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
426 条留言
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://steamcommunity.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!