RimWorld

RimWorld

68 ratings
Cerebrex Node Unleashed
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Mod, 1.6
File Size
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236.404 KB
13 Jul @ 11:46am
29 Jul @ 12:52am
17 Change Notes ( view )
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Cerebrex Node Unleashed

Description
ODYSSEY SPOILERS!!!

The goal of this mod is to enhance the reward obtained after beating the Odyssey DLC by adding Biotech integration as it felt weak and underwhelming for being called "a weapon of untold power" by the game.

/!\ Attention /!\

While Biotech isn't required for this mod it is the main reason why this mod was made.

Additionally, due to the way the game generates items you will need to destroy the existing cerebrex pack and spawn in a new one through dev mode for the abilities to be added.

Tweaks:

Buffed Bandwidth bonus from 15 -> 30

Buffed Mechanoid work speed bonus from 12% -> 50%

Added abilities:

Orbital Bombardment
Signal a mechanoid satellite to bombard the area. 12 hours cooldown

Hack Mechanoid (Requires Biotech)
Remotely hack the target mechanoid to convert it to your faction. (This ability will make this pawn a mechanitor if they do not already have a mechlink.) 3 Hours cooldown

Order supply delivery:
Signal a mechanoid satellite to send you supplies. (Opens a context menu that allows you to pick between a few basic resources) 2 days cooldown

Summon Elite Mechanoid (Requires Biotech):
Summon an elite class mechanoid. (3 days cooldown)

Network Access:
Allows you to send direct orders to the mech hive.

Changes to existing abilities:

Call mechanoids (If biotech is on):

Call mechanoids will summon allied mechs placed under your control (will make the caster a mechanitor if they are not one)

Call drop pods:

Changed cooldown from 3 days to 1 day.
Made it so the ability always spawns 4 drop pods.
88 Comments
BasedWarlock 5 Aug @ 2:31pm 
I run the steam version
Sentinel  [author] 3 Aug @ 11:24pm 
@BasedWarlock are you running the steam version of vehicle framework or the github one? I tried with the one on steam and it worked for me
BasedWarlock 3 Aug @ 5:34pm 
I also am using vehicle framework, i wonder if that might be the cause?
BasedWarlock 3 Aug @ 5:29pm 
Very cool mod, all aspects work for me except for the network connection, no command works unfortunately :/
MilΩMeg4 1 Aug @ 11:53am 
no i did not, it was a brand new save with a brand new node, though the log strongly suggested it was vehicle framework that cause the issue and it worked after i removed it
Sentinel  [author] 1 Aug @ 11:32am 
@MilΩMeg4 Can't replicate the issue with just vehicle framework and this mod, did you install this mid save with an existing cerebrex node?

If yes simply destroy the cerebrex node and respawn it with dev mode.
MilΩMeg4 1 Aug @ 10:58am 
the GUI for both network access and summoning a specific mech either doesn't work or breaks the game completely with vehicle framework
https://pastebin.com/5mBbA1J3
DreigonDD 31 Jul @ 8:23am 
Lovely and amazing mod and more to what I expected of the Odyssey ending to be, thank you so much for your hard work. Is it possible to add a way to completely stop the Cerebrex core from spawning mechanoids? I had in mind to use the base as my main colony and I simply want the core to be a trophy, basicaly.
Austin5125 30 Jul @ 6:45pm 
Can you make confirm button in spawn specific mechanoid selection menu? I know I can adjust quantity first and select the mechanoid, but I always forget and do it in reverse.
Sentinel  [author] 29 Jul @ 12:14am 
@月羽狐 I'd do it if I had art for it, I don't draw so i can't do that myself.