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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.
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.
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.
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
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
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.
But yeah, kinda I guess.
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.