RimWorld

RimWorld

Brain Implants and More (implants)!
131 Comments
VladCorvi 13 Jul @ 3:48am 
Need 1.6 already!
BusinBurg 22 Jun @ 3:17am 
Hello, dear mod developers! I've been using your mod for 6 months, and I really liked it! Could you upgrade the mod to 1.5?
Thank you for your lovely mod!
SPEEDRUNNER - Z 15 Jan @ 7:34pm 
no tags no checks?
Andy 31 Jul, 2024 @ 5:22pm 
Would appreciate an update to 1.5
Friendgineer 28 Apr, 2024 @ 9:33am 
I have an issue with saving the game, leaving and rejoining because all the hard work i did into creating the glitterworld chips or any chip just. vanishes.
Except for the nanotech chip
Slickcharms 27 Apr, 2024 @ 7:26am 
Is a 1.5 update in the works? Or will the mod work anyway?
Emilie Sackenball 24 Dec, 2023 @ 7:57pm 
why they all says "replaces" that will not remove other already installed implants? even brain implants says they replaces body organs, like wut??
jonny02  [author] 9 Dec, 2023 @ 1:06am 
@FastestSoda
Thank you for your suggestion. I am currently short on time so this could take a while. Nice idea to add configurable bonuses and thanks for letting me know that the Mining Chip doesnt affect deep drill labour. Thanks!
FastestSoda 5 Dec, 2023 @ 4:26am 
This is completely not an actual game breaking issue and I’d perfectly understand if you don’t mind this, but I’d just like to say that the math on pawns with both the AI chip and Research implants gets kinda funky, as it’s multiplicative.

Those, on pawns with multiplicative or additive Manipulation modifiers (such as Genies with Bionic Arms) can make a Researcher have 3k+ research speed. Would you mind adding a config for the player to change the bonuses on the items?
Also, I think when the mod was made, deep drills weren’t in the game yet, so the Mining chip doesn’t interact with them like the Drill arms do (I could be wrong here tho). Do you think that would be a good interaction to add?

Again, I understand if you disagree with these. This is an excellent mod!
kamasuki1Pl 6 Nov, 2023 @ 1:44am 
the Gliterworld Information Chip after instaling into pawn gives you 60 steel
explodoboy  [author] 25 Oct, 2023 @ 12:26pm 
@Vardath
That, to my knowledge, is completely intentional. The AI chip tries to force consciousness at a certain percentage, such as 150%.
Vardath 25 Oct, 2023 @ 12:58am 
The AI Chip caps consciousness at 150% it does not add 150%.
Firesparq 8 Sep, 2023 @ 6:19am 
Neither does the Glitterworld Psychic chip nullify psychic drone
Firesparq 7 Sep, 2023 @ 7:20am 
Also I just had one of my colonists get food poisoning despite having the Glitterworld Stomach Chip installed
Firesparq 6 Sep, 2023 @ 5:19am 
Just a minor bug, they implants say they modify efficiency, however once installed, they're not. I think the cause for this is the generic hediff, however I don't know enough about Rimworld modifying to confirm that.
Firesparq 6 Sep, 2023 @ 3:58am 
Even if you remove the bionic modification, you can't replace it with the chip. You have to have the original body part. That sucks :(
Firesparq 6 Sep, 2023 @ 3:57am 
Really. You can't install a stomach chip if you installed a bionic part? Oof
Firesparq 6 Sep, 2023 @ 3:48am 
Why can't I install the glimmerworld stomach chip? The bill isn't available in the medical screen
CTH2004 8 Aug, 2023 @ 2:51pm 
Here's an idea, something similar to the psycic chip. but it also increases psycic sensitivity (first teir decreases?). And, it allows any psycic effect that is mood-boosting to effect them, but any that is mood decreasing doesn't! So, Psycic Soothe effects them. Phsycic Drone doesn't. A harmonizer with a positive boost effects them. A harmonizer with negative boost has no effect.

Maybe it requires the phsycic chip to make? (Most advanced psycic chip, allways).

Maybe even a more advanced version that also blocks any mind-influencing psycasts that cause a negative effect!
jonny02  [author] 8 Aug, 2023 @ 1:38am 
@pgames-food
Thansk for the help. Is now fixed!
pgames-food 5 Aug, 2023 @ 4:53pm 
hi this mod might be able to help a bit if you still get some food poisoning, (i added both that one and this implants one since my v1.1 or 1.2 and they worked nicely). i think it was rim-peptic which helps when you drink it to get rid of food poisoning quite quickly but there are many meds in that mod :)
jonny02  [author] 5 Aug, 2023 @ 1:42am 
@Fennec.exe
I think the game changed some stats. It could be the case that the gltiterworld stomach chip does not fully prevent food poisoning anymore.
Fennec.exe 20 Jun, 2023 @ 10:12am 
Hi ! I have a question, for some reason my pawns still get food poisoning despite having the glitterworld stomach chip installed in them... Is it bugged or is it more likely a mod conflict ?
Pasaway 11 Jun, 2023 @ 8:37pm 
Implant Request for consideration: Psycaster Implant
Increase Psychic Sensitivity and maybe Meditation Psyfocus Gain rate
Pasaway 28 May, 2023 @ 2:04am 
Q: How many of these can I install in the brain?
A: 1 of each type can be installed, but not multiple tiers for each type.
Imagine12 19 May, 2023 @ 7:42am 
Really interesting how the work speed for these ultratech brain implants be based off smoothing speed of all things
pgames-food 20 Mar, 2023 @ 8:04pm 
hi it should be at least 3 or 4 brain chips (i havent been able to get or make more than 1 or 2 so far) but have a look in the picture at the top of this page, the 1st hediff is brain (in german) :)
SPEEDRUNNER - Z 20 Mar, 2023 @ 12:51pm 
how many of these can i install in the brain?
pgames-food 15 Feb, 2023 @ 7:02pm 
ah ok thanks for the info
Pasaway 15 Feb, 2023 @ 10:58am 
@pgames-food: Anesthesia limits consciousness to a max of 70%. There is a mod that changes consciousness to a 70% multiplier instead of a cap, and another mod makes an un-anesthesia pill to removes anesthesia after surgery.
pgames-food 20 Jan, 2023 @ 6:53pm 
hi can i check how medical operations work with the chips which boost consciousness?
for example, if we add a bionic arm to someone, it will usually also include anaesthesia, which lowers it really low.

(maybe im thinking too much into this but, what would happen if they have the chip which boosts it like 200% - will they suddenly wake up again and not be anaesthetised for the operation?) :)
jonny02  [author] 4 Jan, 2023 @ 5:46am 
Thanks for your contribution! :D
Dam 4 Jan, 2023 @ 3:26am 
I confirm it works fine with the following :
- archotech expanded
- more archotech garbage
- android tiers reforged
- rimmagic

They all feature brain implants and don't seem to cause conflicts
jonny02  [author] 4 Jan, 2023 @ 2:59am 
Yes, it's safe but I didn't test it thoroughly with other mods. Just make a backup of your savefile.
Richard 3 Jan, 2023 @ 7:17pm 
is this safe to add mid game or does it break things?
Dam 21 Nov, 2022 @ 9:55am 
Well that looks cute, let's subscribe and have a look-see :)
jonny02  [author] 21 Nov, 2022 @ 9:37am 
Thanks for the comments. I just published an update to fix the mentioned issues! Thanks!
Draxiss 20 Nov, 2022 @ 12:48pm 
Yeah I noticed this too. Also, the research tier of "Cognative Implants" is misspelled; it should be spelled "Cognitive Implants."
Xeldren 13 Nov, 2022 @ 3:14pm 
The Glitterworld Toxic chip should have a +100% toxic resistance instead of -100% as it currently stands in 1.4 it nerfs the colonests who get it. i think the other tox chips have this same problem, making them easier to poison via pollution
jonny02  [author] 1 Nov, 2022 @ 6:32am 
Updated!
NothingToSay 21 Oct, 2022 @ 12:41pm 
is this mod getting updated to 1.4? this one i feel is core necessary for my play style of making god tier cyborg pawns.
jonny02  [author] 20 Sep, 2022 @ 10:31am 
Yes, its actually just a recipe def. The tag name is "appliedOnFixedBodyParts".
NothingToSay 14 Sep, 2022 @ 8:55pm 
Any chance you can edit the hedifs so the specify where they're supposed to be installed defaulty? When i go to the character edit tab and install it it goes to "select body part" and that doesn't happen with things like joy wire or archotech expanded etc
explodoboy  [author] 21 Jun, 2022 @ 9:11pm 
@Kokorocodon
Unknown, but if not, I think you should be able to enable it in mod settings. jonny may be able to confirm better than myself.

@Hyperion
I believe so. You'll get a one-time error if any of the implants exist in the map, which will be cleared when you next save and load.

@Zepol Yar
No comment. jonny will have to investigate that.
Zepol Yar 21 Jun, 2022 @ 7:53pm 
Did anyone ever figure out which chip recipe makes the toxic chip? They call come up psychic when I try.
Hyperion 14 Jan, 2022 @ 4:13pm 
Can it be removed mid save? Forgot to remove it for my medieval play.
Kokorocodon 3 Jan, 2022 @ 9:56am 
Can I use these chips on my droids and androids from the Androids mod?
comradbiggles 20 Sep, 2021 @ 8:01pm 
I've noticed that the recipe for the advanced toxic chip actually produces an advanced psychic chip instead. You seem to have put the wrong product in the recipe def.
jonny02  [author] 4 Aug, 2021 @ 12:25pm 
@crawfish I read through the descriptions and I dont see where it says that it adds 250%. It just caps it to 250%.