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GiTS Cyberbrains
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Mod, 1.4, 1.5, 1.6
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2.044 MB
Jun 21, 2024 @ 3:46am
Jun 12 @ 2:42pm
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GiTS Cyberbrains

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
This mod adds 23 cyberbrains from the world of Ghost in the Shell! These are advanced brain cybernetics where micromachines graft microcircuitry to organic tissue, creating a hybrid of the original brain tissue with cybernetic components known as a cyberbrain. Cyberbrains have increased mental capabilities and many offer a variety of abilities from controlling the user's pain sensitivity to connecting to Net databases to temporarily boost skills when needed most.

Cyberization of the brain offers increased rewards and drawbacks depending on how much matter is cyberized. A colonist with minimal cyberization will see some benefits, but nothing near someone with extreme cyberization. At the same time, the colonist with minimal cyberization is the least likely to suffer from changes to their mental state as well as risks of cyberbrain diseases.

As this mod mainly adds brain cyberware, I have made sure to add support and encourage the usage of another bionics mod with this one with a multitude of mod integration patches included inside.

What does this mod add?
This mod adds 23 cyberbrains with a dedicated research tree as well as abilities, micromachines with multiple medical applications, cyberbrain diseases, and more!

Cyberbrains primarily provide bonuses to consciousness, manipulation, research speed, and learning speed to varying degrees depending on the level of cyberization. More advanced specialized cyberbrains will also offer bonuses tailored to various niches; work cyberbrains may grant bonuses to reduce chances of food poisoning if designed for cooking, while a combat cyberbrain may be specialized towards melee cooldown time or move speed.

Fabricating a cyberbrain requires micromachines and is quite an expensive up-front cost in research and resources. Such advanced neurotechnology requires researching brain cyberization and skilled technicians, so make sure your colonists have passable medicine and crafting! Once installed, the user will also take some time to adapt to their newly cyberized brain depending on how much matter was cyberized. Make sure to watch your colonists during this stage, as they will have reduced abilities and are prone to cyberbrain diseases during this stage.

Cyberbrain Types
  • Basic Cyberbrain:
    • This is the most basic cyberization process which leaves around 90% of the brain intact and has essentially no drawbacks. Once complete, the user will see minor bonuses to consciousness, manipulation, and learning speed. They will also be able to access the net, allowing the user to receive work speed bonuses for some time. After installation, users will only take about a day to adapt to the cyberbrain.
  • Enhanced Cyberbrain:
    • This is a general upgrade over a basic cyberbrain with 80% of brain matter impacted and sees exponentially higher bonuses. However, drawbacks also begin to appear. Users will take around two days to adapt and start to suffer heightened emotions, leading to mental state drawbacks.
  • Specialized Cyberbrains (8 combat bonused, 11 work bonused):
    • Similar to enhanced cyberbrains, specialized cyberbrains integrate additional systems to tailor unique bonuses for various niches in both work and combat. There is also an advanced specialized cyberbrain subcategory combining the bonuses of similar roles into one. This tier mirrors enhanced cyberbrains in adaption time and drawbacks and offers the best balance of overall bonuses to drawbacks.
  • Extreme Cyberbrains (1 combat bonused, 1 work bonused):
    • Pushing cyberization to its absolute limits, extreme cyberbrains replace up to 97.5% of brain matter and offer unmatched capabilities. Drawbacks are quite severe with greatly heightened emotions leading to a fragile mental state as well as increased social fight chance and increasing the adaption phase to three days for the user.

Cyberbrain Diseases
As mentioned above, during the adaptation phase of cyberization a colonist may contract a cyberbrain disease. The more brain matter cyberized, the greater the risk of contracting one.
  • Cyberbrain Sclerosis:
    • Cyberbrain sclerosis is an extremely rare cyberbrain disease where the afflicted's brain tissue begins to harden. This will result in memory loss over time, talking inhibition, and eventually after 30 days; complete brain death. There is no practical cure for this disease, be careful!
  • Closed Shell Syndrome:
    • Closed Shell Syndrome is a rare cyberbrain disease where a user will shut themselves off from others. This can be compared to trauma savants in Rimworld, with those afflicted becoming savants in computing and other niches that may prove useful. It is not fatal.

Micromachine Treatments
Micromachines not only provide the basis for producing cyberbrains and CCSM lethal injectors but can also be programmed for a variety of medical purposes! Nanites can be administered to colonists to boost their immunity or combat ailments from food poisoning to organ decay.


Combat Extended
This mod is fully compatible when loaded after Combat Extended and will take advantage of new stats added by it, as well as providing additional CE-specific micromachine surgeries. Feedback on balancing is always accepted and appreciated.


Compatibility

Russian translation by Cheesex.
Simplified and Traditional Chinese translation by Akiu.


Thanks
Thanks to Akiu and Cheesex for continuing to provide translation support!

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
Popular Discussions View All (1)
10
Nov 20, 2024 @ 3:17am
Compatibility Questions
L. Velociraptor
390 Comments
themoistestwhale  [author] 8 hours ago 
@Doggias Just taking screenshots is actually a pretty good idea and I might go about doing it that way then, though there's still some issues I should note:

Some stats are DLC locked by Ludeon, and I can't make it so a description changes text if you have a DLC enabled or not, so some stats are in the description that might not actually be used and the aptitudes system the Anomaly DLC has isn't listed in the description for other reasons. On top of that, the devs also change what stats are DLC locked in some major updates, so 1.4/1.5/1.6 cyberbrains are all at least slightly different in terms of stats. Not to mention CE also having it's own unique stats... it's a fucking pain for me to keep track of ;-;

Despite those issues it'd still be good to put some screenshots up, so I'll probably go about that after I finish working on some other mods' stuff first.
Doggias 8 hours ago 
@themoistestwhale No pressure! Of course, keep in mind that you have it formatted so neatly in-game that you could likely just take screencaps of the information as its presented there and arrange them into a tree. I would do it myself but I can't immediately recognize everything and it would serve everyone better if it was officially-hosted.
themoistestwhale  [author] 11 hours ago 
@Doggias Once upon a time I remember trying to do that actually, but it was taking so damn long to make I quit on it. Maybe if I find the time, but no promises.
Doggias Jul 24 @ 3:25pm 
Could you make a spreadsheet/data tree of all the cyberbrains and their effects? It's hard to cross-reference them with the size of the text without seeing them side by side
themoistestwhale  [author] Jul 15 @ 1:52am 
@Gender Bender You can remove cyberbrains from a colonist, though there's higher-than-average death on surgery chance when doing it. You also need micromachines to remove the higher level ones.

@knopi I'm not sure what "yn" stands for here but check that you have a colonist with the medical level required to actually do the surgery if you have all the required research done.
Gender Bender Jul 14 @ 11:04pm 
is it possible to harvest/remove the cyber brain from a pawn?
knopi Jul 13 @ 2:25pm 
there aint no surgery that a yn can do
themoistestwhale  [author] Jul 4 @ 9:09am 
@Crowbot Lore wise it just kinda depends on how far you go with cyberization and whatnot, but my main issue with that originally when I last considered making it curable with this mod was balance. Micromachines already cure a ton of stuff with this mod, and I think I was trying to avoid making them a "cure all". Especially since there's multiple vanilla cures and other mods that also can. Then again, this mod is already kinda unbalanced lol

I know some mods have autocast abilities but that is outside my technical knowledge and vanilla has no framework for it afaik for me to work with. So uh, maybe if I learn how. As for the cluttered menu, there's a mod idea for me maybe to try sometime to solve :p
Crowbot Jul 3 @ 10:29pm 
Would be nice if cyberbrains prevented dementia. Not sure how lore accurate that actually is, but it feels right. I mean how do you forget things when you have them on file?
Also, probably unpopular opinion, but I would rather the abilities kicked in automatically than have them add more abilities to my already cluttered control panel. Plus, when you have more than a few cyborgs it becomes a bit of a juggling act to get the most out of them.
Flockerkill Jul 2 @ 10:56pm 
After researched the required research, you select the surgery like any other (given you have the cyber brain in your possession)