边缘世界 RimWorld

边缘世界 RimWorld

GiTS Cyberbrains
427 条留言
Boss 12 小时以前 
Great mod.
Caek 11 月 27 日 上午 7:59 
I had a fairly similar problem to them in that the Cybernetics tab wouldn't appear, but weirdly enough it was also taking out AV MechTech at the same time. My problem turned out to be that I hit the research-tab event horizon of 38 tabs causing a 5th row to try and appear, which couldn't render on the UI, hiding this and MechTech in a phantom row you couldn't actually find without the search engine, but the game doesn't "know" that you can't access the tab so there's no errors in the log. Spooky.

Using Better Research Tabs ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3236847079 ) fixed that problem and both now work fine.
themoistestwhale  [作者] 11 月 23 日 上午 5:43 
@I liek to watch Damn, sounds like you have a massive mod list with load times like that lol. I keep my mod lists under 200 or so and most of them being lightweight ones, too.

If you want to try saving yourself sometime from doing that, feel free to throw a HugsLib log my way of the problematic save and I can take a look at it. Even if there isn't a red error being thrown, sometimes it can tell me what's gone wrong.

The Rimworld discord also has a place for troubleshooting too that will look at them and also has a guide on providing one, not to mention they're actually experienced in reading those unlike me :p
I liek to watch 11 月 23 日 上午 5:02 
Well, I appreciate the quick responses, guys. Prior to this I did not have any mods that modified research and just had a bunch of tabs like a psychopath. I worked around it by installing research trees(continued), all the research shows up now.

I don't think I have rimsqol, but I will take a look. Thank you for the recommendation.

I will give hunting down the culprit mod a whirl on a very lazy Saturday when I can stomach the 5 minute wait it takes for the game to load every time I restart after disabling and enabling mods.
Flockerkill 11 月 21 日 下午 9:01 
If you use Rimsqol look in the research tab part of its setting it the tab is present, I had an issue once that with alot of mods that 1 or 2 tabs are missing and Removeing 1 tab fixed it

(Rimsqol let's you move research to other tabs aswell)
themoistestwhale  [作者] 11 月 21 日 下午 8:35 
@I liek to watch I've never had this issue reported before or on my end till now. This mod uses vanilla code that most other mods use to add research tabs, so if it's not displaying something may be messing with how vanilla research tabs/projects are displayed in your mod list. Maybe try removing any mods that modify how research works or is displayed first?

You could also bisect your mod list and see if the issue disappears by removing half of your mods at a time from the list (except for dependencies) in a clean save until you find the problematic mod.
I liek to watch 11 月 21 日 下午 8:30 
I added mid game, cyberbrain research is not showing up even though brains can be spawned in. Any Ideas?

I also installed Visors mod, and that research did show up on main tab. I installed the guns and I was able to craft those on a machining table just fine, but the brains elude me.
themoistestwhale  [作者] 11 月 7 日 上午 10:22 
@Korrag4 Thanks for making me aware of that also, I'll keep that in mind if I ever end up looking into it. Remote control sounds especially cool.
Korrag4 11 月 7 日 上午 10:11 
*My point being that you could copy whatever scripting those tanks use (I know one is the Chameleon which is basically a ThinkTank anyways) instead of agonizing over the mech framework.
Korrag4 11 月 7 日 上午 10:11 
the Mech Framework exists, but might not be necessary.
Dead Man's Switch has a couple vehicles that are like tanks and mechanoids at the same time, so they can be manned and operated but can be controlled even without a pilot, which is probably closer to a tachikoma in function.

The Mech Framework would be better looked into if you want to make Armored Suits.
It's almost like it puts your pawn in the inventory of a different creature type (I have no idea if this is how it works in the engine) and has module slots for equipping weapons and utility hardpoints.
themoistestwhale  [作者] 10 月 29 日 下午 6:53 
@Glockdile That and those Jigabachi helicopters from 2nd GIG, for sure. I did look into it at one point and found that I'd be able to make them work like other vehicle mods, though I lack the skills to add the ability to elevate over terrain with legs and other complex stuff like that. I've also heard there's a mech framework of some sorts either being worked on or released, so I could do that too.

The only reason I never really went for it is because I lack because I lack both the skills and time to work on art assets for that kinda thing. If you know your way around vector graphics or drawing (or maybe just commission them), I will gladly collab and handle everything else to make the mod happen!
Glockodile 10 月 29 日 下午 5:40 
I with there was GiTS version of those Dead Man Switch robots. The tanks in Stand Alone Complex were always really cool
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 ♥♥♥♥♥♥♥♥♥♥♥, 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:
themoistestwhale  [作者] 9 月 26 日 下午 12:11 
@Zaphiel No problem, and just let me know if you have any other questions.

Just as an insight to why it's like that; I know it's kinda weird and deviates from how vanilla bionics work with that research requirement to unlock the surgery, but I did this because it'd be weird if tribals or early industrial colonies could conduct extremely advanced neurosurgeries :p
Zaphiel 9 月 26 日 上午 11:52 
Ahh, thank you very much. Just saw it... Haha. Looking forward to test these brains! Thanks again!
themoistestwhale  [作者] 9 月 26 日 上午 11:29 
@Zaphiel Yep, you need to complete some research projects in the cybernetics research tree to unlock the surgery. The one that unlocks it will say so in the research project description and won't be too far in.

You'll also need to have a colonist with enough medicine skill to conduct the surgery, it shouldn't be much more than vanilla bionics require.
Zaphiel 9 月 26 日 上午 11:10 
Hi! Are there any pre-reqs for installing the brains? Recently, some traders died in my map, and I shamelessly stripped their animals, and got two cyber-brains. However, I am not getting any option to install them so I just wanted to ask.
themoistestwhale  [作者] 9 月 12 日 下午 8:04 
@CinTheMoth This is early nineties cyberpunk super-dementia and giga-autism where we need to put cyber- in front of every word, so they'd prolly go with cyberdementia and cyberautism :p

But yeah, kinda I guess.
CinTheMoth 9 月 12 日 下午 7:39 
so the 2 cyberbrain diseases are dementia and autism, lol
themoistestwhale  [作者] 8 月 6 日 上午 6:16 
@Mrmarko123 No problem, glad you figured it out. And sorry it doesn’t say that it’s required, but that’s just a limitation of using the vanilla UI if they’re on different tabs I guess.
Mrmarko123 8 月 6 日 上午 6:00 
Ahh that must be it,

It doesn't say by default which research is blocking it - advanced brain implants it must be as I'm using FSFs. Thanks!
themoistestwhale  [作者] 8 月 5 日 下午 1:55 
@Mrmarko123 If you mean the extreme cyberization research project, the only prerequisites if you're on 1.6 without CE is the enhanced cyberization research project before it and if and only if you also have FSF's Advanced Bionics Expansion in your modlist, the advanced brain implants research project.

The cybernetics research tree in this mod uses vanilla logic for prereqs and whatnot, so you're likely missing one of those two prereqs.
Mrmarko123 8 月 5 日 下午 1:12 
I think I'm going mad, but how do I unlock extreme cyberization? - it doesn't mention I need a tech blue-print or to build a certain building to allow it....
themoistestwhale  [作者] 8 月 5 日 上午 9:18 
Because of time constraints I've linked the spreadsheet in a discussion attached to this mod for now for those interested.
themoistestwhale  [作者] 8 月 1 日 下午 4:56 
@The Crash Alright, thank you kindly! I'll see if I can find time between work to put it somewhere that Steam won't instantly hide, with due credit of course. Really wish Steam wasn't so weird with external links, they're super inconsistent with removing them too...
The Crash 8 月 1 日 下午 4:50 
sounds great with me! I figured steam would be strict about linking. Feel free to do what you will with it
themoistestwhale  [作者] 8 月 1 日 下午 4:44 
@The Crash I took a brief look at it and it looks pretty good! I'm currently on mobile and away in Boston, so I'll take a proper look when I'm back at home (also why I haven't managed to add those screenshots yet).

I'd link it here with full credit if you're alright with that, but Steam has this annoying thing where it might auto-hide a mod if the description has any external links sometimes (I've had a mod auto hidden because of Discord and GitHub links) so I'd probably have to make a Steam guide and link that here, then in the Steam guide put the sheet links + some other info? Makes it so if that gets auto hidden by Steam for external links that'll be fine. Dunno, but of course this would be if you're fine with that to begin with.
The Crash 8 月 1 日 下午 4:34 
I made a google sheet with the cyberbrain stats and posted it on the subreddit. let me know if you got suggestions for readability
themoistestwhale  [作者] 7 月 25 日 上午 10:06 
@Doggias Just taking screenshots is actually a pretty good idea and I might go about doing it that way then, though there's still some issues I should note:

Some stats are DLC locked by Ludeon, and I can't make it so a description changes text if you have a DLC enabled or not, so some stats are in the description that might not actually be used and the aptitudes system the Anomaly DLC has isn't listed in the description for other reasons. On top of that, the devs also change what stats are DLC locked in some major updates, so 1.4/1.5/1.6 cyberbrains are all at least slightly different in terms of stats. Not to mention CE also having it's own unique stats... it's a ♥♥♥♥♥♥♥ pain for me to keep track of ;-;

Despite those issues it'd still be good to put some screenshots up, so I'll probably go about that after I finish working on some other mods' stuff first.
Doggias 7 月 25 日 上午 9:43 
@themoistestwhale No pressure! Of course, keep in mind that you have it formatted so neatly in-game that you could likely just take screencaps of the information as its presented there and arrange them into a tree. I would do it myself but I can't immediately recognize everything and it would serve everyone better if it was officially-hosted.
themoistestwhale  [作者] 7 月 25 日 上午 7:07 
@Doggias Once upon a time I remember trying to do that actually, but it was taking so damn long to make I quit on it. Maybe if I find the time, but no promises.
Doggias 7 月 24 日 下午 3:25 
Could you make a spreadsheet/data tree of all the cyberbrains and their effects? It's hard to cross-reference them with the size of the text without seeing them side by side
themoistestwhale  [作者] 7 月 15 日 上午 1:52 
@Gender Bender You can remove cyberbrains from a colonist, though there's higher-than-average death on surgery chance when doing it. You also need micromachines to remove the higher level ones.

@knopi I'm not sure what "yn" stands for here but check that you have a colonist with the medical level required to actually do the surgery if you have all the required research done.
Gender Bender 7 月 14 日 下午 11:04 
is it possible to harvest/remove the cyber brain from a pawn?
knopi 7 月 13 日 下午 2:25 
there aint no surgery that a yn can do
themoistestwhale  [作者] 7 月 4 日 上午 9:09 
@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 7 月 3 日 下午 10:29 
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 7 月 2 日 下午 10:56 
After researched the required research, you select the surgery like any other (given you have the cyber brain in your possession)
knopi 7 月 2 日 下午 7:52 
how do you install one on a pawn
themoistestwhale  [作者] 6 月 14 日 上午 9:39 
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  [作者] 6 月 14 日 上午 9:37 
@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.