Cybernetic Organism and Neural Network

MOD Desc

[www.patreon.com]

This mod lets you create your own cyborgs and super soldiers. Make specialized squads with combat chips controlled by an artificial intelligence or let your bruisers go outta control with energy fists and sharp outer blades. Enhance their agility with advanced musclewire or give them a cyclops visor for more precision.

You can also use the multiple single use item added, from creating passion inside the user brain to changing his life remembering!

Bodyparts:


































All the stats are also here :link[docs.google.com] (made by ryder)

Cybernetic Organism and Neural Network

All surgeries and items have their own drawbacks, neuromods for example can paralyze your pawn or create a lasting but tend able white noise. Each operation can fail. A lot of new features like an ear side Flash Light for mining, which turns off in the sunlight or while sleeping.

Settings
For the 1.1 version of the mod, I added settings:
– Enable/disable the visual effect of flash light.
– Choose the refreshing rate of flash light.
This settings was added because the dynamic light can be laggy for end-game colonies.

If you want more settings, post them below (in ‘Request’), I will consider each one.

Can be added to already started save game
Compatible with Android Tiers
Compatible with combat extended

Load this mod before:
– Rah’s Bionics and Surgery Expansion
– Expanded Prosthetics and Organ Engineering

02.04.2020 Release
06.04.2020 Bugs fixes:
– Added either (Replacement) or (Implant) at the begining of each parts description for better information
– Added link to the concerned part to every hediffs
– Fixed some items description issues
– Fixed an issues where player would be able to activate ennemy berseker chip

Credits XML and C# code by Trunken and me.
Description pictures by Oskar Potocki
Japanese translation by Proxyer
Spanish translation by Azarashi
Russian translation by McMinox
Beta Testing by redfog
Symbol by Luizi
Harmony by Pardeike

(CC BY-NC-ND 4.0)[creativecommons.org]

Join us on discord[discordapp.com] for extended help
Non steam download here[gitlab.com]

Last update changelog:
05/08/2020
– Fixed energy link not upgrading shield recharge rate and max energy
– Updated Japanese traduction
27/07/2020
– Updated the japanese traduction.
– Added Spanish translation.
– Removed the need of techprint.
– Fixed energy core efficiency.
– Reworked every bionic market value to reflect the ressource cost and work better.
– Reworked some bionic ressource cost, particulary gold and silver cost (as requested).
– Increased outer blade DPS, lowered it’s efficiency. Making it more combat focused.
– Neuro enchancer is now an implant
– All bionic part now use the unfinished health item, instead of the component one


  • https://gist.github.com/51697b53950041527e04126a3cea6469 Config error in ANN_Mindtwist: description has trailing whitespaceVerse.Log:Error(String, Boolean)Verse.DefDatabase`1:ErrorCheckAllDefs()System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)System.Reflection.MethodBase:Invoke(Object, Object[])Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.c:b__6_1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.c:b__27_0()System.Threading.ThreadHelper:ThreadStart_Context(Object)System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
  • First of all the mod is really good, and this modpage here looks great. I played around with it for some time and i noticed the energy link spine not increasing shields. This can be easily tested by equipping a shield around. Unless I have the wrong idea about ‘Shield max energy’ I think it doesnt work as intended. I used a vanilla shield btw. Otherwise, the Flash lights Construction speed modifier does not seem to apply, but the other modifiers seem fine. Then there is a slight confusion about ‘Max Hit Points’ increases. They dont seem to change the HP of the body part itself, but maybe the overall HP of the Pawn?Another thing I noticed is, that you can install hover feet after musclewire, but you cant install an energy fist onto power arms. This might be because power arms are actually a shoulder replacement, and not arms, but that was always the case in base rimworld with bionic arms.Thats most of what i found, and I hope this feedback helps. Again good job with the mod.
  • https://gist.github.com/1c0b1482021d48bc5cd079a47520c87d Config error in ANN_Mindtwist: description has trailing whitespaceVerse.Log:Error(String, Boolean)Verse.DefDatabase`1:ErrorCheckAllDefs()System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)System.Reflection.MethodBase:Invoke(Object, Object[])Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.c:b__6_1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.c:b__27_0()System.Threading.ThreadHelper:ThreadStart_Context(Object)System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
  • ShootingAccuracy found no data at degree 2, returning first defined.Verse.Log:Error(String, Boolean)RimWorld.TraitDef:DataAtDegree(Int32)RimWorld.Trait:get_CurrentData()RimWorld.Trait:OffsetOfStat(StatDef)RimWorld.StatWorker:RimWorld.StatWorker.GetValueUnfinalized_Patch1(StatWorker, StatRequest, Boolean)RimWorld.StatWorker:GetValue(StatRequest, Boolean)RimWorld.StatWorker:GetValue(Thing, Pawn, Boolean)RimWorld.StatExtension:GetStatValueForPawn(Thing, StatDef, Pawn, Boolean)CONN.ShieldBeltUtility:EnergyGainPerTick(ShieldBelt)RimWorld.ShieldBelt:RimWorld.ShieldBelt.Tick_Patch0(ShieldBelt)Verse.ThingOwner:ThingOwnerTick(Boolean)RimWorld.Pawn_ApparelTracker:ApparelTrackerTick()Verse.Pawn:Tick()RimWorld.Planet.WorldPawns:WorldPawnsTick()RimWorld.Planet.World:WorldTick()Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)Verse.TickManager:TickManagerUpdate()Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)Verse.Root_Play:Update()

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