边缘世界 RimWorld

边缘世界 RimWorld

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GiTS Cyberbrains
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Mod, 1.4, 1.5, 1.6
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2.044 MB
2024 年 6 月 21 日 上午 3:46
6 月 12 日 下午 2:42
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GiTS Cyberbrains

在 themoistestwhale 的 1 个合集中
GiTS Mods
4 件物品
描述
This mod adds 23 cyberbrains from the world of Ghost in the Shell! These are advanced brain cybernetics where micromachines graft microcircuitry to organic tissue, creating a hybrid of the original brain tissue with cybernetic components known as a cyberbrain. Cyberbrains have increased mental capabilities and many offer a variety of abilities from controlling the user's pain sensitivity to connecting to Net databases to temporarily boost skills when needed most.

Cyberization of the brain offers increased rewards and drawbacks depending on how much matter is cyberized. A colonist with minimal cyberization will see some benefits, but nothing near someone with extreme cyberization. At the same time, the colonist with minimal cyberization is the least likely to suffer from changes to their mental state as well as risks of cyberbrain diseases.

As this mod mainly adds brain cyberware, I have made sure to add support and encourage the usage of another bionics mod with this one with a multitude of mod integration patches included inside.

What does this mod add?
This mod adds 23 cyberbrains with a dedicated research tree as well as abilities, micromachines with multiple medical applications, cyberbrain diseases, and more!

Cyberbrains primarily provide bonuses to consciousness, manipulation, research speed, and learning speed to varying degrees depending on the level of cyberization. More advanced specialized cyberbrains will also offer bonuses tailored to various niches; work cyberbrains may grant bonuses to reduce chances of food poisoning if designed for cooking, while a combat cyberbrain may be specialized towards melee cooldown time or move speed.

Fabricating a cyberbrain requires micromachines and is quite an expensive up-front cost in research and resources. Such advanced neurotechnology requires researching brain cyberization and skilled technicians, so make sure your colonists have passable medicine and crafting! Once installed, the user will also take some time to adapt to their newly cyberized brain depending on how much matter was cyberized. Make sure to watch your colonists during this stage, as they will have reduced abilities and are prone to cyberbrain diseases during this stage.

Cyberbrain Types
  • Basic Cyberbrain:
    • This is the most basic cyberization process which leaves around 90% of the brain intact and has essentially no drawbacks. Once complete, the user will see minor bonuses to consciousness, manipulation, and learning speed. They will also be able to access the net, allowing the user to receive work speed bonuses for some time. After installation, users will only take about a day to adapt to the cyberbrain.
  • Enhanced Cyberbrain:
    • This is a general upgrade over a basic cyberbrain with 80% of brain matter impacted and sees exponentially higher bonuses. However, drawbacks also begin to appear. Users will take around two days to adapt and start to suffer heightened emotions, leading to mental state drawbacks.
  • Specialized Cyberbrains (8 combat bonused, 11 work bonused):
    • Similar to enhanced cyberbrains, specialized cyberbrains integrate additional systems to tailor unique bonuses for various niches in both work and combat. There is also an advanced specialized cyberbrain subcategory combining the bonuses of similar roles into one. This tier mirrors enhanced cyberbrains in adaption time and drawbacks and offers the best balance of overall bonuses to drawbacks.
  • Extreme Cyberbrains (1 combat bonused, 1 work bonused):
    • Pushing cyberization to its absolute limits, extreme cyberbrains replace up to 97.5% of brain matter and offer unmatched capabilities. Drawbacks are quite severe with greatly heightened emotions leading to a fragile mental state as well as increased social fight chance and increasing the adaption phase to three days for the user.

Cyberbrain Diseases
As mentioned above, during the adaptation phase of cyberization a colonist may contract a cyberbrain disease. The more brain matter cyberized, the greater the risk of contracting one.
  • Cyberbrain Sclerosis:
    • Cyberbrain sclerosis is an extremely rare cyberbrain disease where the afflicted's brain tissue begins to harden. This will result in memory loss over time, talking inhibition, and eventually after 30 days; complete brain death. There is no practical cure for this disease, be careful!
  • Closed Shell Syndrome:
    • Closed Shell Syndrome is a rare cyberbrain disease where a user will shut themselves off from others. This can be compared to trauma savants in Rimworld, with those afflicted becoming savants in computing and other niches that may prove useful. It is not fatal.

Micromachine Treatments
Micromachines not only provide the basis for producing cyberbrains and CCSM lethal injectors but can also be programmed for a variety of medical purposes! Nanites can be administered to colonists to boost their immunity or combat ailments from food poisoning to organ decay.


Combat Extended
This mod is fully compatible when loaded after Combat Extended and will take advantage of new stats added by it, as well as providing additional CE-specific micromachine surgeries. Feedback on balancing is always accepted and appreciated.


Compatibility

Russian translation by Cheesex.
Simplified and Traditional Chinese translation by Akiu.


Thanks
Thanks to Akiu and Cheesex for continuing to provide translation support!

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
热门讨论 查看全部(2)
12
8 月 29 日 上午 3:50
Compatibility Questions
L. Velociraptor
0
8 月 5 日 上午 9:15
1.7.1 Cyberbrains Stats Spreadsheet
themoistestwhale
415 条留言
themoistestwhale  [作者] 10 月 12 日 上午 11:04 
@marauderB Canon wise you wouldn't be able to remove brains as you're injecting micromachines to modify the brain in a certain way, and I only added "removing" cyberbrains for gameplay reasons and in that case you're really just remodifying it to a new spec. The brain never gets actually gets replaced, just modified.

What really matters though is the gameplay stuff, not so much the lore bullfuckery, and I'm gonna be honest: I have no idea how to make that happen from the technical side of things. It's probably possible with a custom surgery, but I'll have to learn how to actually make those.
marauderB 10 月 12 日 上午 9:53 
Awesome mod, really love the abilities and the dynamic disease effects. Just one small recommendation: when I replace my colonists brain, it is kind of annoying that they still have brain scars. Pretty sure I threw the one with scars into the trash. Especially for the PX-7, where it literally says i am replacing the whole thing.
themoistestwhale  [作者] 10 月 11 日 上午 1:53 
@Saltmarine I spent some time looking into how to actually do that functionally and it’s possible.

It’d require me to create a custom surgery since vanilla surgeries don’t seem to support removing multiple Hediffs at once, which is not yet something I know how to do. I’ll probably also need some other bits of custom code to make it work.

I do like the idea so I’ll probably see if I can learn how to actually achieve this in the future.
Saltmarine 10 月 9 日 上午 8:02 
one more suggestion: both cyberbrain diseases should be cured when administering micromachines to remove/disable the cyberbrain. i'd say it would be a very balanced approach considering the costs.
themoistestwhale  [作者] 10 月 9 日 上午 7:11 
@justiceforjoggers Thanks, wish I had the time to work on new mods or update existing ones like this but I'm holding down two jobs and part time education so that's kinda ass.... at least I still find the time to maintain my mods for new RW versions and mod compat.
justiceforjoggers 10 月 8 日 下午 4:17 
Just wanted to say that I really appreciate the mod collection, very goated
Saltmarine 10 月 3 日 下午 12:49 
oh and scarless gene cures cyberautism, not sure if it cures sclerosis since my save got busted by ce update
themoistestwhale  [作者] 10 月 3 日 上午 11:13 
@Saltmarine I honestly don't even really remember the exact reason I chose to make it not curable, but if I do find the time to rebalance the mod as I've kinda wanted to then I'll take a fresh look at doing that.

The reason the description alludes to there being a cure is the GitS Stand Alone Complex series, and while I'll avoid spoiling anything here (go watch it if you haven't!) I'd add the canon "cure" to the mod instead of using healer mech serum or whatever else.
Saltmarine 10 月 3 日 上午 4:00 
suggestion: make sclerosis healable with healer mech serum or removed by neutralizing the cyberbrain.
the description also mentions that people in the 21st century got close / managed to find a cure so maybe a quest could be received purchasing a specific quest map which leads to the recipe for a cure
Zaphiel 9 月 26 日 下午 12:51 
Oh I totally agree. I personally would prefer this way too. :Gifting: