RimWorld

RimWorld

611 ratings
GiTS Cyberbrains
8
12
3
4
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.044 MB
21 Jun, 2024 @ 3:46am
12 Jun @ 2:42pm
25 Change Notes ( view )

Subscribe to download
GiTS Cyberbrains

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
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.
Popular Discussions View All (1)
10
20 Nov, 2024 @ 3:17am
Compatibility Questions
L. Velociraptor
379 Comments
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.