or the nodes in cyberbrains that give a chance for a disease to spawn.
Do love the idea though! Just unable to actually make it happen, for now.
Besides that, I ran into a lot of issues with that system conflicting with other mods. While I don't tend to use many mods I'm pretty sure a lot of people here do, so that was a prime concern for me as well and kind of made me at least temporarily drop the idea for now. I remember also having some concerns about save compatibility, but it was a while back so I am not actually sure about how bad those were. If that was the case though, it would be best for me to drop that kinda update when a new major Rimworld update comes out.
I only subscribed to this mod to bring in cyberbrains for cybernetic tactics against raiders in 1 VS. Everyone raids.
Currently I am dampening it by about 20%, but as I'm inexperienced with the mod I'm unsure if this is enough or too much.
But @themoistestwhale would you consider adding a compatibility with "Big and Small" s health system, where installing a cyberbrain (maybe not the basic) would remove the neural part of it, like installing a bionic heart removes the cardiac part
It does seem like the stability loss is "capped" at $5000 by default (now? Not sure that was the case initially. Can still get very funky if you alter that setting in the Cyberpsychosis mod settings), but it's still somewhat odd when GITS adds its own system for adjustment, drawbacks, etc.
I’m unfortunately away and unable to work on mods for a week or so, but when I get back I’ll take a deeper look at the cyberpsychosis and either patch it on my end or contact the author about a patch on their end. Thanks for the heads up.
I did genuinely consider adding it to this mod, but I found having the risk of death without a cure to be more interesting. If people demand I add it I can, but so far nobody has really asked for it and I haven’t seen a need to do so myself.