RimWorld

RimWorld

A mod that basically adds Cyberpsychosis
74 Comments
GravitWry Jun 5 @ 2:00pm 
@MrMociak Oh my worries were for nothing, works just fine, the only problem is that it installs all individual implants in one go, so unlike doing the operation manually, you can't gauge how much the Biostability bar lowers, thus a ticking time bomb once the aesthetic wears off.
MrKociak  [author] Jun 5 @ 7:44am 
@GravitWry The automator would be a bit hard to use with this mod, ye.
I'm assuming it installs a ton of bionics into a pawn at once, so it would cause the biostability bar to drop by a lot instantly.

Tho, if you meant to ask whether or not it would bypass this mod then no need to worry :smugcatsack:
The bar gets lowered regardless of how an implant was applied, so it doesn't have to be installed via a normal surgery for it to have an effect. It even works with implants applied via dev mode.

This extends to regaining stability too. Getting a bionic arm shot off "helps" the same way surgical removal would.
GravitWry Jun 4 @ 6:43pm 
God yes, this is perfect for me to slow down and not messily slap what ever mods I have on hand on what ever pawn would fit it, this'll actually force me to slow down and think things through and be a /not/ an idiot.

Also I haven't tried it yet but something tells me that "Bionix Automator" would be.. problematic(?) with this mod, I thought about it just now when making the comment above.
Comradebusman3 Jun 1 @ 5:28pm 
@pootis I'd also like to say that lets be honest, most Ad Mech are completely and utterly bonkers. They're definitely insane, it's just a different type of insanity than cyberpunk, more of the "I can hear voices" and less of the "the voices tell me to kill"
MrKociak  [author] May 31 @ 2:16am 
@Pootis yeah, but I thought that'd be a lil' too OP.
Body modder is already one of the best traits in the game [and body purist's already one of the worst], so I didn't wanna go too overboard.
Pootis May 30 @ 10:08pm 
Wouldn't it just completely disable the biostability need entirely?
Y'know, kinda like how the Admech in 40k venerate becoming 80% machine without going insane.
MrKociak  [author] May 30 @ 4:53am 
@Pootis pawns with that ideology/trait don't mind receiving implants as much
Pootis May 29 @ 9:41pm 
How does this interact with the Transhumanism meme and Transhumanist trait?
MrKociak  [author] May 29 @ 9:15am 
@Stellar forester once I'm done with this semester [so in maybaps ~3 weeks] and get around to making an immunosuppresants mod, I'll experiment with various drawbacks like those, ye :smugcatsack:
MrKociak  [author] May 29 @ 9:11am 
@Rudi Gauss huh, I'll have to look into how the freak that happens.
If that mental break straight up refills every need bar, imma perform violent actions against Tynan
Rudi Gauss May 29 @ 4:06am 
I just stumbled across an exploit: one of my Colonists had a "run wild" mental break. I arrested him and suddenly the bio stability went from 1% to 100%
Stellar forester May 29 @ 2:45am 
A cool thing would be but probably hard to make, if you add the distorted faces they have in cyberpsychosis from the anime.
Stellar forester May 29 @ 2:35am 
That was literal mod I wished years ago and since it doesn't existed I forgot about it but now it's like a dream comes true!
Stellar forester May 29 @ 2:25am 
@MrKociak you could add an addiction to the immunosuppresant and a heavy mood debuff or more forced mental breaks if you don't have your Dosis of immunosuppressant.
MrKociak  [author] May 28 @ 8:37am 
@EveningSky yeah that should all be easily doable.
The easiest one to do would probably be regeneration rate implant/procedures. This mod has a pawn stat for that, just gotta increase it with a health condition
EveningSky May 27 @ 10:04pm 
So I recently made this mod, Cyberware 2077 . It adds cyberware from Cyberpunk 2077. Was told to come check out your mod, too. Is there anything I can do to better integrate with this system, perhaps a way to change how much biostability a particular implant costs, or even have certain special implants (or therapies, though that might be beyond me) to increase its regeneration rate?
MrKociak  [author] Apr 16 @ 9:19am 
@Emilie Sackenball I do have a work-in-progress side mod that will add that kinda stuff.
I'm open to ideas for possible drawbacks to an "immunosuppresant" kinda drug.

I'm thinking maybe reduced immunity gain speed, slower hearing, lowered pain tolerance etc. would work
Emilie Sackenball Apr 15 @ 8:04pm 
Also even a patch on the biotuner should suffice or an edited biotuner code to keep these separated
Emilie Sackenball Apr 15 @ 8:03pm 
there's not way to keep stability on check by using "maintenance", drug, connection to an special machine? some short of "deathrest" but fot bionics?
MrKociak  [author] Apr 1 @ 12:46am 
@snake
Would you happen to remember what kinda pawn the stack was taken from and what kinda pawn it was installed into?
Yesterday I tested it [altered carbon 2] with normal-ish humans and it worked without any errors on my end. Did the recipient of the stack have their biostability need disabled [like the androids from VE Androids]?

With some more details I might be able to recreate the issue and either fix it myself or ask AC's devs to do it, but I'd like to be able to tell them what exactly needs fixing.
snake Mar 30 @ 6:58pm 
or maybe you could patch it so that the pawn just skips the biostability change when you implant cortical stack, not sure
snake Mar 30 @ 6:53pm 
i realized it should be patched by altered carbon and not u since you only made the need, mb
snake Mar 30 @ 6:49pm 
incompatibility with altered carbon when you put cortical stack into another pawn it overwrites him with the stack conciousness which then tries to get his biostability need but its null so the game explodes. you could maybe make a check if its null then -> set it to 80%? or something like that
MrKociak  [author] Mar 27 @ 1:05pm 
Update:
Just fixed an issue that has seemingly been a thing for a few days, but I somehow wasn't aware of it that would result in the mod not doing...anything or even not working at all.
It was caused by a small, but very stupid mistake I did, but it should be all fixed now
Kfas[bn -1 Mar 14 @ 10:13am 
finaly my 300 000 silver pawns can be a little more balanced
Xeltek Mar 7 @ 11:46am 
"Question: CE?
Answer: >:["
HAHAHAHA
RedDawn141 Feb 22 @ 5:35am 
Can we get baloperidol to treat it?
MrKociak  [author] Jan 8 @ 9:06am 
@Xyllisa Meem Paradox Station The slider definitely works, I've checked it just now. You most likely just got very unlucky, tho I admit that I probably went overboard with the break rate.
I lowered them down to 10% but the option doesn't seem to be doing much.
MrKociak  [author] Jan 7 @ 11:56am 
@Xyllisa Meem Paradox Station that's valuable feedback, the default settings and values are things I came up...pretty much based on vibes alone.
I've been thinking of lowering the rate to like half.
I think it was.. just somehow caught in a loop of somehow biostability going down and up for a while, no errors or anything. They're fine now, but the amount of mental breaks on default settings is insane.
MrKociak  [author] Jan 7 @ 5:27am 
@Xyllisa Meem Paradox Station do any error messages appear? Mental breaks shouldn't affect the Biostability bar at all.
Also, have you changed the mod's settings? Resetting them to defaults might help.

I'll try to see if I can recreate the issue.
my colonist is sort of stuck in a reboot cycle where everytime she breaks down the biostability regresses and it isn't really going up at all
DICK NUTS Jan 5 @ 1:56pm 
my colonist: I AM NOT MYSELF I AM NOT MYSELF I AM NOT MYSELF I AM NOT MYSELF I AM NOT MYSELF I AM NOT MYSELF I AM NOT MYSELF I AM NOT MYSELF


soothe chip: :steamhappy: nuh uh!
MrKociak  [author] Jan 4 @ 9:05am 
@Vel Ten yeah, if I get around to adding that sorta stuff, it'll likely only be in a form of something you gotta enable in the settings.
The main point of the mod is to add something that gives the player a reason to slow down with implant installation. Mostly cuz I personally was getting bored with my every colony turning into a group of cyborgs the moment I get the resources needed to do so.
Vel Ten Jan 4 @ 8:59am 
An inhumanization-chance from biostability breaks would be cool, but seems like it should be a Setting that you can turn on/off rather than automatic. Inhumanization is a pretty drastic gameplay change which not everyone will want to turn on. I probably would only turn it on for some playthroughs, rather than others.
engineer gaming Jan 1 @ 5:29pm 
@GoGaTio Adding onto this, a chance to become in-humanized when having a Biostability induced mental break
GoGaTio Jan 1 @ 8:17am 
Great mod!
small suggestion: inhumanizing could somehow affect biostability (disable it or making less affected by implants and xenogerms), I think this is kinda logical, because inhuman pawns ignore all similar stuff.
Seti Dec 29, 2024 @ 10:59pm 
Hmmm,suggestion, add biostability stat to the psychotic trait, yknow, like adam smasher, generally it seems the less original connection you had to humanity, the more stable you are as a person with bionics
XxN1GHTMAR1SHDEM0NxX Dec 29, 2024 @ 9:57am 
finally George Droyd in rimworld
MrKociak  [author] Dec 29, 2024 @ 4:34am 
@Vel Ten I think it won't cause errors, but yeah both mechanics will likely do their thing at the same time, causing overlap.
Currently I've not done anything to combat this cuz I'm not really familiar with either of those mods.
MrKociak  [author] Dec 28, 2024 @ 1:21pm 
@Altroam I haven't tested PC cuz I use Character Editor instead, but yeah if you add implants via that then biostability will likely get lowered.
Altroam Dec 28, 2024 @ 12:54pm 
@MrKociak

Whats the compatibility with prepare carefully? With that mod you can modify colonists to have Bionic implantation's prior to landing will these implants take away from the Biostability pool? Or since they were "always" there will the pawns have a full biostability that only reduces with new modifications done during the colony lifetime? Depending on when the numbers for the biostability pool kick in could depend on how much you can adjust pawns in prepare carefully. Having a pawn with a good few bionics could be impossible from the start with the wait for the stability to recover.
Vel Ten Dec 28, 2024 @ 11:51am 
By the way, speaking of other mods which might have some weird overlap with this mod, @MrKociak, Dead Man's Switch has implants which periodically experience a rejection syndrome which can be suppressed via an immunoblocker type drug. That mod, along with GiTS cyberbrains, can also lead to overlapping mechanics.
MrKociak  [author] Dec 28, 2024 @ 7:08am 
@DodoCitizen perfect timing :smugcatsack:
DodoCitizen Dec 27, 2024 @ 4:29pm 
Holy shit, I literally just started a Cyberpunk Edgerunners playthrough last night bro, you are a goat!!!

Here's a photo I uploaded this morning
https://i.redd.it/ixxcmftp4g9e1.png
The Prankster Dec 27, 2024 @ 2:28pm 
Just like i said, cyberbrains meant to upgrade brain and it's functions, so it's should be possible for brain to handle more implants. And we have implant that gives opportunity to have more implants, so everyone can become kinda Adam Smasher. I'm interested what do you think about this concept, and it's balancing. I don't know anything about developing mods and have no idea how this interaction gonna work. Just spitting my thoughts
Vel Ten Dec 27, 2024 @ 12:01pm 
Also: I don't know how feasible it is from a coding standpoint, but maybe a higher surgery quality/success chance could reduce the level of stability loss? It would give a reason to boost surgery success chance sky high.
Vel Ten Dec 27, 2024 @ 11:45am 
Some of the cyberbrains are ridiculously expensive, so it might cause interesting interactions. I'll test it. They also have already built-in "implant rejection" mental effects and physical effects.

Higher end cyberbrains have permanent mental effects also, which can't be mitigated.
MrKociak  [author] Dec 27, 2024 @ 11:15am 
@The Prankster I haven't played with that mod, so I'm not really familiar with it.
I wanna ask tho, is there anything in that mod that you think would make it incompatible with this or am I misunderstanding something?