RimWorld

RimWorld

Blue Venom Dec 24, 2017 @ 5:39pm
AI Persona Core
I have watched a few youtube videos involving the ai persona core so I'm aware of how poorly it can turn out when installed in a colonist's head. I have a very good colonist who is currently in my cryptosleep chamber with 1/10 brain function from permenant brain damage. Is it ever worth installing one of those to bring back the colonist? I know some drugs have the potential to reverse brain damage but they have horrible drawbacks. I'm running the prosthetics mod that eventually allows for brain surgery but I don't know how extensive that is and I'm pretty far off it currently. What should I do with the brain dead colonist? Is the best option to just send her into the hospital with my best surgeon and remove all the organs I can (for the greater good, of course)?
Originally posted by Aragon:
U can install a different chip to restore alot functions of a damaged brain with the mod u r using, it just takes time to get this chip (rare), dont use the ai persona core for ur own good. The Ai core will improve ur colonist dramatically to 150% in allmost all perks, but after a while he will go insane and attack other colonists (to kill them), its not worth it, believe me.
There r 2 different chips i noticed, a basic brain chip (restores up to 65% of a damaged brain) and a better one i havent installed yet (description says 100% max, i will install this chip tomorow to a colonist with a 65% restored brain, fingers crossed he is back to 100% after the operation).
Keep the AI core for the endgame stuff or sell to traders.
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Bigfootstoe Dec 24, 2017 @ 5:40pm 
Save your personal core fir your ship, because of how rare it is.
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Aragon Dec 24, 2017 @ 7:18pm 
U can install a different chip to restore alot functions of a damaged brain with the mod u r using, it just takes time to get this chip (rare), dont use the ai persona core for ur own good. The Ai core will improve ur colonist dramatically to 150% in allmost all perks, but after a while he will go insane and attack other colonists (to kill them), its not worth it, believe me.
There r 2 different chips i noticed, a basic brain chip (restores up to 65% of a damaged brain) and a better one i havent installed yet (description says 100% max, i will install this chip tomorow to a colonist with a 65% restored brain, fingers crossed he is back to 100% after the operation).
Keep the AI core for the endgame stuff or sell to traders.
Blue Venom Dec 28, 2017 @ 3:56pm 
Originally posted by Aragon:
U can install a different chip to restore alot functions of a damaged brain with the mod u r using, it just takes time to get this chip (rare), dont use the ai persona core for ur own good. The Ai core will improve ur colonist dramatically to 150% in allmost all perks, but after a while he will go insane and attack other colonists (to kill them), its not worth it, believe me.
There r 2 different chips i noticed, a basic brain chip (restores up to 65% of a damaged brain) and a better one i havent installed yet (description says 100% max, i will install this chip tomorow to a colonist with a 65% restored brain, fingers crossed he is back to 100% after the operation).
Keep the AI core for the endgame stuff or sell to traders.
Thanks for the advice. I pushed research to brain surgery and produced one of the 65% chips. Surgery went splendidly and my miner/grower/hunter/crafter/"really workhorse of the colony now that I think about it" is out of cryostorage and back on her feet. She's functioning very well (admittedly a little slower and stupider but nothing is perfect lol). I even upgraded her with a bionic eye to fix what my storytelling side assumes was the entry wound but was mostly likely a coincidental bullet to the right eye.
Bigfootstoe Dec 29, 2017 @ 7:49am 
Does it restore +65% or to 65%
Aragon Dec 29, 2017 @ 8:17am 
The basic chip restores up to 65% max of 100 (granted)...btw when u install this chip to a colonist without brain-damages..his brain will be downed to 65% ...dont ask why i know this LOL
Installing the better chip to a colonist who has the basic chip installed allready will not restore the brain back to 100% , and the basic chip cant also get removed before, so better use the improved chip only for ppls without any installed chip.
The lowest installed chip will influence any other (better) chip installed later.
Xilo The Odd Dec 29, 2017 @ 10:01am 
i've used the AI persona core in a colonist, it is risky but man, if its in one of your busy bodies that run around and do a lot of things, a lot will get done when he doesnt suffer a mental breakdown due to the core.

im curious if mental break threshold affects the odds of the berserk option? iron willed people would be great for the ai core at that point.
Blue Venom Dec 29, 2017 @ 10:18am 
Originally posted by Xilo The Odd:
i've used the AI persona core in a colonist, it is risky but man, if its in one of your busy bodies that run around and do a lot of things, a lot will get done when he doesnt suffer a mental breakdown due to the core.

im curious if mental break threshold affects the odds of the berserk option? iron willed people would be great for the ai core at that point.
So I've been considering this a lot now that my colony matured into the higher end of the Rimworld technology spectrum. I've been experimenting with creating a super workers that would balance the ai persona core with other implants. I think rib implants are from my medical mod but the joy one could keep them from ever having a mental breakdown. I just need to figure out if the persona core only causes issues in the typical fashion of low mood creates mental break. Or can they just randomly freak out with no cause?
Aragon Dec 29, 2017 @ 11:32am 
No cause needed, its random. My colonist was happy and satisfied, then the core flooded his brain with pictures, colors and voices so he went bezerk. The first 4 or 5 runs he was insane but still working and non agressive, but the more time passed the worse it got.
The colonist was mentally deaf and more moderate, maybe thats the reason why he doesnt went instant insane or why it took quite a while before he lost his mind.
I could test it with another more unstable subject.....but right now im too lazy for (and i have the tech-level to craft better replacement parts anyway).
Blue Venom Dec 29, 2017 @ 4:43pm 
Originally posted by Aragon:
No cause needed, its random. My colonist was happy and satisfied, then the core flooded his brain with pictures, colors and voices so he went bezerk. The first 4 or 5 runs he was insane but still working and non agressive, but the more time passed the worse it got.
The colonist was mentally deaf and more moderate, maybe thats the reason why he doesnt went instant insane or why it took quite a while before he lost his mind.
I could test it with another more unstable subject.....but right now im too lazy for (and i have the tech-level to craft better replacement parts anyway).
The simplest solution then might be to pick a worker colonist that does not carry a weapon. Also, I wonder if I could set up some sort of system where they are cordoned off from the rest of the population and they drop off the products of their labor in an air lock type system and receive food and other necessities in another similar lock. By late game when I have the resources it might be too late in my original plot (everything mined out already) but setting up an outpost somewhere in a fresh square with one or two spport colonists armed and managing them could work. Testing this out would probably best be done in god mode on a test save. I know it's not feasible to work this all out on a main save without a few catastrophic events along the way.
kevinshow Dec 29, 2017 @ 4:48pm 
With a mod such as Setup Camp mod, you can have that pawn off by himself, working the tiles to send back resources. I found the nutrition paste machine to be useful for satellite colonies since you may not want to establish an entire food production chain there.



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Date Posted: Dec 24, 2017 @ 5:39pm
Posts: 10