RimWorld

RimWorld

CyberNet
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.
Allachor Dec 11, 2023 @ 11:24pm 
I'd also like to add that there is a reason that mods that add extra difficulty & realism such as Dubs Bad Hygiene and Steel/Wood production chains exist, despite their main purpose being to make the game more difficult for no reward.
Allachor Dec 11, 2023 @ 11:22pm 
Very late reply but it feels kinda bad to just hit a checkmark in the mod menu vs building some extremely expensive building that requires a ton of power to gain a big buff.

Obviously there is little actual difference between the two when you are at that stage in the game, but its a psychological thing. Personally, I compensate for this by only enabling the off-map option when I have Power++ wireless power fully up and running.
K  [author] Jul 19, 2022 @ 3:53pm 
@CTH2004 The idea of a signal booster of some kind has been proposed a great many times. From my view, there's no difference between this and the existing "prosthetics connect off map" option because by the time CyberNet prosthetics are readily available you're already extremely rich, so a price of that sort is essentially negligible. If you want prosthetics to function off map, then the option is available. As for SOS2 interoperability, that's probably not going to happen because, as someone who's worked on the SOS2 code base, I know that sort of interoperability is very difficult to implement and I'm not actively adding features to my mods right now.
CTH2004 Jul 19, 2022 @ 1:46pm 
here's an interesting idea: the limbs only work on the map, (short range), unless you use a "glitter-tech transmission booster". It is very expensive, so it is best to get it from quests. But, it can be home-built (Or maybe not). This allows it to work long-range (across planetary system) (The entire map. The reason "system" is so it can work on SoS2 ships. Those aren't on the planet though... but, if it works into orbit, problem solved!)
Silver Jun 24, 2022 @ 7:01pm 
thanks for the fast reply, ogg guess some stuff was not connected before i moved it around then:steamthumbsup:
K  [author] Jun 24, 2022 @ 6:59pm 
@Silver Supercharged is the best state possible. You can only achieve it by using all the specialized processors as well as a packet router. I suspect you disconnected some of your network inadvertently and increased your overhead processing, allowing your network to achieve higher efficiency.
Silver Jun 24, 2022 @ 6:57pm 
hey so i had to move my stuff around a bit to make some space but then moved it all back where it was and reconnected everything but suddenly my pawns enhancments say, supercharged but before they said overclocked, is supercharged worse or better? again havent changed anything or added anything ut it just randomly changed
K  [author] Jun 22, 2022 @ 6:11am 
@Hillaru Honestly, I'm probably not going to do this. I consider CyberNet feature complete and so at this time I'm only fixing bugs and updating to new RimWorld versions. I'll note though that the descriptions on each part in-game describe what each prosthetic does, and in most cases they do about what you'd expect - an arm enhances manipulation, for example. The brain, skin, blood, and NSE prosthetics are not quite so straightforward, but their descriptions should be sufficient to judge what they do.
Hillaru Jun 22, 2022 @ 4:56am 
Can you please add to description a list of all implants implemented with their stats respectively? I haven't found it in a guide or anywhere else, but I think that would be super convenient for users to see what exactly your mod adds.
K  [author] Jun 10, 2022 @ 8:31pm 
@Killer Tamashi Oh, I see. I've been dealing with the Rim73 issue a lot lately so my mind just jumped to that. As for the descriptions, the game doesn't really understand the way that CyberNet's prosthetics are implemented, so their bonuses don't appear correctly. Rest assured that they are better than normal limbs.
Killer Tamashi Jun 10, 2022 @ 6:51pm 
I have no idea and no
I'm not saying the part installed has 100%, just that in the description of the item it says 100%
K  [author] Jun 10, 2022 @ 5:58pm 
@Killer Tamashi Are they all throttled? Do you have Rim73 installed? If so, disable the Hediff optimization, otherwise CyberNet won't work properly.
Killer Tamashi Jun 10, 2022 @ 5:57pm 
How efficient are networked body parts? They all say 100%, which is...not an improvement over organic ones.
K  [author] May 14, 2022 @ 5:02pm 
@eragonawesome I've updated the description to state that disabling the Hediff optimization fixed the incompatibility. Thanks for the information.
eragonawesome May 11, 2022 @ 6:51pm 
"Not compatible with Rim73 - Performance and Optimizations"

Not sure if it's been said already but if you go into the rim73 options and disable hediff optimization, it works perfectly fine!
CTH2004 Mar 28, 2022 @ 2:39pm 
okay... fair enough
K  [author] Mar 28, 2022 @ 2:27pm 
@CTH2004 This is sort of antithetical to the design of the mod. If you could use CyberNet prosthetics without a GlitterNet, then they wouldn't be much different from normal ones, even if there's a performance penalty involved.

Additionally, there's already an option in the mod settings to allow prosthetics to connect off-map, which I think should work even on a ship in SOS2, though I haven't checked. It definitely wouldn't work with other planets in SOS2 though, considering that previous maps cease to exist when you change planets.
CTH2004 Mar 28, 2022 @ 2:15pm 
idea: In-Built Glitter Node

An implant that allows all limbs to communicate as one with the network. It also allows parts to function 1 teir above:

Basicly, the basic networked one, without a connection, will behave like prosthetics. With this, it will be like a regular part.

The advanced networked arm will behave like a regular arm without the network, bionic with this added in.

It also allows "tight band" communication long-distance, allowing it to work remotly anywhere on the planet, and even off (With Save Our Ship) (Not other planets though, so you might want to build the network in your ship, to take it with you)
Russian Bear Jan 12, 2022 @ 11:10pm 
For now this mod is super dumb and useless. It takes hours to research and build needed infrastructure, while the components are not much cheaper compared to normal bionics. And the net wastes tons of power, so it needs REAL balancing to make the cybernet implants worth it. Unsubscribed for now
Laast Nov 3, 2021 @ 12:13pm 
Nice, thanks
K  [author] Nov 3, 2021 @ 12:02pm 
@Laast To get to overclocked (one above connected) you need 115% CyberNet efficiency (for lack of a better term), which is your normal network efficiency multiplied by the wireless efficiency. This can be accomplished with the overdrive specialized processor, or a combination of the efficiency specialized processor and the packet router with enough overhead processing in your GlitterNet network to hit 110% efficiency. To get to supercharged (two above connected and the max level) you need to hit 130% CyberNet efficiency, which requires the overdrive specialized processor, efficiency specialized processor, and the packet router.
Laast Nov 3, 2021 @ 11:59am 
Btw, how can I increase the bandwitdh to get fast and overclocked? I need the packet router right?
Laast Nov 3, 2021 @ 11:54am 
Nice catch I guess :D Thanks for the prompt update :steamthumbsup:
K  [author] Nov 3, 2021 @ 11:39am 
@Laast You're right that disabling things didn't have any effect. In fact, that bug seems to have been there since release. Maybe nobody reported it because it was very exploitable...

Anyway, it's fixed in the latest version. Additionally, I just put out a GlitterNet patch with the same fix for the specialized processors, which I discovered had the same problem.
Laast Nov 3, 2021 @ 8:24am 
OK actually stats are now working fine (networked arm has a good +15% manipulation). I've tweaked a bit your hediffs for spines to make it match EPOE ones, so far so good.

The problem with disconnected Cybernet still occurs though, prosthesis can be disconnected only if I disconstruct the device (but shutting it off does nothing).
Laast Nov 3, 2021 @ 7:24am 
Yeah I saw the VSIE errors (and some MinifyEverything ones too), but nothing game breaking. It's not that bad for a 200+ modlist :D I'll continue to investigate on my side. Here is the savefile (used for testing purpose when I try different mods settings):
https://drive.google.com/file/d/11oNL0iS9ZspeiNh5gj082AL3N2y9kd5N/view?usp=sharing
K  [author] Nov 3, 2021 @ 7:11am 
@Laast It's not immediately obvious what's going on from the log, but there's definitely several things breaking in your log. Vanilla Social Interactions Expanded in particular seems to be having some trouble. However, nothing immediately indicates that CyberNet is malfunctioning.

I don't have time to continue troubleshooting this right now, but I'll give it another look when I've got some time and try to figure out what's going on. If you could also upload your save that might help me troubleshoot the issue as well.
Laast Nov 3, 2021 @ 6:29am 
Here is my log https://gist.github.com/HugsLibRecordKeeper/009657cab66cd5fd3988882f41f82431

Tested with a connected arm and same as spine, no efficiency boost (unlike vanilla 125% efficiency).

Thanks for your help.
K  [author] Nov 3, 2021 @ 6:12am 
@Laast The networked spine doesn't provide any stat boosts at the connected level. This is because networked prosthetics mirror the efficiency of vanilla prosthetic when at the connected level, and there's no spine replacement bionic in vanilla.

However, if prosthetics stay connected after you disable the network, that's a bug. Could you please post a HugsLib log (hit Ctrl + F12) after causing the issue to occur and post it here so I can try to figure out what's going on?
Laast Nov 3, 2021 @ 4:46am 
Just tested with a networked heart and it works fine (blood pumping +30%). The weird thing is even if I shut off my cybernet terminal, prosthetics connection remains OK.
Laast Nov 3, 2021 @ 3:21am 
Hi, when I point a networked prosthetic installed on a pawn (like in your pic: https://steamuserimages-a.akamaihd.net/ugc/790860776767982118/7AD558E6908B75A9A11F7CEB2564EF536D272D6D/ ), I don't see any bonus stat and efficiency. Is it normal? (It's a networked spine with Network 100%).
K  [author] Sep 5, 2021 @ 6:45am 
@Cap'n Battleduck (2/2) As for the mission-type suggestion, you can play GlitterNet without System Wake enabled so I don't want to attach any non-System Wake features to that gameplay system. A booster that you can just place somewhere is a bit of a pain because I'm not very familiar with the world map system, and it increases the network checking complexity a ton (I'd need to look for boosters, make sure boosters connect to other boosters and eventually to a network) which might also be pretty bad for performance. Basically, the system currently is nice from a maintenance standpoint because it's ultimately rather simple under the hood. If I implement something like this, it adds a lot of complexity, and somehow I need to accommodate forcing a significant gameplay change on people.
K  [author] Sep 5, 2021 @ 6:45am 
@Cap'n Battleduck (1/2) Once, while working on a different mod that will never be finished, I intended to implement this feature. I'm not going to implement it in GlitterNet or CyberNet proper because something as significant as launching satellites feels out of scope for these mods. It's an absolutely massive amount of work to implement something like that, and I'm not willing to make a mod that implements a meaningful and enjoyable system with space launches, satellites, and whatnot.

As a result, there's the "Prosthetics Connect Off Map" option in the CyberNet settings. You can just turn that on if you want prosthetics to work off map. If you really want to make it have a cost, I suppose you could delete resources yourself every once in a while to simulate upkeep, and turn it off it you run out or something like that.
Tech-Adept Nicolai Sep 4, 2021 @ 10:08pm 
My apologies, it seems like this was brought up before. I still feel that my suggestion would make for compelling gameplay (and the connected/not connected binary works perfectly) and thus I will leave my comment. But I could additionally suggest adding 'capture and hold' missions where you must hold an area to secure a signal for Wintermute, making it so you must adapt an unfamiliar environment to your advantage. As for the issue of satellite bases, what I suggest is more like a quick-fabricated strongpoint transportable by foot or SRTS and drop-pods. Temporary, and highly wasteful to abandon an expensive late-game access point.
Tech-Adept Nicolai Sep 4, 2021 @ 9:55pm 
//Suggestion//
I think it would be cool to add a sort of satellite-connected GlitterNet building that you could take with you so your Skitarii can go outside home base.
I understand the balance behind not having this feature, but my idea to remedy this is to make the the prosthetics significantly weaker without a signal, make the access point fragile and energy guzzling (the mobile generators from VFE - Power are 500W, so a kW would do nicely), that way you must split your troops or carry turrets to defend the point from counter-attacks which could destroy the access point and leave the Skitarii defenseless, thereby incentivizing large-scale raids and putting a new tactical spin on the vanilla gameplay.
Forgive my text block, I just enjoy your mod but I am ignorant to modding, so I will not be completely heartbroken if such a thing cannot or will not occur, but I do believe this would add so much depth to the current raiding system. Thank you in any case, this mod is cool as hell.
rerk Aug 31, 2021 @ 10:45am 
Fair enough, much appreciated for all the help! ^^
K  [author] Aug 31, 2021 @ 10:40am 
@rerk1 I've contacted the author of MSE2 and CyberNet should receive module support eventually. It's not something I can do from my end, but they seemed willing to implement it.
rerk Aug 31, 2021 @ 10:20am 
Apologies, I've added a bit too many mods and thought the bionic and archotech arms and legs were from Royalty. Just looked into it further and it's from Medical System Expansion 2. I really appreciate the effort, I know how annoying it could be creating patches and integrations with other mods.
K  [author] Aug 31, 2021 @ 10:02am 
@rerk1 After looking into this a bit, I don't think that you can install things like elbow blades or knee spikes as additional modules on top of bionics or archotech prosthetics in vanilla. Is this a feature from another mod? If it is, I could certainly add compatibility with that feature, if you could point me to the mod.
rerk Aug 31, 2021 @ 9:50am 
Very happy to hear it! If you need any help testing for bugs or whatnot give me a shout, would be happy to help anyway I can