RimWorld

RimWorld

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CyberNet
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.621 MB
27 Apr, 2019 @ 5:16pm
25 Jun @ 7:00am
42 Change Notes ( view )

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CyberNet

Description
Body parts that fail when the internet goes out!

An expansion for GlitterNet
Load after GlitterNet!
Confused? Check out the GlitterNet Quick Guide[i.imgur.com] (CyberNet guide at the bottom) or try the K's Mods Discord[discord.gg]

CyberNet adds even more GlitterNet connected devices in the form of new, networked prosthetics. These prosthetics use processing power from a GlitterNet to replace on-board processing, making them cheaper and more effective than vanilla prosthetics. Of course, this comes at the price of not only requiring remote processors to function, but also the new access point building, which allows for wireless communication with prosthetics. And if the internet goes out, these new body parts will function even worse than the normal fleshy type.

CyberNet comes with six categories of new prosthetics:
  • Networked prosthetics, which are bionic level. Equivalents for all vanilla parts are available.

  • Advanced networked prosthetics, which are archotech level. Upgrades for all bionic parts are available, including archotech level hearts, ears, stomachs, and spines.

  • Blood additives and replacements, which either enhance stats or have other effects like decreasing hunger rate or automatically healing bleeding wounds.

  • Skin replacements which have a variety of unique effects and heal scars.

  • Nervous system enhancements which give specialized bonuses.

  • Brain enhancements which have a variety of effects like improving combat efficiency or enhancing consciousness.

Can be added to saves. There is an incompatibility with Rim73 - Performance and Optimizations. Disable the Hediff Optimization in the Rim73 options for CyberNet to work. Should be compatible with most everything else.

Art by Bugmage

Supported Languages
English
Simplified Chinese (courtesy of アストリア)
French available from GlitterNet + CyberNet[Fr] (courtesy of Laast)
Popular Discussions View All (1)
63
17 Jul, 2022 @ 11:13am
PINNED: Bug Reports
K
256 Comments
Maya 11 Jul @ 2:38pm 
ty for updates <3
thear 31 Mar @ 5:17pm 
Lovely mod. Very pretty and fun to play with
K  [author] 18 Feb @ 9:04am 
@blackrave By default, yes. The original intent was that the prosthetics are more powerful than anything vanilla, but they're not really portable; you were meant to choose between those options. However, by popular demand, I introduced a setting to remove that tradeoff. You can find it in the settings menu, with a title something like "prosthetics connect off-map".
blackrave 18 Feb @ 7:39am 
So, if I understand this correctly implants function only on maps with functioning Glitternet?
Meaning that it's not suitable for caravans and off-colony ops?
whenwrašk 20 Sep, 2024 @ 12:18pm 
@K that makes good sense, then. thank you
K  [author] 20 Sep, 2024 @ 7:58am 
@whenwrašk By default, CyberNet prosthetics only stay connected on the map with your GlitterNet network. That's the main trade-off of the mod; the prosthetics are cheaper (sort of) and more powerful than archotech (sometimes), but you need to stay in one place. However, there's an option in the mod settings to keep prosthetics connected off map you can turn on if you want.
whenwrašk 19 Sep, 2024 @ 11:37pm 
probably a dumb question, but do these lose efficiency or anything like that when the pawn they're installed into goes off-map?
Rihlsul 25 Aug, 2024 @ 7:10am 
That's a reason, sure. :) Thanks for making these mods, they're a dleight.
K  [author] 24 Aug, 2024 @ 9:41am 
@Rihlsul It's been years since i set that but I believe the reasoning was something like... For CyberNet prosthetics to work they need access to a GlitterNet, the only known instance of which was designed and built by your colony. All of the protocols were designed by your colonists too, so even if someone else had a supercomputer network, they wouldn't be able to connect a CyberNet prosthetic to it - they'll only ever work with your technology. All of this is to say that CyberNet prosthetics are utterly useless to anyone but your colony, except perhaps as a last resort that would constantly be disconnected, and there's no way anyone but your colonists could build one that functions with your network, so it doesn't make sense for traders to buy or sell them.
Rihlsul 24 Aug, 2024 @ 1:49am 
Would you be up for adding marketValue and tradeTags (removing the tradeability none from Abstract)? The items aren't sellable and can't be found on traders that one might expect.