RimWorld

RimWorld

Cyberware 2077
176 Comments
EveningSky  [author] Oct 23 @ 11:10pm 
This is why I settled on having cyberdecks with a different set of pre-installed, hard-wired quickhacks:

It allows you to retain the ability to customize your hacking loadout to a reasonable extent, without overly bloating the game and adding an obscenely large amount of items, along with being much simpler and more manageable for me to code in, avoiding the hassle of having to create custom C# assemblies.

Even so, Cyberdecks and their associated quickhacks were still by far the most complicated and time-consuming to create out of all the content included in this mod.
EveningSky  [author] Oct 23 @ 10:59pm 
Adding to my previous comment:

I would then have to add items for each of those individual quickhacks, which will bloat whatever production table is used to make them, which reduces quality of life.

Theoretically, there may be a way to produce a quickhack item that, when installed, behaves slightly differently depending on which cyberdeck is implanted. However, this will require a level of assembly coding that is definitely beyond my skills.
EveningSky  [author] Oct 23 @ 10:55pm 
@Vel Ten unfortunately, not very 😂 Hacking Expansion uses a much more complicated framework and includes its own custom assemblies.

The diskette system with individual hacks is cool, no doubt. Being able to install individual quickhacks on a cyberdeck was something I had mulled over before, but decided against it for many reasons.

#1 being: it complicates things. A lot. As it stands, each quickhack already has ~4 or so different variants, depending on how many different cyberdecks it's installed on. This is because each cyberdeck's version of a quickhack has different stats, based on that individual cyberdeck's modifiers in Cyberpunk. I would have to also make individual implantable shards for each quickhack. Then I would have to add a way to check which cyberdeck is installed on the pawn, and make sure that you can't install e.g. Blackwall Gateway or the Arasaka Shadow version of Memory Wipe onto a Biotech Sigma, or several Detonate Grenades on a Militech Paraline.
Vel Ten Oct 20 @ 9:51pm 
Well, Ushanka's Hacking Expansion got updated with various quickhack type effects. Not sure how integratable they are, but it has potential.
EveningSky  [author] Oct 16 @ 5:08pm 
@Empty Body that's very strange. I'll look into it, but I don't know if I'll be able to do much about it.
Empty Body Oct 16 @ 4:59pm 
HEY! I like this mod so i used some other mods to make the faction pawns have these implants too. Most work well this way, berserk and sandevistan are a problem through, because when the pawn uses it, instead my pawns get the effect. And not a single time i saw a cyberdeck user using its quick hacks. I just wanna see if you can do anything about that, but i think you is a pretty new programmer so i will not pressure you. Thanks for your work anyway
EveningSky  [author] Oct 16 @ 12:41pm 
@CHED @merissu You were right, I thought you were referring to CarryBulk, didn't notice CE now has its own CarryWeight too. New patch fixes this. Thank you.
CHED Oct 15 @ 4:43am 
Gorilla arms and bionic joints do not increase the weight carrying capacity of the CE module, which is unreasonable ²
EveningSky  [author] Oct 5 @ 3:28am 
@merissu They should already have a bulk carry modifier of 1.2 (gorilla arms) and 1.62 (bionic joints) when CE is present. If it is not working, I will check again tomorrow.
merissu Oct 5 @ 12:57am 
Gorilla arms and bionic joints do not increase the weight carrying capacity of the CE module, which is unreasonable
EveningSky  [author] Oct 3 @ 11:39am 
@Quasar Monowire is planned, but I don't have a set date for it.

It might not look the way you'd expect (no whip animation) but rather send a rapid short-ranged "air slash" looking attack, along with a slicing melee attack.

The monowire itself would be invisible, and the slash would be its "tip" traveling towards the target.

Limitations:

I don't know how to make a projectile penetrate multiple enemies like in Cyberpunk. I could increase attack speed and lower damage to compensate, but that's not a perfect solution.

I also don't know whether I can make a "ranged" slash use melee offensive stats.

I'm going to have to look into how to make it act as a "sidearm" without preventing the pawn from using an actual gun, or having to make it a special activated ability like the PLS, which is too micromanage-y for a fast weapon like this.

I would need a custom projectile, with a custom sprite and sounds.

I just don't have to time to research and put this all into action right now.
EveningSky  [author] Oct 3 @ 11:32am 
@Yin I think I did let some quickhacks target turrets or buildings, Short Circuit and other offensive quickhacks in particular. I actually haven't tested how it works out.

Canto cyberdeck - yes, it's a hyper-offensive cyberdeck at the cost of general utility. That is by design as that's also how it is in 2077, it has very few quickhack slots, with its saving grace and main draw being the Blackwall Gateway. If you can only have one Cyberdeck user, it's probably better to go with the Netdriver or Sigma instead of the Canto.

But back to building hacking - you're probably wondering about more advanced control like flipping turrets to your side or even just simply turning them off. This is something that may be beyond my ability.
Quasar Oct 2 @ 6:10pm 
Just out of curiosity, is there any chance of adding a Monowire implant in the future? I'm not sure how the game handles melee vs ranged combat in its logic, so I'm not sure if that would even be feasible. You did great on the rest though!
Yin Sep 26 @ 2:09am 
Letting you hack turrets or other electric buildings with the cyberdecks would be cool, also the canto cyberdeck only having blackwall and short circuit and no other less destructive hacks is annoying when you want to secure something with less destruction. Do gotta say the mod is one of my favourites right now after playing 2077, great work!
Ginmai Sep 23 @ 6:54pm 
oh!ty!
EveningSky  [author] Sep 23 @ 11:39am 
@RevanShan I'll look at it again now that CE is out for 1.6.

@VelTex it's a very cool mod! I am not sure what to do with it though, I think their Cyberdecks might not be quite the same as Cyberpunk's.
EveningSky  [author] Sep 23 @ 11:34am 
@Ginmai that's normal and intended. All armor applies to the whole body.

The reason it is installed in myltiple parts, is because the HP bonus (requires Elite Bionics Framework) only applies to the body part it is installed on.
Vel Ten Sep 23 @ 9:19am 
Have you looked at this? I'm not sure it'll have any impact on this mod, but it seems to implement netrunner type stuff. Seems like it has some relevance here.

https://steamcommunity.com/sharedfiles/filedetails/?id=3573344880
Ginmai Sep 23 @ 7:35am 
Hi,there is a problem in CE.When take like Subdermal Armor on the head,and then it makes all body instead of only head armor
RevanShan Sep 21 @ 2:13pm 
I didn't noticed, because the UI still says for example "Armor Blunt: 3", and not the 3 mmR that usually other armors have. I'm not really sure if it's patched because of that.
EveningSky  [author] Sep 15 @ 12:59pm 
@RevanShan it's had a CE patch since it was released. I do see there's a dev branch of CE for 1.6, I'll check if that requires any tweaks but it should work out of the box unless they changed the mod ID.

@ <blank name> I unfortunately don't have the energy to update every item's description with extra detail. Just consult the in-game links in each item's description - they should tell you everything you need to know.
RevanShan Sep 15 @ 12:02am 
I love this mod!
Is there any plan of making a CE patch?
Anker Aug 27 @ 2:14am 
Apparently the Map Vehicles Framework mod author has made a patch for this already.
Happboi Aug 26 @ 7:45pm 
Nice mod
Anker Aug 26 @ 4:18pm 
Can confirm Psychronic's bug report. (Fortunately, I currently value decks more for the conciousness buff then the actives- And I wasn't really using Map Vehicles anyway.)
󠀡󠀡 Aug 26 @ 4:01pm 
Please add more info for each item in game
Also im loving this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3556420528
EveningSky  [author] Aug 26 @ 2:47pm 
@lolmanor it seems like something is adding an extra implant removal surgery that bugs out and kills the pawn.

If you look in the surgery bills menu, you might see two different options to remove the OS.

The first one has no Medical skill requirement nor any hyperlinks under its description. This one is bugged.
The second one should have a Medical requirement of 5 and hyperlinks to the implant hediff and item.

Use the second option.

I don't know what is adding the extra removal option, it appears without EPOE as well.
EveningSky  [author] Aug 26 @ 12:44pm 
@Psychronic I'll open up a discussion thread for general bugs/incompatibilities
Psychronic Aug 26 @ 11:37am 
@EveningSky So after further tweaking and testing i found out it was Vehicle Map Framework in case anyone else comes looking for a solution in the future. Thanks for responding your work is amazing
Psychronic Aug 26 @ 10:25am 
@EveningSky Apologies choom I'll remember that going forward. What is an appropriate way to share my modlist? its rather long and ive never had to do it before
EveningSky  [author] Aug 26 @ 9:02am 
@lolmanor I'll look into it
EveningSky  [author] Aug 26 @ 8:58am 
@Anker I'm going to move the UI issue to its own thread, please respond there

@Psychronic Modlist, please. I get really tired of asking this. I'm not Rache Bartmoss. I cannot see your modlist unless you send it to me.
Psychronic Aug 25 @ 10:52pm 
My game completely freezes up when i attempt to use a cyberdeck ability. I know its a conflict cause they work fine with only this mod installed so im mostly looking for ideas on the mod causes this issue
Anker Aug 25 @ 6:40pm 
As a comment to the other users- I decided to give my very own chromed out Adam Smasher mook a test run- I got the chance to buy the relic from a trader and ran with it- And gave them a space of Shock Warcasket Armor, to see if they could leap at a faction base solo and single-handedly take it down. (Yes.)

But while I was there, I noticed a few of the corpses had bionics in them. A bionic heart... And a pain editor, as well as some subdermal armor.

So yes, it seems that high value enemy pawns can spawn with some of these items too. Hope you have a way to scav it off their corpses! (And pray that they dont know how to use a cyberdeck...)
Anker Aug 25 @ 5:04pm 
And on a note unrelated to my UI issues, I hope this ends up with compatibility for Quality Bionics Remastered. Gotta have those top tier legendary bionics. (That have greater effects, not just more item HP, and all.)
Anker Aug 25 @ 12:34pm 
(And by 'nothing else', I mean Core and Nothing Else. No DLCs loaded.)
Anker Aug 25 @ 12:07pm 
"Send me your modlist, then try running Rimworld without the UI mod and let me know if it still happens."

I did. That was the bug I got when I loaded Harmony, 2077, and absolutely nothing else.
lolmanor Aug 24 @ 9:06pm 
I don't know if it's due to an incompatibility with EPOE, but removing a Cyberdeck from a pawn through surgery leaves them with 2 cracks in the Operating System Cyberware body part, with each crack being 5000 damage. But the pawn in question doesn't die. They just have two 5000 damage wounds that slowly heal. Also, the Cyberware still remains installed in the pawn, so you could re-remove it.
yeetinmeat5636 Aug 24 @ 4:59am 
Would go great for making an adam smasher
EveningSky  [author] Aug 23 @ 12:00pm 
@Anker that seems like an issue somehow caused by a different mod. This mod doesn't do anything super complicated.

Dialog_InfoCard is a UI element. My mod doesn't touch these at all.

I'm guessing you have a UI mod installed that sets some arbitrary UI element index size somewhere that may be too small to fit the description or number of effects that the Kerenzikov/other implant hediffs give.

Send me your modlist, then try running Rimworld without the UI mod and let me know if it still happens.
Anker Aug 23 @ 3:20am 
This applies to:
Memory Boost
Kerenzikov
Kerenzikov Boost System

And none of the others. I haven't really tried out a Keren, so I don't know what it does in game, with the info screen bugged over.
Anker Aug 23 @ 3:18am 
Yeah, that didn't go through, as expected. The console log reads as such:

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.

-Repeated indefinitely for hundreds and hundreds of entries every few ticks. I can't attach the added fluff beyond that because steam comments are limited to 1000 characters.
Anker Aug 23 @ 1:30am 
If I find a way to upload screenshots that doesn't go dead in a few hours like discord ones do, I'll grab a snapshot. As far as I'm aware, it's just an annoying visual bug- You can't check what an implant does before you install it, but once it's installed it works fine, albeit with an 'error getting tooltip' issue.
Blackthorn Aug 22 @ 12:12pm 
that sounds like a possible idea
EveningSky  [author] Aug 20 @ 4:19pm 
@Blackthorn I'm not sure how I'd handle the monowire. I guess it could be a short-ranged slash projectile, instead of a true melee weapon.
Blackthorn Aug 20 @ 1:50pm 
Be pretty cool to have a monowire, both normal and iconic/legendary. also be cool if we could get elemental versions like in the vidyuh gaem
EveningSky  [author] Aug 18 @ 10:08am 
@Anker can you post a screenshot of the issue you're having? I'm not able to replicate it.
EveningSky  [author] Aug 17 @ 3:06pm 
@Anker I'll look into it, but I didn't have that issue last I checked. When I do my testing, I devmode the items in so that a pawn can perform the surgery and install them normally. Maybe I broke something by accident with the previous update.
Anker Aug 17 @ 1:51pm 
A number of items bug out and have no item pages, like Memory Boost, or Kerenzikov. But I very much like the parts of the mod that work.