RimWorld

RimWorld

GiTS Cyberbrains
399 Comments
themoistestwhale  [author] 6 Aug @ 6:16am 
@Mrmarko123 No problem, glad you figured it out. And sorry it doesn’t say that it’s required, but that’s just a limitation of using the vanilla UI if they’re on different tabs I guess.
Mrmarko123 6 Aug @ 6:00am 
Ahh that must be it,

It doesn't say by default which research is blocking it - advanced brain implants it must be as I'm using FSFs. Thanks!
themoistestwhale  [author] 5 Aug @ 1:55pm 
@Mrmarko123 If you mean the extreme cyberization research project, the only prerequisites if you're on 1.6 without CE is the enhanced cyberization research project before it and if and only if you also have FSF's Advanced Bionics Expansion in your modlist, the advanced brain implants research project.

The cybernetics research tree in this mod uses vanilla logic for prereqs and whatnot, so you're likely missing one of those two prereqs.
Mrmarko123 5 Aug @ 1:12pm 
I think I'm going mad, but how do I unlock extreme cyberization? - it doesn't mention I need a tech blue-print or to build a certain building to allow it....
themoistestwhale  [author] 5 Aug @ 9:18am 
Because of time constraints I've linked the spreadsheet in a discussion attached to this mod for now for those interested.
themoistestwhale  [author] 1 Aug @ 4:56pm 
@The Crash Alright, thank you kindly! I'll see if I can find time between work to put it somewhere that Steam won't instantly hide, with due credit of course. Really wish Steam wasn't so weird with external links, they're super inconsistent with removing them too...
The Crash 1 Aug @ 4:50pm 
sounds great with me! I figured steam would be strict about linking. Feel free to do what you will with it
themoistestwhale  [author] 1 Aug @ 4:44pm 
@The Crash I took a brief look at it and it looks pretty good! I'm currently on mobile and away in Boston, so I'll take a proper look when I'm back at home (also why I haven't managed to add those screenshots yet).

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.
The Crash 1 Aug @ 4:34pm 
I made a google sheet with the cyberbrain stats and posted it on the subreddit. let me know if you got suggestions for readability
themoistestwhale  [author] 25 Jul @ 10:06am 
@Doggias Just taking screenshots is actually a pretty good idea and I might go about doing it that way then, though there's still some issues I should note:

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.
Doggias 25 Jul @ 9:43am 
@themoistestwhale No pressure! Of course, keep in mind that you have it formatted so neatly in-game that you could likely just take screencaps of the information as its presented there and arrange them into a tree. I would do it myself but I can't immediately recognize everything and it would serve everyone better if it was officially-hosted.
themoistestwhale  [author] 25 Jul @ 7:07am 
@Doggias Once upon a time I remember trying to do that actually, but it was taking so damn long to make I quit on it. Maybe if I find the time, but no promises.
Doggias 24 Jul @ 3:25pm 
Could you make a spreadsheet/data tree of all the cyberbrains and their effects? It's hard to cross-reference them with the size of the text without seeing them side by side
themoistestwhale  [author] 15 Jul @ 1:52am 
@Gender Bender You can remove cyberbrains from a colonist, though there's higher-than-average death on surgery chance when doing it. You also need micromachines to remove the higher level ones.

@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.
Gender Bender 14 Jul @ 11:04pm 
is it possible to harvest/remove the cyber brain from a pawn?
knopi 13 Jul @ 2:25pm 
there aint no surgery that a yn can do
themoistestwhale  [author] 4 Jul @ 9:09am 
@Crowbot Lore wise it just kinda depends on how far you go with cyberization and whatnot, but my main issue with that originally when I last considered making it curable with this mod was balance. Micromachines already cure a ton of stuff with this mod, and I think I was trying to avoid making them a "cure all". Especially since there's multiple vanilla cures and other mods that also can. Then again, this mod is already kinda unbalanced lol

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
Crowbot 3 Jul @ 10:29pm 
Would be nice if cyberbrains prevented dementia. Not sure how lore accurate that actually is, but it feels right. I mean how do you forget things when you have them on file?
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.
Flockerkill 2 Jul @ 10:56pm 
After researched the required research, you select the surgery like any other (given you have the cyber brain in your possession)
knopi 2 Jul @ 7:52pm 
how do you install one on a pawn
themoistestwhale  [author] 14 Jun @ 9:39am 
Adding to the comment below because of character limits, while I don't really want to increase the base amount of stuff a raider can spawn with for this mod as I feel a majority of the audience wouldn't side with that, feel free to make a mod that has a boss type raider or a small but strong raiding group with cyberbrains and whatever else you want.
themoistestwhale  [author] 14 Jun @ 9:37am 
@Voltaire I never took a massive deep dive on how pawns are equipped when being sent into raids and whatnot, but from my understanding the chance to spawn a cyberbrain on them is dictated by how much wealth can be spent on them, as well as it actually being a possible implant they can be given via tags.

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.
Voltaire 14 Jun @ 9:15am 
Would it be possible for these to be a little more common on raiders and ultratech factions? Right now they just seem like a late game way to get ulta-powerful pawns, getting some luciferium fueled raider bosses with combat cyberbrains would be a great challenge
themoistestwhale  [author] 11 Jun @ 1:40am 
Forgot cherry picker exists, that works fine too :p
Flockerkill 10 Jun @ 7:59pm 
you can also try "cherry picker" mod
themoistestwhale  [author] 10 Jun @ 4:29pm 
@The Unbidden One Not via mod settings, as this mod doesn't have those yet. You do have two options though:

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.
The Unbidden One 10 Jun @ 3:47pm 
Is it possible to disable to Cyber Brain Diseases?
themoistestwhale  [author] 6 Jun @ 9:57am 
@Crowbot Back when I had a ton of time to mod I was working on a full cybernetics mod and played around with cyberbodies. Made some and got them to work fine, but I didn't have the knowledge then to make a modular system for them so you could pick and choose what you wanted in one, meaning they were fixed in what you could have per type. I might return to the concept when I both find the time and the knowledge on how to make that actually work.
Crowbot 6 Jun @ 8:39am 
Nice mod. Would be nice if there was a cyberbody mod to go along with it. Yes, we can just stack implants but it'd be nice if there was a simpler way than going through ~10 surgeries to have a fully cybernetic body.
themoistestwhale  [author] 11 May @ 12:09am 
@Ehmu Sorry for the rather late response, but I wanted to play around with Rimworld quest logic which can be iffy to mess with and see what I could do. I ended up making a little progress but really this is beyond my abilities as I'm super inexperienced with modding, and it'd be a while before I figure out anything like this :p

Do love the idea though! Just unable to actually make it happen, for now.
Ehmu 2 May @ 5:32am 
adding the vaccine as some kind of quest would be awesome. I know that goes beyond the means of this mod. I made up my own quest (gave myself a difficult mission via dev mode) to get rid of it and then dev modded it out.
Leeum 2 Apr @ 3:43pm 
Just finished watching pantheon and needed a mod to relive the suffering in game, thanks!
Spoonman 5 Mar @ 2:49pm 
Mech cluster? Raid? 50 centipedes? (Cracks knuckles) Get the Eversor Assassin out the Cryo casket and give him a war casket charged minigun and a wraith blade. Mental break thresholds don't matter if you're permanently on yayo and go-juice.
queenelise9830 20 Feb @ 1:37pm 
No worries. Guess this mod won't be going on my list quite yet, thanks for the prompt answer though.
themoistestwhale  [author] 20 Feb @ 1:28pm 
@queenelise9830 Unfortunately my main issue with implementing that right now is time constraints with both work and part time education, so I've had next-to-no time to work on any mods really beyond just making sure they work. All I know right now is I should have the time to update this mod (and all my other ones) for version 1.6 when that comes around, at least.

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.
queenelise9830 20 Feb @ 11:40am 
Hey, any update on being able to connect with/hack other pawns like you were talking about in October?
TheSordishMan54 19 Jan @ 2:19pm 
Welp, that would be really beneficial for my future runs on the Rim as I would called my own project with a female colonist in Project Kusanagi as it would take how much implants and bionic replacements they can take.

I only subscribed to this mod to bring in cyberbrains for cybernetic tactics against raiders in 1 VS. Everyone raids.
themoistestwhale  [author] 16 Jan @ 3:19pm 
If anyone here uses the Cyberpsychosis mod would like to leave feedback on how much I should dampen the effects of stability from said mod, please let me know here or on my Discord, whichever is your preferred medium. I have both set up for your convenience, either works!

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.
themoistestwhale  [author] 16 Jan @ 9:42am 
@Flockerkill Sorry for the late response, I can look into that though I am going to assume it's similar to the vanilla health system (I've never used any of the mods from that series before). In that case, doing so would prevent any other implants such as psylinks from being installed in the brain as well, so I probably shouldn't do that if that's the case. I'll still take a look though in case the system is quite different.
Flockerkill 13 Jan @ 4:33pm 
Realy nice mod, it is put into my mod list and will not go out of it anymore^^

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
themoistestwhale  [author] 12 Jan @ 9:58am 
@Xyllisa Meem Paradox Station I can’t tell you for sure without testing it and I’m currently away so I can’t unfortunately- but I doubt it.
Does this touch the ultramind from cyberscythe at all?
themoistestwhale  [author] 8 Jan @ 1:00am 
@phatkok No, not currently. I thought about making an animal version because it’d be funny but never got around to doing that.
phatkok 7 Jan @ 10:24pm 
Does this work on animals?
themoistestwhale  [author] 5 Jan @ 4:31am 
@Vel Ten Noted, even if there isn’t a system for me to tune it I might just be able to use Harmony to patch it myself. I’ll consider just removing the regular debuffs and letting the cyberpsychosis mod apply its own instead, but once again only once I get home and can take a proper look at it all.
Vel Ten 4 Jan @ 1:41pm 
@themoistestwhale It seems like the Cyberpsychosis mod has some kind of ability which allows a modder to manually tune/alter the Biostability impact of certain implants, so that could probably be done for Cyberbrains? Manually tune them down to something reasonable.

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.
themoistestwhale  [author] 4 Jan @ 10:07am 
@Vel Ten Market value is calculated by the game unfortunately and I’ve only briefly skimmed that cyberpsychosis mod and noticed it makes calculations from market value (which I believe is a good method by the author honestly), so I can see what you mean by this mod being punishing knowing how expensive cyberbrains can be.

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.
Vel Ten 4 Jan @ 9:03am 
This isn't a "hard-compatibility issue" but rather a "soft-compatibility issue." I'm not sure which modder would be better suited to handle this, but Cyberbrain side-effects kind of overlap with "A mod that basically adds Cyberpsychosis." It can be very punishing, though Biostability effects from the Cyberpsychosis mod do heal over time.
themoistestwhale  [author] 2 Jan @ 9:40pm 
@王一羖 What ever could you mean? Everyone knows that the vaccine is just a myth built on unfounded lies and pushed by a nobody with no ties to medical research :)

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.
王一羖 1 Jan @ 11:32pm 
liar! the Cyberbrain Sclerosis can be cured by using Murai Vaccine! you hide the truth just because you take the money from those micromachine industry! XD