RimWorld

RimWorld

Memory Implants
28 Comments
Chrido  [author] Jan 20, 2024 @ 10:05pm 
@kingerman88 Great job! The mod has now been updated with your patch.
kingerman88  [author] Jan 18, 2024 @ 6:30pm 
*Half a year later*

Was looking through my mods for my next mod list and remembered this mod. Way late, but ended up making a transpiler for this and sent a GitHub pull request. Feel free to give it a look and a try, from my testing everything functioned the same.
Xercaine Jun 25, 2023 @ 1:37pm 
*Facepalm*, sometimes I think my brain is permanently on 50% Consciousness. Thanks, I'll check it out!
Chrido  [author] Jun 25, 2023 @ 1:34pm 
Check the comment before your first post. I'm linking to the github repository of the mod. You are welcome to take the code and make your own version of it.
Xercaine Jun 25, 2023 @ 7:19am 
One last question; could you maybe include the source in the mod? I tried decompiling for a personal version, but I'm out of my depth, as usual.
Xercaine Jun 24, 2023 @ 10:32am 
Alright, I get that! Thanks for the reply. Good luck if you try to do either at some point.
Chrido  [author] Jun 24, 2023 @ 8:09am 
It's a good idea but I don't know how to do it. In game mod settings would be even better.
Xercaine Jun 24, 2023 @ 7:57am 
Would you consider having the skill loss as XML? I wanted to make a patch that sets it to x0%, but saw that it's hardcoded, so I just thought I'd ask.
Chrido  [author] Jun 16, 2023 @ 9:07am 
Thanks for reporting.

Here is the source code for this mod https://github.com/jonaslarsson/rimworld-memoryimplants/blob/master/Source_VS2019/MemoryImplants/Patch_SkillRecordInterval.cs

You are welcome to try to make a version of this mod that is compatible with VanillaSkillsExpanded.
kingerman88  [author] Jun 15, 2023 @ 2:09pm 
Great mod, tho I found that this mod breaks the forget speed of the mod Vanilla Skills Expanded. The destructive nature of the prefix causes the VSE mod's transpiler to be completely ignored. Here's a link to their transpiler https://github.com/Vanilla-Expanded/VanillaSkillsExpanded/blob/main/1.4/Source/VSE/Passions/PassionPatches.cs#L189
Lord Rottingham Nov 17, 2022 @ 7:14pm 
You're the best! Thanks Chrido
Chrido  [author] Nov 15, 2022 @ 6:16am 
Updated to support 1.4
Lord Rottingham Nov 14, 2022 @ 8:43pm 
Any updates for Biotech?
WabbaCat Apr 20, 2022 @ 11:28am 
o, wow.. long time no see.
No idea why steam decided to ping me that you were alive again. But good to see the update.
TY
Chrido  [author] Apr 16, 2022 @ 11:36pm 
@Thundercraft It requires Neural Computation techprint. Before it had its own techprint called Memory Implants. It's a minor change.

I agree with you about game balance, I also don't like it when something is too powerful.

This mod works like the Great Memory trait, except it give the pawn brain shock when hit by EMP damage. The brain shock can be a major disadvantage, I've more than once had half my pawns knocked out by a single EMP blast. So you will need to consider which pawns to install it on.

It's still very powerful though, since I think Great Memory is the best trait a pawn can get.
Thundercraft Apr 16, 2022 @ 12:32pm 
Quote, "Finally got around to updating this mod to 1.3"...

Nice! :steamthumbsup:

Quote, "It no longer needs it's own research..."

Does this mean that it no longer needs a Techprint for research?

I realize that not everyone would agree with me, but... Personally, I much prefer it when mods that add new stuff requires research to unlock.

Whenever I consider whether or not to use a mod that adds something new and potentially very useful - esp. when such bypasses a vanilla game balance mechanism - and it does not even require research to unlock, then I strongly feel like using it would be a cheat. If they don't even require research to use something like that, then how is it different from using DevMode or a cheat code?
Chrido  [author] Apr 16, 2022 @ 4:44am 
Finally got around to updating this mod to 1.3

It no longer needs it's own research, it's available under Neural Computation.
Chrido  [author] Aug 30, 2021 @ 12:44am 
@Thundercraft Yes I plan to update it to 1.3, I've just been too busy lately.
Thundercraft Aug 29, 2021 @ 7:18pm 
Will this be updated for 1.3?
wizzart Apr 14, 2020 @ 3:17am 
apart from balancing, why not put it into neural computation research instead of creating a new research?
WabbaCat Mar 26, 2020 @ 10:53am 
yea... so what are you thinking?

Skill loss rate 60%/ learning speed -20%
Skill loss rate 30%/ learning speed -35%

?
Chrido  [author] Mar 26, 2020 @ 10:48am 
I've been spending a lot of time playing with the mod as is, to see what balance changes are needed. I feel it is a bit too overpowered as most of my characters have several skills at 18-20 now.

I like the idea of splitting it into two implants.

The brain shock is a bigger drawback than I first imaginged, I never install this mod on brawlers in case in need to throw EMP grenades. It would knock them all out.
WabbaCat Mar 26, 2020 @ 10:39am 
is he still working on this?
Thought he was considering feedback to make changes.
Marek15 Mar 26, 2020 @ 7:52am 
A little suggestion for balancing: instead of one implant, have two.
First one has no negatives but only offers a small positive.
Second one stops the skill decay completely, but comes with a equally potent negative to learning speed. (leaving neurotrainers as the only option for increasing skills)
WabbaCat Mar 9, 2020 @ 9:22pm 
I assume this is 20% loss rate, as in skill lose is 20/100 of what it previously was... and not 20% improved rate(huge difference)

I will mark this I think and come back to it later for my next game...
Anyways, since you are asking,
I want something like this, but 20% does seem overkill to me.

That said, I would break it up into tiers if it were me...
30%
50%
70%

Those are the rates I would go for I think. Not too much and not too little and room for everyone to access at least something at any stage of the game.
wizzart Mar 9, 2020 @ 7:43am 
looks fine, although you could balance it out by even lower lerning speed. The slow learner trait reduces it by -75% without any upside as far as i know, so i would recommend that as malus. It would be necessary though to code it as multiplicative malus and patch the slow learner trait too as well - or code a minimum threshold for learning speed of about 5% (if there isn't already a threshold hardcoded) to prevent non existant or even worse negative learning speed.
Tumbler Mar 9, 2020 @ 7:43am 
I think it is fine given its a late tech
Chrido  [author] Mar 9, 2020 @ 7:05am 
Is 20% skill loss rate too overpowered? What do you think?