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GiTS Cyberbrains
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Mod, 1.4, 1.5
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1.588 MB
Jun 21, 2024 @ 3:46am
Jan 16 @ 3:10pm
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GiTS Cyberbrains

In 1 collection by themoistestwhale
GiTS Mods
3 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
Nov 20, 2024 @ 3:17am
Compatibility Questions
L. Velociraptor
370 Comments
themoistestwhale  [author] 23 hours ago 
@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.
Ehmu May 2 @ 5:32am 
adding the vaccine as some kind of quest would be awesome. I know that goes beyond the means of this mod. I made up my own quest (gave myself a difficult mission via dev mode) to get rid of it and then dev modded it out.
Leeum Apr 2 @ 3:43pm 
Just finished watching pantheon and needed a mod to relive the suffering in game, thanks!
Spoonman Mar 5 @ 2:49pm 
Mech cluster? Raid? 50 centipedes? (Cracks knuckles) Get the Eversor Assassin out the Cryo casket and give him a war casket charged minigun and a wraith blade. Mental break thresholds don't matter if you're permanently on yayo and go-juice.
queenelise9830 Feb 20 @ 1:37pm 
No worries. Guess this mod won't be going on my list quite yet, thanks for the prompt answer though.
themoistestwhale  [author] Feb 20 @ 1:28pm 
@queenelise9830 Unfortunately my main issue with implementing that right now is time constraints with both work and part time education, so I've had next-to-no time to work on any mods really beyond just making sure they work. All I know right now is I should have the time to update this mod (and all my other ones) for version 1.6 when that comes around, at least.

Besides that, I ran into a lot of issues with that system conflicting with other mods. While I don't tend to use many mods I'm pretty sure a lot of people here do, so that was a prime concern for me as well and kind of made me at least temporarily drop the idea for now. I remember also having some concerns about save compatibility, but it was a while back so I am not actually sure about how bad those were. If that was the case though, it would be best for me to drop that kinda update when a new major Rimworld update comes out.
queenelise9830 Feb 20 @ 11:40am 
Hey, any update on being able to connect with/hack other pawns like you were talking about in October?
TheSordishMan54 Jan 19 @ 2:19pm 
Welp, that would be really beneficial for my future runs on the Rim as I would called my own project with a female colonist in Project Kusanagi as it would take how much implants and bionic replacements they can take.

I only subscribed to this mod to bring in cyberbrains for cybernetic tactics against raiders in 1 VS. Everyone raids.
themoistestwhale  [author] Jan 16 @ 3:19pm 
If anyone here uses the Cyberpsychosis mod would like to leave feedback on how much I should dampen the effects of stability from said mod, please let me know here or on my Discord, whichever is your preferred medium. I have both set up for your convenience, either works!

Currently I am dampening it by about 20%, but as I'm inexperienced with the mod I'm unsure if this is enough or too much.
themoistestwhale  [author] Jan 16 @ 9:42am 
@Flockerkill Sorry for the late response, I can look into that though I am going to assume it's similar to the vanilla health system (I've never used any of the mods from that series before). In that case, doing so would prevent any other implants such as psylinks from being installed in the brain as well, so I probably shouldn't do that if that's the case. I'll still take a look though in case the system is quite different.