RimWorld

RimWorld

Cyberware 2077
154 Comments
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.
IDxixi Aug 16 @ 10:44pm 
Thank you very much!!@!!!! 谢谢:steamthumbsup:
EveningSky  [author] Aug 16 @ 12:28pm 
@IDxixi

EMP Vulnerability

The EMP vulnerability effects are inside Hediffs_Cyberware2077_OS_Base under the Abstract HediffDefs:

addedPartBodyPart_Cyberware2077_OS_1T
addedPartBodyPart_Cyberware2077_OS_2T
addedPartBodyPart_Cyberware2077_OS_3T
addedPartBodyPart_Cyberware2077_OS_4T
addedPartBodyPart_Cyberware2077_OS_5T
addedPartBodyPart_Cyberware2077_OS_Iconic

Each one of those has an entry:

<comps>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<createHediff>Cyberware_Malfunction</createHediff>
</li>
</comps>

You can remove the entry, but do not remove the HediffDefs. Just leave it empty, for example:

<HediffDef Name="addedPartBodyPart_Cyberware2077_OS_Iconic" ParentName="addedPartBodyPart_Cyberware2077_Iconic" Abstract="True">
</HediffDef>
EveningSky  [author] Aug 16 @ 12:28pm 
@IDxixi

Mental Break Triggers

So, for the Militech Canto, it specifically has a special mental break trigger that may cause your pawn to become psychotic or berserk on rare occasions. It looks like I set the MTB too low. The values are inside Hediffs_Cyberware2077_OS_Cyberdeck, under the HediffDef "MilitechCantoCyberdeck_Iconic":

<mentalStateGivers>
<li>
<mentalState>Wander_Psychotic</mentalState>
<mtbDays>60</mtbDays>
</li>
<li>
<mentalState>Berserk</mentalState>
<mtbDays>360</mtbDays>
</li>
</mentalStateGivers>

Remove everything inside <mentalStateGivers> to disable these effects.
IDxixi Aug 16 @ 4:37am 
Subject: Issue with Mental Break Triggers in Mod

Hi Dev,

I've dug into the mod files and set all MentalBreakThreshold values to 0, but the Militech Chapter 6 cyberdeck is still triggering mental breaks. I even located the Relic 3.0 mental state patch - zeroed out all recovery factors and modifiers (didn't dare delete them) - yet the breaks persist with unchanged trigger frequency and duration.

This is driving me insane - my colonist just destroyed our 16-hour-repaired ship during a breakdown. Any ETA on a hotfix? Or could you advise how to:

Completely disable this mental break mechanic

Neutralize the EMP vulnerability effects

Appreciate your guidance. The mod is fantastic otherwise!
EveningSky  [author] Aug 14 @ 12:52pm 
The negative effects will still be included in this main version.

I will make a separate patch, an add-on, that will remove the negative effects.
IDxixi Aug 14 @ 3:34am 
@EveningSky Thank you very much. Are you referring to the fact that its negative impacts will still be in operation, or which aspects are you referring to?
EveningSky  [author] Aug 13 @ 10:54am 
@IDxixi I also can't promise whether it will be done soon or not.
EveningSky  [author] Aug 13 @ 10:53am 
@IDxixi, I can create a patch that removes them, but it will still run off of this version.
IDxixi Aug 13 @ 5:36am 
@eveningsky "Hello, could you create a version with absolutely no negative effects? Or perhaps let us set the probability of mental breakdowns occurring?"

Asked to the RimWorld/Cyberpunk 2077 mod author.

Key translation choices explained:
EveningSky  [author] Aug 13 @ 12:15am 
One thing to note is, even though the Cyberdecks are powerful, a pawn with a Sandy can still potentially kill more enemies faster.
EveningSky  [author] Aug 13 @ 12:13am 
I might nerf the Memory Boost, but the Cyberdeck's consciousness boost is meant to somewhat emulate the time dilation effect from using scanning mode.

I think instead of straight nerfing it, I'll add a different weakness for Cyberdeck users - perhaps give it a more severe EMP debuff or something else
A Terrible Modder Aug 12 @ 5:45pm 
small balance suggestion, could you remove or heavily nerf (5-10%) the 25% consciousness bonus from the memory boost and cyberdecks ? in their current state they feel a bit overpowered given that they also grant some op abilities as they currently stand
EveningSky  [author] Aug 12 @ 1:31pm 
@Latex Santa did you have a specific mod in mind? I already had someone request MSE2
Latex Santa Aug 12 @ 11:33am 
Alright, thanks for the info.
EveningSky  [author] Aug 12 @ 11:03am 
Yes! although I can't give a concrete answer as to when these requests will ne filled. It also highly depends on how complicated the integration process would be.
Latex Santa Aug 12 @ 10:52am 
@EveningSky
Could we request compatibility patches with other bionics mods, please?
This mod looks pretty great, by the way. Taylor-made for a sort of Cyberpunk run.
Fantasy System Aug 12 @ 2:35am 
Heyo, how do I install a cyberdeck? I have a medic with 9 med, but its not showing.
EveningSky  [author] Aug 11 @ 6:50pm 
I guess I should also note that I tried to fix the "incompatible" implants issue. I am still not able to see the issue in the first place, hopefully the new patch fixes it for those who do.
EveningSky  [author] Aug 9 @ 7:02pm 
@Brindav I've taken your suggestion and added a stun effect to Suicide. It should now be part of the Tetratronic Rippler's quickhack set.
Brindav Aug 8 @ 2:39am 
The mod is really cool but i've had issues with the ability "suicide" by using giving the ability to a debug pawn with all quickhacks, seemingly it's not directly obtainable in game since no cyberdecks implant has it but just wanted to say while the idea is really good of making the pawn immobile and putting a grenade below they still move, might be easier to just stun them for the duration of the grenade.
choi4624 Aug 5 @ 9:48pm 
@King Billiam uses dubs mint menu. it is unintend UX happening lol
King Billiam Aug 5 @ 4:36pm 
hey i cant install some cyberware because the list of things they "replace" covers the button