Brain In a Jar

MOD Desc

Sacrifice people to boost research speed!

This mod was created for people with huge mod lists.
No longer will researching that mountain of tech be such a monumental feat!

Safe to add or remove from existing saves!

This mod adds in the ability to harvest brains of humans, which you will then be able to construct the amazing Brain In a Jar!

Just research the appropriate tech under the Brain In a Jar tab and you are good to go!

Each Brain In a Jar constructed will give a +6% boost to the research speed of each hi-tech research table it is linked to, each Brain Processor will give a +25% boost.
There is no limit to the amount of jars that can be linked to a bench!

Research the Multi-Brain tech for even more research boosting potential!

Researching the Bionics tech will allow you to create Drone Brains. Using a Drone Brain will allow you to replace the brain of any victim without killing them, allowing them to live in a lobotomized state!

Warning: the high risk of brain extraction/replacement surgery has the potential of damaging the brain, making it unusable. I recommend a skilled doctor and a decent hospital for a good chance of success

Thank you to everyone for your support!
Considering this is my first mod, I had no idea that that it would get such a overwhelming support!
You people are going to make it really hard to follow this up, but I look forward to the challenge! 😉

Any feedback is welcome!

Known Issues:
‘The brain processor disappears when I build it.’
-There is a conflict with another one of your mods. Moving this mod to be near the top of your load order
should fix it

‘My pawns are ignoring the research that I have set.’
-This is caused by a mod conflict, though I have not been able to track down the cause. The only time I was able
to trigger this glitch (which was before I created this mod) is when finishing a repeatable research. The only
noticeable pattern I have found is that it will prevent pawns from researching anything added by mods. Exiting
the game and reloading the save, then selecting a different research and switching back to the research you
want seemed to fix it for me.

‘The research is taking much longer to complete than it should’
-The only time I have encountered this is when using the ‘Tech Advancing’ mod. Turning it off should fix it.

  • I’m finding that by the time I can research the max brain unit there isn’t any need for it. I’ve finished all the research trees.So, two things. One, the buildings have to be scaled back so that it is worth while researching and building them. There is no point to an end of tree device that when nothing is left to research.Two, have more activities for the brains in jars to do. Colony management is the first thing that pops into mind. Teaching is another. I’m sure there are more. Maybe even attach them to roombas for, fun or install into mechanoids. They could be stashed in rec rooms to chat with colonists and guests. Or even just be art objects.Presently the brains in the jars have no personality. I suggest that they retain their identity and be capable of communication. Or even be recepticals for down loaded personaities. Media references for brains in jars:Twilight zone (OS), Brain of captain somebodyFuturamaBeserker series (Saberhagen)
  • As far as I can tell the error doesn’t cause any problems beyond what you would expect from the item being removed and can be safely ignored in both 1.1 and 1.2.The augmented brain is still in the Items_BodyPartsBrain.xml, at least it was when I posted my first comment on this 3 days ago, and it is possible to enable it again by editing the xml file and change line 33 of the xml so that it reads:I used Notepad++ to edit the xml.I can only recommend doing this if you are still using 1.1 like I am, as this is a change made following the 1.2 update, and wish to continue using the augmented brain. I have not tested this edit on 1.2 so additional errors may pop up either on launch or in game if you are running version 1.2. As always make a test world and/or hard save of your world before editing mod files.Please note that this is about the limit of my ability and knowledge when it comes to mods and .xml files.
  • Suggestion:Hive MindCost: 10 brains, 100x insect jelly, 1 advanced component, 5 components, 300 steelBy researching the neurological structure of the giant insectoids native to this planet, you have discovered a way to merge multiple minds into a single hive consciousness, with the help of enzymes extracted from the giant insect’s gelatenous excretions. It requires a constant supply of power and nutrition to sustain itself, but is capable of processing information beyond the limits of human biology. One shivers to think what might happen if such a creation was not safely confined to the limits of it’s life support vessel.(Researches at twice the speed of a level 20 colonist, 24×7. Dies if not supplied with a constant source of power and nutrition. If you want to go really crazy, add a random event where it tries to rebel by taking over all turrets connected to the same power grid and causing them to become hostile, and starts detonating batteries if you attack it directly)
  • Awesome mod, love the idea of it.Vahlok – In the Change Notes for the 8/11/2020 update it mentions ‘Removed the Augmented Brain due to problems it created with other implants.’ No specifics but from reading some other comments I’m guessing it prevented brain implants from being used as well?I noticed a few bugs from it’s removal, however. On startup this is in the logs which I think is related?:’Could not resolve cross-reference: No Verse.ThingDef named AugmentedBrain found to give to Verse.HediffDef AugmentedBrain’I also noticed the bill for installing augmented brain is still listed as an operation to perform on pawns. Still using version 1.1 of the mod so maybe it’s fixed in 1.2?
  • Hey, author, sorry, i’ve just tried the shield author, mod dead. Im getting this error between you, musical instruments mod and frontier shields mod. Coult you take a look? Frontier Developments Shields :: Invalid def found BrainInAJarVerse.Log:Warning(String, Boolean)FrontierDevelopments.Shields.Module.CrashLandingModule.c:b__0_1(ThingDef)System.Linq.c__Iterator1D`1:MoveNext()System.Linq.c__Iterator10`2:MoveNext()System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)System.Collections.Generic.List`1:.ctor(IEnumerable`1)System.Linq.Enumerable:ToList(IEnumerable`1)FrontierDevelopments.Shields.Module.CrashLandingModule.Patch_GenerateImpliedDefs_PostResolve:Postfix()RimWorld.DefGenerator:GenerateImpliedDefs_PostResolve_Patch2()Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.Root:m__1()
  • Current error I am getting after adding this mod with 1.2Could not resolve cross-reference to Verse.ThingDef named AugmentedBrain (wanter=thingDefs)Verse.Log:Error(String, Boolean)Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)Verse.WantedRefForList`1:TryResolve(FailMode)Verse.c__DisplayClass15_1:b__0(WantedRef)Verse.c__DisplayClass6_1`1:b__0(Object)System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()System.Threading.ThreadPoolWorkQueue:Dispatch()System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()

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