RimWorld

RimWorld

A mod that basically adds Cyberpsychosis
Reishe Dec 27, 2024 @ 1:52am
Suggestion for immunosuppresants
Thanks for the mod. This looks really fun.

Instead of making a new item for immunosuppressants it would be interesting if high bio-instability lowered immunity gain speed. Then if cyber psychosis acted like a disease, with infection and immunity, you could treat it using vanilla medicine and vanilla tend quality mechanics. You catch the cyber-psychosis disease more often as your bio-instability increases kinda like how high toxic buildup causes cancer, vomiting, etc. So you need good doctors and good medicine to keep your army of bionic commandos functional, which seems fun and manageable, but you still catch the cyber-psychosis randomly so it can still catch you off-guard and make fun tense scenarios.

I guess the inworld explanation would be that as you graft more things onto your body your immune system gets exhausted trying to reject it. Once the immune system is weakened, the now unmitigated intrusion of foreign material from the implants into the body and brain results in cyber psychosis. That's the opposite of how I understand it to work in cyberpunk, where the problem is that the implants agitate and upregulate the immune system, making cyber-psychosis the result of a sort of autoimmune disorder(?).

Comparing the two, I think keeping immunity gain speed generally good, having it treat cyber-psychosis instead of exacerbate it, keeps it simple for the average rimworld player. Though the inverse would be cool, making cyber-psychosis more dangerous when immunity gain speed is high, with separate immuno-supressants items that actually lower immunity gain speed to combat it. In the jungle, it would be fun to choose between going machine mad or just dying from malaria haha.

I've not coded in Rimworld before so I don't how difficult it would be to make the mental breaks occur when the cyber psychosis disease ramps up vs your current implementation. I am also biased because I prefer mods that use vanilla items/mechanics as much as possible before adding new ones. If you wanted immunosuppressants to be its own item with its own scarcity/mechanics I understand that as well.

Thanks for reading. The concept is interesting. I've not even played it yet and I sat down and wrote a novel. lol
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Showing 1-8 of 8 comments
MrKociak  [developer] Dec 27, 2024 @ 9:55am 
@Reishe messing around with the immunity gain speed is something I've been thinking about too!
Cuz yeah it'd make sense if drugs that mess with the immune system would affect that stat.
As for cybepsychosis being affected by that stat, I could add it as a toggle in the settings at some point.
I've been thinking of maybe also making it affect the "damage received multiplier", basically make the drug be the opposite of the Tought trait. Maybe the more of that drug is taken, the lesser the impact of implants is, but it also severely weakens the body...or something, idk lol

I'm trying to not to fully stick to Cyberpunk lore, cuz I think first and foremost this should fit Rimworld's gameplay, so I'm open to suggestions like these even if they don't follow that lore perfectly.
It's not like I can even check if they're lore accurate cuz I'm yet to play 2077 lel
Reishe Dec 27, 2024 @ 2:50pm 
Haha, great minds eh?

The toggle would be sick especially if you could also flip between immunity gain speed helping or hurting cyber-psychosis.

I like the idea that the drawbacks of implants and bionics are mental, contrasting the benefits, which are usually physical: i.e. more damage, speed, manipulation, etc. So you get either, a chance of cyber psychosis causing mental breaks, or, the constant effect of immunosuppressants causing slight pain or decreased consciousness, or something similar.

That way the downside would be relevant all the time, not just in combat, the same way there are a lot of bionics that are just generally useful all the time. Also, if it just affected incoming damage that would arguably be a bigger hit to melee bionic pawns over ranged bionic pawns, though, maybe that's cool.

I agree, and it's funny you say that; I haven't played the game either haha. I am just going off what I gleaned from the Edgerunners anime. It's pretty good. I would recommend it if you are into that.
Commie Jesus Dec 28, 2024 @ 12:00am 
How about this?
Biostability is not affected by installing/removing implants.
There's a base biostability gain rate.
Each implant adds a debuff to biostability gain rate, which scales with immunity gain speed and implants value.
After some number of implants are installed, biostability gain rate becomes negative.
Immunosuppressants add a stacking debuff to immunity gain rate, which lasts for a long time.
The more implants a pawn has, the more suppressant stacks are needed to flip biostability gain rate back to positive.
This would create a maintenance requirement for using too many bionics, and amount of immunosuppressant stacks could be managed by tweaking drug policies.

There's a problem of dealing with diseases and infections tho. Adam Smasher would die to a regular cold.
Some other drug world probably have to be added, which removes effects of immunosuppressants and allows a player to choose whether they want to keep their unstable cyborg anaesthesized or partially disassembled while recovering
Reishe Dec 28, 2024 @ 11:41am 
That's interesting. That's leaning more towards how its done in cyberpunk.

I think the installing/removing implants can still affect biostability. Its a cool incentive to space out the implant installations so your pawns can adapt the implants. If the installation hit to biostability also scales with immunity gain speed, you could still install multiple bionics at once by stacking immunosuppressants first.

The maintenance requirement is cool and I like the increased vulnerability to diseases and infections. Genies from Vanilla Expanded have very low immunity gain speed, so they need to take antibiotics to boost it. Something similar could work here. I think the simplest solution to an infection would be to chuck them in a biosculptor pod medic cycle; with the added advantage of being peak aesthetic xD.
Commie Jesus Dec 29, 2024 @ 12:45am 
That sounds great, it's always cool to give people multiple ways of dealing with a challenge.

@MrKociak do you have this mod on GitHub? It would be interesting to play around with different ideas
MrKociak  [developer] Dec 29, 2024 @ 4:32am 
@Commie Jesus I don't cuz...ok it's gonna sound very stupid, but I've never used GitHub so I'm not familiar with it.
I'll have to get around to it :U
Commie Jesus Dec 29, 2024 @ 11:57am 
No biggie, I was mostly just hoping to avoid doing basic work of setting up a rimworld mod, since I've never done it before C:
Originally posted by Reishe:
If the installation hit to biostability also scales with immunity gain speed, you could still install multiple bionics at once by stacking immunosuppressants first.

While I disagree with the idea of going full CP2077 and requiring constant immuno-dosing to avoid going full psycho (tbh I feel like that just wouldn't end up being all that fun to play against and would quickly just become an annoyance) this general idea of having biostability be related to immune response would also mean that someone hooked on Luciferium would be even more prone to it (for obvious reasons) which would create interesting dynamics where if someone hooked on Luci needs to be modded for some reason you need to dose them up with near-fatal amounts of immuno-suppressants then rapidly try to get everything installed before their body processes them out.

To be honest though, I think a real implementation of this idea would probably also want to factor-in mood as well. (and possibly even direct personal relationships?)

<Warning : the next 2 paragraphs are going to be weapons-grade tism on the messy details of Cyberpunk's lore regarding what 'cyberpsychosis' actually even is>

In-lore Cyberpsychosis has always been a lot fuzzier than Cyberpunk media tends to consistently give it credit for, with there being a lot of sources in some places questioning whether it even exists whereas in other places it's taken as a given that it does. (as in, there are entire industries, procedures, etc. for dealing with it) IIRC the original concept that became "Cyberpsychosis" was a 'humanity' stat, where the more machine you became the more detached you became from humanity, but having lots of close ties to other people meant that you could still be more or less fine. It's not actually clear why immuno-suppressants would do anything against Cyberpsychosis if this is how it's supposed to work though. (in fact I just skimmed the wiki page for it, they're never even mentioned at all https://cyberpunk.fandom.com/wiki/Cyberpsychosis) In things like Edgerunners though it's treated like an actual physical ailment that happens to have psychological effects, akin to something like dementia or schizophrenia.

Being charitable and assuming this isn't just a case of different writers not being on the same page about what this important plot element actually is, we could assume it's something like 'roid rage' and immunosuppressants act a bit like Neuropozyne in Deus Ex, (https://deusex.fandom.com/wiki/Neuropozyne) preventing some form of feedback from implants to the rest of the nervous system that makes people more prone to 'losing themselves'. (whatever that means for the individual person being dependent on their psyche, philosophy, morality, etc.) More precisely, you could consider Cyberpsychosis a sort of compound-affliction, with there being one element of psychosis caused by cybernetics, and one element of 'psychopathy' caused by the individual's mental state & perception of their cybernetics. In other words there is some biological neural-feedback shenanigans that causes people to lose their grip on reality and experience 'psychosis', BUT there is also a component of people feeling augmented and 'superior' that leads to them devaluing human lives & becoming more 'psychopathic' as well. (obligatory "psychopathy does not mean mass murderer" note here, the reality of psychopathy/sociopathy is a lot more mundane than the pop-culture version of it) The combination of these two factors, one biological and one psychological, is what defines a 'cyber psycho'. This mirrors how something like intense drug use affects some people more than others. There is a genuine chemical affect on the body & brain, but there is also a psychological effect that is related but not the same. (which is why some people can be ♥♥♥♥♥ out of their minds for days yet somehow seem normal, whereas other peoples have a brew and are a completely different person. Even if we have no idea what the difference maker actually is, clearly there is one.)

<actually back to talking about the mod & Rimworld>

Thankfully, Rimworld has a builtin system for addressing mental-breaks as-is, so the really tricky part is actually 90% done. Firing off the cuff, you'd probably want the 'biostability' trait to model the 'psychosis' side of things so that the lower your biostability is the longer, more intense, and more frequent your mental-breaks are. (with these effects still being present for transhumanists, but mitigated by their natural mood buff. So a transhumanist is less likely to snap, but just as dangerous as any other cyberpsycho when they do - or something along those lines) Then make your blood-filtration stat inversely proportional to biostability gain rate. I don't know if you'd want to make a low blood-filtration reduce the initial penalty of installing an augment or not though. I feel like doing so might undermine the system since you can dodge the entire initial penalty, though it's hard to say.

From there you'd probably only need 1-2 drugs added
1 : "immunosuppressant" drug which provides, say 20% of an "immunosuppressed" Hediff. That hediff would reduce blood filtration massively and provide a heavy mood boost as well. You may also want to add side effects to having very low blood-filtration as well, such as the more likely the person is to get an infection or disease from ANY filth being in the room at all. (even if they aren't injured) That way you can't just use immunosuppressants as free mood-boosts or something, since outside of an incredibly sterile operating room your colonists would be incredibly likely to pick up diseases without having any blood-filtration to fight them off. (sort of like how young children can constantly get their parents sick because their bodies basically act as magnetic breeding grounds for diseases.)
2 : ideally a dedicated sedative drug as well, so that if you did just need to install a lot of hardware into someone you can keep them under for a while until their biostability can recover.

Then you could add a constant (but small) bio-stability drain per each bit of hardware, but then things like having positive social interactions with people, sleeping, meditating, etc. also recover it.

That'd mean someone Iron Willed, someone who is a Transhumanist, or someone who is incredibly socialable with a lot of friends could all handle a lot more cyberware if they need to. (much like how all of those things are said to make someone less susceptible to cyberpsychosis in-lore) Meanwhile someone who isn't liked by anyone, is already psychopathic, is particularly weak-willed, or just otherwise miserable you really, really, REALLY do not want to have too much cyberware in them. So, ideally, you should never be in a situation where you actually NEED to keep feeding someone immuno-suppressants. Those should only be a stop-gap for if you have someone heavily-modded who (for some reason) needs to work overtime and can't spend time sleeping, relaxing, or meditating for the next few days. (and even then, giving them immunosuppressants is a huge risk because they're all but guaranteed to pick up a few diseases and infections while they're out and about walking around with a compromised immune system)

But if you ARE installing lots of cyberware into someone (basically anyone) all at once you still need to do it in a very sterile room, dose them with immunosuppressants, and then keep them unconscious for a few days while their bio-stability recovers to stable levels. Even the most iron-willed person alive would be pretty shocked to wake up only to suddenly be a walking terminator, so giving them some time to slowly come-to in their dreams would definitely be helpful. (though I think a transhumanist probably would be fine with major modifications, so maybe give them a bigger mood boost after just having tons of mods installed or something? E.g. "yes their biostability is in the trash, but they're over the moon right now trying out their new legs so there's no risk of a mental break anyway")

I think this walks the line of giving players an answer to 'cyberpsychosis' without nullifying the challenge of it either.
Last edited by Church.exe; Jul 26 @ 4:06pm
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