RimWorld

RimWorld

GiTS Cyberbrains
415 Comments
themoistestwhale  [author] 12 Oct @ 11:04am 
@marauderB Canon wise you wouldn't be able to remove brains as you're injecting micromachines to modify the brain in a certain way, and I only added "removing" cyberbrains for gameplay reasons and in that case you're really just remodifying it to a new spec. The brain never gets actually gets replaced, just modified.

What really matters though is the gameplay stuff, not so much the lore bullfuckery, and I'm gonna be honest: I have no idea how to make that happen from the technical side of things. It's probably possible with a custom surgery, but I'll have to learn how to actually make those.
marauderB 12 Oct @ 9:53am 
Awesome mod, really love the abilities and the dynamic disease effects. Just one small recommendation: when I replace my colonists brain, it is kind of annoying that they still have brain scars. Pretty sure I threw the one with scars into the trash. Especially for the PX-7, where it literally says i am replacing the whole thing.
themoistestwhale  [author] 11 Oct @ 1:53am 
@Saltmarine I spent some time looking into how to actually do that functionally and it’s possible.

It’d require me to create a custom surgery since vanilla surgeries don’t seem to support removing multiple Hediffs at once, which is not yet something I know how to do. I’ll probably also need some other bits of custom code to make it work.

I do like the idea so I’ll probably see if I can learn how to actually achieve this in the future.
Saltmarine 9 Oct @ 8:02am 
one more suggestion: both cyberbrain diseases should be cured when administering micromachines to remove/disable the cyberbrain. i'd say it would be a very balanced approach considering the costs.
themoistestwhale  [author] 9 Oct @ 7:11am 
@justiceforjoggers Thanks, wish I had the time to work on new mods or update existing ones like this but I'm holding down two jobs and part time education so that's kinda ass.... at least I still find the time to maintain my mods for new RW versions and mod compat.
justiceforjoggers 8 Oct @ 4:17pm 
Just wanted to say that I really appreciate the mod collection, very goated
Saltmarine 3 Oct @ 12:49pm 
oh and scarless gene cures cyberautism, not sure if it cures sclerosis since my save got busted by ce update
themoistestwhale  [author] 3 Oct @ 11:13am 
@Saltmarine I honestly don't even really remember the exact reason I chose to make it not curable, but if I do find the time to rebalance the mod as I've kinda wanted to then I'll take a fresh look at doing that.

The reason the description alludes to there being a cure is the GitS Stand Alone Complex series, and while I'll avoid spoiling anything here (go watch it if you haven't!) I'd add the canon "cure" to the mod instead of using healer mech serum or whatever else.
Saltmarine 3 Oct @ 4:00am 
suggestion: make sclerosis healable with healer mech serum or removed by neutralizing the cyberbrain.
the description also mentions that people in the 21st century got close / managed to find a cure so maybe a quest could be received purchasing a specific quest map which leads to the recipe for a cure
Zaphiel 26 Sep @ 12:51pm 
Oh I totally agree. I personally would prefer this way too. :Gifting:
themoistestwhale  [author] 26 Sep @ 12:11pm 
@Zaphiel No problem, and just let me know if you have any other questions.

Just as an insight to why it's like that; I know it's kinda weird and deviates from how vanilla bionics work with that research requirement to unlock the surgery, but I did this because it'd be weird if tribals or early industrial colonies could conduct extremely advanced neurosurgeries :p
Zaphiel 26 Sep @ 11:52am 
Ahh, thank you very much. Just saw it... Haha. Looking forward to test these brains! Thanks again!
themoistestwhale  [author] 26 Sep @ 11:29am 
@Zaphiel Yep, you need to complete some research projects in the cybernetics research tree to unlock the surgery. The one that unlocks it will say so in the research project description and won't be too far in.

You'll also need to have a colonist with enough medicine skill to conduct the surgery, it shouldn't be much more than vanilla bionics require.
Zaphiel 26 Sep @ 11:10am 
Hi! Are there any pre-reqs for installing the brains? Recently, some traders died in my map, and I shamelessly stripped their animals, and got two cyber-brains. However, I am not getting any option to install them so I just wanted to ask.
themoistestwhale  [author] 12 Sep @ 8:04pm 
@CinTheMoth This is early nineties cyberpunk super-dementia and giga-autism where we need to put cyber- in front of every word, so they'd prolly go with cyberdementia and cyberautism :p

But yeah, kinda I guess.
CinTheMoth 12 Sep @ 7:39pm 
so the 2 cyberbrain diseases are dementia and autism, lol
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.