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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
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.
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.
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.
Do love the idea though! Just unable to actually make it happen, for now.
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.
I only subscribed to this mod to bring in cyberbrains for cybernetic tactics against raiders in 1 VS. Everyone raids.
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.
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
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.
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.
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.
Probably something else causing that issue for you.
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.
And sorry but there isn't any log I can show you, the game dose not give me a report.
A HugsLib log would also be helpful, even if no errors are generated it helps modders find issues all the time!
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.
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
Overwhelming to choose from. This mod should add like 10 at the most. Not 23.
Maybe something like 3 tiers of cyberbrain.