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GiTS Cyberbrains addon

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Mod version:1.4 - 1.5
Game version:1.4
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About This Mod

This bionic fashion adds 23 new cyberbrains from the ghostly world of the Shell. These are advanced brain changes, in which micromachines implant microchips into organic tissue, resulting in a hybrid of original brain tissue and cybernetic components, the end result surpasses the original in all respects and greatly improves the mental abilities of the user. In addition, Cyberbrain allows you to muffle the pain and receive special bonuses for work and battles for access to the network database. Some specialized cyberbrain can even build battle networks and offer battle bonuses to anyone within reach.


This mod basically adds a cybernetic brain, so I took care to support and encourage the use of other bionic mods, such as EPOE-Forked, along with that. I tried to balance these mods as much as possible, but added various patches to improve them and integrate them with other mods.


What's inside?

This mod adds a new research tree, new resources with multiple applications, 8 cyber brain abilities that give different bonuses, two cyber brain diseases and, of course, 23 new cyber brains.


The cyber brain basically gives bonuses for awareness, manipulation, and the speed of research and learning. However, many of them specialize in different niches and offer bonuses/abilities for these niches, from cooking to brutal hand-to-hand combat.


To create a cyber brain, you first need to study the corresponding projects in the GiTS research tree. The micromachine can then be manufactured on a manufacturing table, and the cyberbrain that needs to be manufactured can also be manufactured on the micromachine. Once created, you will only need to install a cyber brain. Such advanced neural technology requires at least decent skills, so make sure your settlers are well versed in medicine and crafts.


Types of cyberbrains:



Basic cyberbrains:

This is the simplest process of a cyber brain where most of the brain remains intact, so it has virtually no disadvantages. Once installed, the user receives a slight bonus to awareness, manipulation speed and training. In addition, he can gain access to the network and for a while get a bonus to speed. After installing Cyberbrain, the user will need about 1 day to adapt to it.



Advanced Cyberbrains:

At this stage, only about 20% of the human brain remains. This is an overall improvement over the underlying cybernetic brain, which gives an exponentially higher bonus. But at this stage, flaws begin to appear. Users take about 2 days to adapt to cyberbrain, during which time the probability of contracting cyber disease is low (less than 1%). In addition, the mind begins to show heightened emotions, which leads to disturbance of the mental state.



Professional Cyber Brains (8 bonuses per fight, 11 bonuses per work):

There are only 19 cyberbrains in this fashion that look like improved cyberbrains, but in certain areas of work and combat there are unique bonuses and abilities, and the risks and disadvantages at this stage are completely insurmountable, and additional "advanced" options allow you to further expand some of these capabilities, which is why most of them are available.


Extreme Cyber Brains (1 combat bonus, 1 quest bonus):

Maud contains 97.5 such cyberbrains, which replace up to 2% of the human brain. This level of cyber brain is a decision to think about before making it, which is very beneficial for those who can make it, and for those who can't, the abilities and bonuses of these cyber brains will not be equal to others, but you will have to pay a huge price for it. It still takes only 2 days for the user to adapt, but the risk of cybernetic brain disease is slightly increasing. Cybernetic brain disease:

As mentioned above, settlers may develop cyber baric disease during the adaptation phase to cyber resistance. There are 2 types of this mode: cybernetic with multiple sclerosis and closed-shell syndrome.



Cybernetic circular disease:

Cybersclerosis is a very rare disorder in which the mechanisms of the brain become hard. It results in memory loss, impaired speech, and ultimately brain death within 30 days. There is no practical cure for this disease, so be careful as you may have to use fur legs.



Closed-shell syndrome:

Closed-shell syndrome is a rare disorder of the cybernetic brain that causes users to fend off others. This is comparable to the trauma of a scientist at Rimworld: patients become specialists in computers and other fields that may be useful. Pain is not fatal.


 


Micromachine therapy

Micromachines can be used not only for cybernetics, but also for the treatment of certain diseases. Naniyev might inject settlers to gain immunity to fight the disease. Naniyev can also be programmed to fight diseases ranging from autonomic abnormalities to organ decay.


Fighting expanded

This mod will be automatically changed upon boot after combat extension and will use the statistics added by this mod. Balance changes have been made to all cybernetic brains affected by CE's increased damage, but we are constantly reviewing feedback on further balance changes in the comments.


Conscience:

You can safely add a game to save it and work with many, if not all, bionic mods.

Enables support for automatic modification of Bionic icons.

All cyber brains, if loaded, use an outdated Elite Bionics Framework platform and have 3 levels of availability depending on the type of cyber brain. thin metal sheath, metal sheath, and improved metal sheath.

Add a workbench and/or patch to improve the tree for EPOE Fork, FSF Advanced Bionics Extension, RBSE, Rbse Hardcore, Greyscythe Bionics Catalog, and Eccentric Technology Core.

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Game Version *

1.4 (3272114598_gits_cyberbrains.zip)