RimWorld

RimWorld

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CyberNet
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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1.621 MB
Apr 27, 2019 @ 5:16pm
Mar 21, 2024 @ 3:50pm
41 Change Notes ( view )

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CyberNet

Description
Body parts that fail when the internet goes out!

An expansion for GlitterNet
Load after GlitterNet!
Confused? Check out the GlitterNet Quick Guide[i.imgur.com] (CyberNet guide at the bottom) or try the K's Mods Discord[discord.gg]

CyberNet adds even more GlitterNet connected devices in the form of new, networked prosthetics. These prosthetics use processing power from a GlitterNet to replace on-board processing, making them cheaper and more effective than vanilla prosthetics. Of course, this comes at the price of not only requiring remote processors to function, but also the new access point building, which allows for wireless communication with prosthetics. And if the internet goes out, these new body parts will function even worse than the normal fleshy type.

CyberNet comes with six categories of new prosthetics:
  • Networked prosthetics, which are bionic level. Equivalents for all vanilla parts are available.

  • Advanced networked prosthetics, which are archotech level. Upgrades for all bionic parts are available, including archotech level hearts, ears, stomachs, and spines.

  • Blood additives and replacements, which either enhance stats or have other effects like decreasing hunger rate or automatically healing bleeding wounds.

  • Skin replacements which have a variety of unique effects and heal scars.

  • Nervous system enhancements which give specialized bonuses.

  • Brain enhancements which have a variety of effects like improving combat efficiency or enhancing consciousness.

Can be added to saves. There is an incompatibility with Rim73 - Performance and Optimizations. Disable the Hediff Optimization in the Rim73 options for CyberNet to work. Should be compatible with most everything else.

Art by Bugmage

Supported Languages
English
Simplified Chinese (courtesy of アストリア)
French available from GlitterNet + CyberNet[Fr] (courtesy of Laast)
Popular Discussions View All (1)
63
Jul 17, 2022 @ 11:13am
PINNED: Bug Reports
K
255 Comments
thear Mar 31 @ 5:17pm 
Lovely mod. Very pretty and fun to play with
K  [author] Feb 18 @ 9:04am 
@blackrave By default, yes. The original intent was that the prosthetics are more powerful than anything vanilla, but they're not really portable; you were meant to choose between those options. However, by popular demand, I introduced a setting to remove that tradeoff. You can find it in the settings menu, with a title something like "prosthetics connect off-map".
blackrave Feb 18 @ 7:39am 
So, if I understand this correctly implants function only on maps with functioning Glitternet?
Meaning that it's not suitable for caravans and off-colony ops?
whenwrašk Sep 20, 2024 @ 12:18pm 
@K that makes good sense, then. thank you
K  [author] Sep 20, 2024 @ 7:58am 
@whenwrašk By default, CyberNet prosthetics only stay connected on the map with your GlitterNet network. That's the main trade-off of the mod; the prosthetics are cheaper (sort of) and more powerful than archotech (sometimes), but you need to stay in one place. However, there's an option in the mod settings to keep prosthetics connected off map you can turn on if you want.
whenwrašk Sep 19, 2024 @ 11:37pm 
probably a dumb question, but do these lose efficiency or anything like that when the pawn they're installed into goes off-map?
Rihlsul Aug 25, 2024 @ 7:10am 
That's a reason, sure. :) Thanks for making these mods, they're a dleight.
K  [author] Aug 24, 2024 @ 9:41am 
@Rihlsul It's been years since i set that but I believe the reasoning was something like... For CyberNet prosthetics to work they need access to a GlitterNet, the only known instance of which was designed and built by your colony. All of the protocols were designed by your colonists too, so even if someone else had a supercomputer network, they wouldn't be able to connect a CyberNet prosthetic to it - they'll only ever work with your technology. All of this is to say that CyberNet prosthetics are utterly useless to anyone but your colony, except perhaps as a last resort that would constantly be disconnected, and there's no way anyone but your colonists could build one that functions with your network, so it doesn't make sense for traders to buy or sell them.
Rihlsul Aug 24, 2024 @ 1:49am 
Would you be up for adding marketValue and tradeTags (removing the tradeability none from Abstract)? The items aren't sellable and can't be found on traders that one might expect.
K  [author] Dec 12, 2023 @ 6:52am 
@Ataxius I understand where you, and the many other people who've talked about this are coming from. Ultimately I don't think there's a way I can reasonably balance something like off-map prosthetics with a resource cost. It's a completely new capability, something that you can't achieve any other way. In a sense, it's priceless, and so any resource cost will be too little. Also, there's a lot of technical aspects to consider of having conditionally added buildings on a setting you can toggle at will. It would be a nightmare to program.

Ultimately I'm no longer actively modding (and haven't played the game in years) so this is unlikely to be changed. The extent of my support for my mods right now is porting them to new versions and fixing any reported bugs. So if you want to play CyberNet the way it was intended, then play with off-map prosthetics off and without any other prosthetics mods. Then you'll be faced with choices without a right answer, which is what I wanted.