RimWorld

RimWorld

GiTS Cyberbrains
383 Comments
themoistestwhale  [author] 4 Jul @ 9:09am 
@Crowbot Lore wise it just kinda depends on how far you go with cyberization and whatnot, but my main issue with that originally when I last considered making it curable with this mod was balance. Micromachines already cure a ton of stuff with this mod, and I think I was trying to avoid making them a "cure all". Especially since there's multiple vanilla cures and other mods that also can. Then again, this mod is already kinda unbalanced lol

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
Crowbot 3 Jul @ 10:29pm 
Would be nice if cyberbrains prevented dementia. Not sure how lore accurate that actually is, but it feels right. I mean how do you forget things when you have them on file?
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.
Flockerkill 2 Jul @ 10:56pm 
After researched the required research, you select the surgery like any other (given you have the cyber brain in your possession)
knopi 2 Jul @ 7:52pm 
how do you install one on a pawn
themoistestwhale  [author] 14 Jun @ 9:39am 
Adding to the comment below because of character limits, while I don't really want to increase the base amount of stuff a raider can spawn with for this mod as I feel a majority of the audience wouldn't side with that, feel free to make a mod that has a boss type raider or a small but strong raiding group with cyberbrains and whatever else you want.
themoistestwhale  [author] 14 Jun @ 9:37am 
@Voltaire I never took a massive deep dive on how pawns are equipped when being sent into raids and whatnot, but from my understanding the chance to spawn a cyberbrain on them is dictated by how much wealth can be spent on them, as well as it actually being a possible implant they can be given via tags.

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.
Voltaire 14 Jun @ 9:15am 
Would it be possible for these to be a little more common on raiders and ultratech factions? Right now they just seem like a late game way to get ulta-powerful pawns, getting some luciferium fueled raider bosses with combat cyberbrains would be a great challenge
themoistestwhale  [author] 11 Jun @ 1:40am 
Forgot cherry picker exists, that works fine too :p
Flockerkill 10 Jun @ 7:59pm 
you can also try "cherry picker" mod
themoistestwhale  [author] 10 Jun @ 4:29pm 
@The Unbidden One Not via mod settings, as this mod doesn't have those yet. You do have two options though:

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.
The Unbidden One 10 Jun @ 3:47pm 
Is it possible to disable to Cyber Brain Diseases?
themoistestwhale  [author] 6 Jun @ 9:57am 
@Crowbot Back when I had a ton of time to mod I was working on a full cybernetics mod and played around with cyberbodies. Made some and got them to work fine, but I didn't have the knowledge then to make a modular system for them so you could pick and choose what you wanted in one, meaning they were fixed in what you could have per type. I might return to the concept when I both find the time and the knowledge on how to make that actually work.
Crowbot 6 Jun @ 8:39am 
Nice mod. Would be nice if there was a cyberbody mod to go along with it. Yes, we can just stack implants but it'd be nice if there was a simpler way than going through ~10 surgeries to have a fully cybernetic body.
themoistestwhale  [author] 11 May @ 12:09am 
@Ehmu Sorry for the rather late response, but I wanted to play around with Rimworld quest logic which can be iffy to mess with and see what I could do. I ended up making a little progress but really this is beyond my abilities as I'm super inexperienced with modding, and it'd be a while before I figure out anything like this :p

Do love the idea though! Just unable to actually make it happen, for now.
Ehmu 2 May @ 5:32am 
adding the vaccine as some kind of quest would be awesome. I know that goes beyond the means of this mod. I made up my own quest (gave myself a difficult mission via dev mode) to get rid of it and then dev modded it out.
Leeum 2 Apr @ 3:43pm 
Just finished watching pantheon and needed a mod to relive the suffering in game, thanks!
Spoonman 5 Mar @ 2:49pm 
Mech cluster? Raid? 50 centipedes? (Cracks knuckles) Get the Eversor Assassin out the Cryo casket and give him a war casket charged minigun and a wraith blade. Mental break thresholds don't matter if you're permanently on yayo and go-juice.
queenelise9830 20 Feb @ 1:37pm 
No worries. Guess this mod won't be going on my list quite yet, thanks for the prompt answer though.
themoistestwhale  [author] 20 Feb @ 1:28pm 
@queenelise9830 Unfortunately my main issue with implementing that right now is time constraints with both work and part time education, so I've had next-to-no time to work on any mods really beyond just making sure they work. All I know right now is I should have the time to update this mod (and all my other ones) for version 1.6 when that comes around, at least.

Besides that, I ran into a lot of issues with that system conflicting with other mods. While I don't tend to use many mods I'm pretty sure a lot of people here do, so that was a prime concern for me as well and kind of made me at least temporarily drop the idea for now. I remember also having some concerns about save compatibility, but it was a while back so I am not actually sure about how bad those were. If that was the case though, it would be best for me to drop that kinda update when a new major Rimworld update comes out.
queenelise9830 20 Feb @ 11:40am 
Hey, any update on being able to connect with/hack other pawns like you were talking about in October?
TheSordishMan54 19 Jan @ 2:19pm 
Welp, that would be really beneficial for my future runs on the Rim as I would called my own project with a female colonist in Project Kusanagi as it would take how much implants and bionic replacements they can take.

I only subscribed to this mod to bring in cyberbrains for cybernetic tactics against raiders in 1 VS. Everyone raids.
themoistestwhale  [author] 16 Jan @ 3:19pm 
If anyone here uses the Cyberpsychosis mod would like to leave feedback on how much I should dampen the effects of stability from said mod, please let me know here or on my Discord, whichever is your preferred medium. I have both set up for your convenience, either works!

Currently I am dampening it by about 20%, but as I'm inexperienced with the mod I'm unsure if this is enough or too much.
themoistestwhale  [author] 16 Jan @ 9:42am 
@Flockerkill Sorry for the late response, I can look into that though I am going to assume it's similar to the vanilla health system (I've never used any of the mods from that series before). In that case, doing so would prevent any other implants such as psylinks from being installed in the brain as well, so I probably shouldn't do that if that's the case. I'll still take a look though in case the system is quite different.
Flockerkill 13 Jan @ 4:33pm 
Realy nice mod, it is put into my mod list and will not go out of it anymore^^

But @themoistestwhale would you consider adding a compatibility with "Big and Small" s health system, where installing a cyberbrain (maybe not the basic) would remove the neural part of it, like installing a bionic heart removes the cardiac part
themoistestwhale  [author] 12 Jan @ 9:58am 
@Xyllisa Meem Paradox Station I can’t tell you for sure without testing it and I’m currently away so I can’t unfortunately- but I doubt it.
Does this touch the ultramind from cyberscythe at all?
themoistestwhale  [author] 8 Jan @ 1:00am 
@phatkok No, not currently. I thought about making an animal version because it’d be funny but never got around to doing that.
phatkok 7 Jan @ 10:24pm 
Does this work on animals?
themoistestwhale  [author] 5 Jan @ 4:31am 
@Vel Ten Noted, even if there isn’t a system for me to tune it I might just be able to use Harmony to patch it myself. I’ll consider just removing the regular debuffs and letting the cyberpsychosis mod apply its own instead, but once again only once I get home and can take a proper look at it all.
Vel Ten 4 Jan @ 1:41pm 
@themoistestwhale It seems like the Cyberpsychosis mod has some kind of ability which allows a modder to manually tune/alter the Biostability impact of certain implants, so that could probably be done for Cyberbrains? Manually tune them down to something reasonable.

It does seem like the stability loss is "capped" at $5000 by default (now? Not sure that was the case initially. Can still get very funky if you alter that setting in the Cyberpsychosis mod settings), but it's still somewhat odd when GITS adds its own system for adjustment, drawbacks, etc.
themoistestwhale  [author] 4 Jan @ 10:07am 
@Vel Ten Market value is calculated by the game unfortunately and I’ve only briefly skimmed that cyberpsychosis mod and noticed it makes calculations from market value (which I believe is a good method by the author honestly), so I can see what you mean by this mod being punishing knowing how expensive cyberbrains can be.

I’m unfortunately away and unable to work on mods for a week or so, but when I get back I’ll take a deeper look at the cyberpsychosis and either patch it on my end or contact the author about a patch on their end. Thanks for the heads up.
Vel Ten 4 Jan @ 9:03am 
This isn't a "hard-compatibility issue" but rather a "soft-compatibility issue." I'm not sure which modder would be better suited to handle this, but Cyberbrain side-effects kind of overlap with "A mod that basically adds Cyberpsychosis." It can be very punishing, though Biostability effects from the Cyberpsychosis mod do heal over time.
themoistestwhale  [author] 2 Jan @ 9:40pm 
@王一羖 What ever could you mean? Everyone knows that the vaccine is just a myth built on unfounded lies and pushed by a nobody with no ties to medical research :)

I did genuinely consider adding it to this mod, but I found having the risk of death without a cure to be more interesting. If people demand I add it I can, but so far nobody has really asked for it and I haven’t seen a need to do so myself.
王一羖 1 Jan @ 11:32pm 
liar! the Cyberbrain Sclerosis can be cured by using Murai Vaccine! you hide the truth just because you take the money from those micromachine industry! XD
Rectarune 30 Dec, 2024 @ 1:11pm 
@themoistestwhale Thank you for the quick reply, maybe it's just a problem with my mod list but i wanted to report it just in case.
themoistestwhale  [author] 30 Dec, 2024 @ 12:27pm 
@Rectarune Just tested it with only Cyberbrains loaded on 1.5 and I can spawn items and do other actions with dev mode just fine on my end. This mod is also just XML config and doesn’t touch anything related to that, anyways.

Probably something else causing that issue for you.
Rectarune 30 Dec, 2024 @ 12:19pm 
I think there is an issue with the dev console where you can't spawn any items with the dev mode while this mod is active.
笙竺koiu 19 Dec, 2024 @ 4:32pm 
OK, I understand. Thanks for checking.
themoistestwhale  [author] 17 Dec, 2024 @ 11:06pm 
@笙竺koiu You can generate logs anyways using HugsLib, but regardless I have looked into the issue and it appears to be not a bug and not Cyberbrains causing this.

The Arasaka Mk.II in that mod replaces the entire brain entirely, which means any implant such as a Cyberbrain or a Psylink, cannot be implanted into that brain once it's installed. The mod author for that mod seems to have intended it be this way, so you can ask them about changing that, but I am unable to change this on my end.
笙竺koiu 16 Dec, 2024 @ 11:46am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2349566282&searchtext=Arkansas+Corporation

And sorry but there isn't any log I can show you, the game dose not give me a report.
themoistestwhale  [author] 16 Dec, 2024 @ 5:14am 
@笙竺koiu I’ll gladly look into it and see if there’s an issue but I can’t find a mod named “Arkansas Corporation”. Can you link the mod you’re talking about? Otherwise I don’t know where to look :/

A HugsLib log would also be helpful, even if no errors are generated it helps modders find issues all the time!
笙竺koiu 15 Dec, 2024 @ 7:32pm 
It seems the Arkansas-implants in Arkansas Corporation dose not work with cyber brains,when I implant the cyber brain than implant the Arkansas MK-2, the cyberbrain just disappear. Will there be any further updating plan to fix this? just asking.
themoistestwhale  [author] 24 Nov, 2024 @ 11:46pm 
@batatafritada That is a solution for sure, another option I was considering now that I have learned how to do that was to add a special stat entry in the stat list when you show info on it to display that the cyberbrain was for "mining" or "cooking", but it feels kind of too subtle so I am more likely to go down the route of putting it in the name itself in a future mod update or rework.
batatafritada 24 Nov, 2024 @ 10:46am 
The mod is great but there are a few things that could have a change; I agree with the comment below that there are a lot of brains, but maybe an easier approach to just deleting them is to rename them to something more intuitive:
Agriculture cyberbrain;
or, if you still want to keep the vibe you are going for (although I don't think their names quite suit the vibes of rimworld) you could do it like:
Poseidon DS23 Drilling Cyberbrain
or
P-DS23 Mining Brain
This way you could keep a high number of brains without new users feeling overwhelmed.
Axiom 21 Nov, 2024 @ 12:42pm 
Ohh I see. Well anyways really good work on the mod. I do really like the idea of using the synthread as part of the crafting recipe to give it more of a purpose.
themoistestwhale  [author] 18 Nov, 2024 @ 10:18pm 
@Axiom Fair take, I personally wish I didn’t do the advanced work ones or at least did them in a more creative manner, though I’d probably end up reducing the total number had I made this mod now down to like 15-ish still.

The 4 tiers thing (though it’s 4 and a half really) is just following the lore, hence why I went with that.

There’s honestly a lot I would change/have done differently now that I’ve gained more modding experience, but I can’t change a lot of it without breaking saves until next major game update :I
Axiom 18 Nov, 2024 @ 4:12pm 
Honestly, way way way too many cyber brains.

Overwhelming to choose from. This mod should add like 10 at the most. Not 23.

Maybe something like 3 tiers of cyberbrain.
themoistestwhale  [author] 8 Nov, 2024 @ 4:05am 
@SmellyFishNuggets no, but a level 2 psylink, yes.
SmellyFishNuggets 7 Nov, 2024 @ 5:13pm 
howd you know im a tribal do you have a cyber brain of your own
themoistestwhale  [author] 7 Nov, 2024 @ 2:39pm 
@SmellyFishNuggets Check the Cybernetics research tree and make sure you have the research project unlocked that allows you to install Cyberbrains. Should be called something like "Central nervous system cyberization". It would be kinda weird to just allow tribals to do advanced neurosurgery, so that research project exists.