RimWorld

RimWorld

Borg Race Injection and Research Patch
58 Comments
pgames-food 14 Jan, 2024 @ 7:05pm 
ah ok i see what you mean.
im not an expert modder, but there might be a way to modify the borg mod so that any weapon and armours can be used - i'll try and have a look in near future on that :)
Aravox 13 Jan, 2024 @ 9:41pm 
Well that indoctration mod virus does what this mod does.

I don't mind having Borg that has to take prisoners before forcing them to be Borg i guess....
What personally bothers me is that the Borg don't seem to have too much tech in the Borg Mod. I'd like to see way more.

After all a Borg isn't classified as normal human and can't use any of their equipment gear, weapons, or any of the stuff. To me that's a massive handicap.

So the way to fix it is having the Borg able to replenish numbers fast. And that's the issue, the main mod doesn't seem to work for the borg virus on melee dmg. :/

I have the Borg mod removed from my gameplay for now but im still subscribed to it.

I wish that the Borg were not listed as "other" than human and unable to wear all gear and use weapons. Seems odd to me.

Anyways im not the modder of this mod or the Borg mod. Just loving the idea of it, but wish it were fixed so i can play as Borg.
pgames-food 13 Jan, 2024 @ 2:11pm 
ah ok, i havent had chance to test it out yet (my rimworld files are on another drive with all the mods etc for my savegame, and backups, its like 40gb :)

you are right that ideally the best place for a fix is in a mod itself, just that in case its more tricky than that there might be a way to use rimmsqol (quality of life) mod to add in (while playing) the borg hedif back, if you wanted to still sort of experience borgness meanwhile. (possibly with indoctination mod too)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1682888866&searchtext=indoctrination
Aravox 13 Jan, 2024 @ 12:53pm 
@Pgames-food that mod is neat but it would only bring them back into the faction, not as borg. Per say. So if your faction and ideology was "borg like" and then you inject the pawns with the borg injection they would be Borg after. So it's somewhat of a fix.

However on the page of the mod below you suggested they say that any special Traits of the pawns are deleted upon resurrection and any implants they had are deleted.

I'd rather someone fix the BORG attack with the melee borg weapon to install a "Infected with Borg nanties" virus for the Roleplay fun of being Borg.

The idea that all dead pawns come back is kinda game breaking in my opinion.
pgames-food 11 Jan, 2024 @ 11:41pm 
i just remembered, it was the mod where if you Kill an enemy, they resurrect under your control :)
pgames-food 11 Jan, 2024 @ 11:35pm 
hi i think i saw a mod released maybe 1 or 2 months ago (relatively new) which had a feature that sounded like it would be perfect for the borg mod issue. i forgot the actual mod, and unfortunately posted on there that it could be the mod that helps the borg page,but dont think i posted the other way around on the borg mod page itself :( (i'll double check though, but maybe you can find the new mod before i can remember it) and post back :)
Aravox 11 Jan, 2024 @ 5:04pm 
I have questions. in the main normal mod the Borg attacking with the Nantie weapon doesn't seem to cause the infection to turn anyone. I'm not sure why and what's wrong.

Does this mod fix that? Or is it using the infection to fix it?

Can my Borg units attack with the nanatie weapon and turn players via infection?
Darkstar  [author] 16 Sep, 2023 @ 4:35pm 
That feature is broken in the main mod and can't be fixed apart from editing the DLL, IIRC. This mod is effectively a workaround to that issue.
doriansachio 15 Sep, 2023 @ 4:32pm 
Does this fix the flaw in the main mod that prevents AI borg from assimilating, or is that feature still broken either way?
Need More Gore 14 Feb, 2023 @ 1:53pm 
this is great just started playing with the borg mod and was disapointed i couldnt get the probes to work
Darkstar  [author] 21 Nov, 2022 @ 1:58pm 
Updated to 1.4. Looks like no changes were required beyond the version number, so please let me know if you encounter any issues with it.

Also worth noting that it should add a research project dependency on Advanced Bionics for RBSE as well as EPOE since they both use the same ResearchProjectDef names.
Darkstar  [author] 3 Nov, 2022 @ 8:45pm 
Fyi - I'll update this mod once HAR is fixed so it doesn't mess up xenotypes and I can add it back into my load order.
Germanspeaker 7 May, 2022 @ 5:05pm 
Can you update the mod to the news version of rimworld?
Sophist88 11 Jul, 2020 @ 3:14pm 
martindirt 20 Jun, 2020 @ 2:52am 
Thank you!
Darkstar  [author] 19 Jun, 2020 @ 6:41pm 
Oh and it won't break your save, but I'd recommend not having anyone perform the recipe while you're making the change as they'll continue using the old material.
Darkstar  [author] 19 Jun, 2020 @ 6:40pm 
Yes, it's easy.

You can just edit the items_borg.xml file and replace luciferium with whatever else you want or tweak the quantities. You just need to make sure that you are using the Def name and not the text you see in the game.

eg: Advanced Component is actually called ComponentSpacer.
martindirt 19 Jun, 2020 @ 2:44pm 
Hi! I'm not so good at modding. (Skill lvl 0)
I have 2 questions.
Its ez to replace Luci as material to stg else? (I'm just replace Luci to let's say 20 neutroamine?)
If I'm doing it on an existing save, will it break my save?
Darkstar  [author] 18 Jun, 2020 @ 12:53pm 
Oh nice! So it handles animals already :steamhappy:
Nolabritt 18 Jun, 2020 @ 12:50pm 
@Darkstar from the borg.dll in regards to animal assimilations:

bool animal = this.pawn.def.race.Animal;
if (animal)
{
Messages.Message("an animal has succumbed to nanite infection, and have been deemed inappropriate for assimilation. The nanites have consumed and destroyed the corpse.", MessageTypeDefOf.NeutralEvent, true);
this.pawn.Corpse.Destroy(0);

Darkstar  [author] 12 Jun, 2020 @ 4:51pm 
Would lowering it from 4 to 2 do the trick? There several mods that add ways to make luciferium, so I think having it in the recipe is ok.

Also a heads up to anyone using the XenoBionic Patcher: It will add the nanite injection surgery option to animals. I don't know what will happen. If you try it, please let me know... My guess is that it will a) generate a bunch of errors, b) convert your animal into a human Borg, or c) both a+b :lunar2020thinkingtiger:
Neon Angel 25 May, 2020 @ 11:14am 
The high cost of luciferium makes this a difficult solution for a borg colony expanding its ranks through assimilating prisoners. I would recommend either lowering/removing the luciferium cost, or adding an options toggle that switches the luciferium for advanced components or similar.
Darkstar  [author] 18 May, 2020 @ 11:01am 
Not to my knowledge. Maybe try asking Mlie in the Borg Race mod comments? I haven't seen the actual code behind how it works.
CarTarSauce 15 May, 2020 @ 1:33pm 
Is there any way to de-borg colonists?
Darkstar  [author] 3 May, 2020 @ 7:34pm 
Happy to help! :steamhappy:

Just pushed a new update to fix the nutrient paste dispenser showing up in non-borg runs, as it didn't have a research prerequisite.
Derp & Junk 3 May, 2020 @ 6:50pm 
Yay! This just made Borg worth playing for me, THANK YOU!
Darkstar  [author] 3 May, 2020 @ 1:10pm 
Updated with research changes.
Darkstar  [author] 3 May, 2020 @ 12:44pm 
I don't know enough about Rimworld modding yet to do toggles. For the next update, the research will be in, but the faction will remain. I've got some commented out code in the BorgRacePatch.xml that you can just uncomment to disable the Borg faction though. Alternatively, you could use [KV] Faction Control to remove them.
Derp & Junk 3 May, 2020 @ 10:50am 
Can Borg faction be a toggle?

With the other mod I had issues with Borg faction pod dropping crashed people on me who by all text indicators SHOULD be Borg but were still human, it was broken and if that breaks in any other way it would be nice to disable it.
pgames-food 2 May, 2020 @ 4:18pm 
(comment was too big) :)

also, by keeping the borg faction, it also means that players can still get raided by a borg character, which they can try to capture and get more borg)
pgames-food 2 May, 2020 @ 4:17pm 
ah ok cool

for your question 1:
i would keep the research within this mod... it just helps keep things in 1 place otherwise you will have 2 mods to manage :) (but whatever is easiest for you)

for quesiton 2:
i would still keep (or allow) for the other faction to still exist, since it could simply be Rogue Borg (or splintered groups from unimatrix one) :)

for players who play with that mod, it already has a borg faction (which im assuming does not conflict if the player starts with a borg using Prepare Carefully)
in which case, if you were to prevent the faction, when people add your (this) mod to get extra ways to assimilate, it could cause conflicts if they have borg faction already in the game
Darkstar  [author] 1 May, 2020 @ 4:47pm 
I've got the research change working: it will use Bionics if vanilla, or Advanced Bionics if EPOE or EPOE Forked is installed.

I've also added Bionics, Advanced Bionics (if present) and the first Borg Nanite research to the starting scenario so they can build their research bench and get going quickly.

These changes will be reflected in the next update.

But first, two questions:

1) Should this research bit be part of this mod or split into a separate one?

2) Should I disable the NPC Borg faction? I'm not sure if it makes sense for it to exist if you're going to be the one building the Borg in the first place.
pgames-food 30 Apr, 2020 @ 5:11pm 
ah yeah if you need a hand with gating a new tech, i made a bunch of 2 stage techs in my RimSide Recycling mod, you're welcome to tweak and reuse the research file if it helps
Darkstar  [author] 30 Apr, 2020 @ 4:26pm 
I should be able to do that in a patch. I can probably even make it so that it applies it to bionics without EPOE and archotech with EPOE. Putting that far in advance might really suck for Borg faction players though. We'd need to make the Borg research already available to them or something.
Derp & Junk 30 Apr, 2020 @ 7:44am 
Yeah maybe, Borg tech would be more like archotech though, so maybe a mod dependency on EPOE? Or would that be over ambitious too?
Darkstar  [author] 29 Apr, 2020 @ 10:30pm 
Maybe Bionic Replacements?
Darkstar  [author] 29 Apr, 2020 @ 10:10pm 
Yeah, that's pretty far beyond my current Rimworld modding abilities and current amount of free time.

I was thinking of a like a 4 line patch xml file, lol.

I can definitely gate the Borg research bench behind another vanilla tech than microelectronics though. Which one should I use?
Derp & Junk 29 Apr, 2020 @ 8:04pm 
So as for getting started with the Borg tech, I have a suggestion. You need to have the Borg crash event, make it kind of like a Mech cluster to create a challenge. You defeat the cluster without destroying all of the Borg recharge bays and you can designate a pawn to sleep in it, allow the chosen knowledge to enter their mind in dreams. But make it knowledge progression locked to that one pawn, they will become your first Borg of your colony and only they and those who become Borg like them will have the ability to create Borg technology using nanotech. Use of recharge bays allows your Borg commander pawn to enter the minds of those assimilated or captured through the dreamscape shown in episodes of Voyager, using this to keep those assimilated under their control. If the Borg don't have enough recharge bays their hive mind mood boost will falter causing them to go on psychotic break.

Not sure how much of my idea you are able to implement but those are my thoughts on the matter.
Derp & Junk 29 Apr, 2020 @ 8:03pm 
Hey, yes, humans doing Borg things is needed, the way things are now it kink of breaks my game having to start as the Borg faction. For example I just had a pawn drop from the sky with a Borg name and background but not actually Borg, this is broken.

Not using any of your Borg related mods yet btw, just found this now.
pgames-food 29 Apr, 2020 @ 5:09pm 
hi if non-borg can do some research as borg, maybe if it is gated behind 1 extra research (or if it has a similar tech tree but costs more, maybe twice as much research or basically more than borgs, it could signify that they have to spend more time to learn what the borg can do more quickly) :)
Narkesha 29 Apr, 2020 @ 5:06am 
Getting smalle borg drones as animals but without rest and food requirements could be cool, more as a mass pet attack rather than durable ones perhaps?
Narkesha 29 Apr, 2020 @ 5:05am 
I mean i wouldn't see why not humans shouldn't be able to? Also is more borg weapons available? Or perhaps adding prosthetics making them more durable to get like a proper melee warrior?
Darkstar  [author] 29 Apr, 2020 @ 4:32am 
Also: Is anyone interested in a simple xml patch to allow humans to build Borg buildings and do Borg research? It would allow humans (or some other race) to become like the precursor race that created and unleashed the borg into the galaxy.
Darkstar  [author] 29 Apr, 2020 @ 4:05am 
Updated. The syringe is no longer self-injectable/edible. However, it also no longers requires medicine to be able to inject someone, and only requires Medicine skill = 3 instead of 5.
Darkstar  [author] 29 Apr, 2020 @ 3:07am 
Like a normal meal? Hmm. You're having the pawn eat it? It shouldn't be edible, it should be usable via operation only. I'll look into it.
Narkesha 29 Apr, 2020 @ 1:50am 
I meant as in my injector doesn't inject, it more or less gets consumed like a normal meal or something. After the injector dissapears nothing special happens unfortunetly.
Darkstar  [author] 28 Apr, 2020 @ 8:19pm 
I think you just get a red error warning if they're different... I'm not sure how to check that they are the same.
pgames-food 28 Apr, 2020 @ 6:21pm 
hi can i check if item hash is the same as defname?
Darkstar  [author] 28 Apr, 2020 @ 4:47pm 
Like your injector items on the floor just disappeared? Could be a short hash thing, like when compacted steel turns into squirrel meat. I run ~470 mods and haven't had any issues yet. Make sure that it's close to the bottom of your load order, so its hash doesn't get stolen by something else, and try reloading your working save game. If you're still having issues, send me your mod load order and i'll see if I can figure it out.