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Meaning that it's not suitable for caravans and off-colony ops?
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.
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.
I'm not saying the part installed has 100%, just that in the description of the item it says 100%
Not sure if it's been said already but if you go into the rim73 options and disable hediff optimization, it works perfectly fine!
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.
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)
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.
The problem with disconnected Cybernet still occurs though, prosthesis can be disconnected only if I disconstruct the device (but shutting it off does nothing).
https://drive.google.com/file/d/11oNL0iS9ZspeiNh5gj082AL3N2y9kd5N/view?usp=sharing
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.
Tested with a connected arm and same as spine, no efficiency boost (unlike vanilla 125% efficiency).
Thanks for your help.
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?
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.
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.