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GiTS Cyberbrains modification

3
Mod version:1.4 - 1.5
Game version:1.4
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About This Mod

This bionics mod adds 23 new cyberbrains from the world of Ghost in the Armour. These are advanced brain modifications 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 significantly increases the mental abilities of the user. In addition, the cyberbrain can gain access to a network database to relieve pain and gain bonuses for work and combat. Some specialized cyber brains can even create a combat network and give combat bonuses to anyone within range.


Since this mode mostly adds cyber brains, the use of other bionic modes, such as EPOE-Forked, is also supported and encouraged. We tried to balance these mods as much as possible and added various patches to improve the integration of this mod with other mods.


What's inside.

Maud adds a new research tree, new resources with multiple applications, eight cyber brain abilities giving different buffs, two cyber brain diseases and, of course, 23 new cyber brains.


Cyberbrains mostly give bonuses to awareness, manipulation, exploration speed, and learning speed. However, many of them specialize in different niches, providing bonuses/abilities for their niche, ranging from cooking to fierce white combat.


To create a cyber brain, you first need to study the corresponding project in the GiTS research tree. The table of crafts will then be able to produce micromachines and cyberbrains that require micromachines. After creation, only the installation of the cyberbrain is required. Make sure your colonists are familiar with medicine and crafts, as such advanced neurotechnology requires at least a certain skill.


Types of cyberbrains



Basic Cyber Brain:

It is the simplest cyber brain, with few flaws, because much of the brain remains intact. When installed, they receive small bonuses to awareness, control, and learning speed. They also gain access to the network and for a while receive a speed bonus. After installing the cyberbrain, the user will need about a day to adapt to it.



Advanced Cyber Brain.

At this stage, only about 20% of the human brain remains. This is an overall improvement over the basic cyber brain, with exponentially higher bonuses. However, at this stage, drawbacks begin to appear. It takes about two days for users to adapt to the cyber brain, and during this time they have only a small chance (less than 1%) of contracting cyber brain disease. In addition, the psyche begins to exhibit heightened emotions, which leads to a defective mental state.



Specialized Cyber Brain (Combat bonus 8, Profession bonus 11):

This mod has a total of 19 cyberbrains, similar to improved cyberbrains, but with unique bonuses and abilities for certain niches of work and combat. Most settlers will choose this type of cyber brain. This is due to the fact that at this stage the risks and disadvantages are quite surmountable, and the additional "advanced" option allows you to gain more abilities.


Extreme Cyber Brain (Combat bonus 1, Work bonus 1):

This mode contains two cyberbrains that replace up to 97.5% of the human brain. This level of cybernetization is something to think about before you make a decision, and it is very useful for those who can make decisions, but harmful for those who cannot. The capabilities and benefits of these cyber brains will not be matched by any other, but they will come at a considerable cost. Users still need only two days to adapt, but the risk of contracting cyber-brain disease is slightly increasing. Cyberbrain disease

As mentioned above, during the adaptation phase to the cyber structure, colonists may suffer from cyber brain diseases. There are two diseases of this MO: cyberbrain sclerosis and closed-shell syndrome.



Cyberbrain sclerosis

Cyberbrain sclerosis is a very rare disease in the cyber brain in which the patient's brain tissue begins to harden. This results in memory loss, speech suppression, and ultimately brain death within 30 days. There is no practical treatment for this disorder, so care must be taken because spoilt serums may need to be used.



Closed-shell syndrome.

Closed-envelope syndrome is a rare cybernetic brain disorder in which a user becomes shielded from others. Similar to savant disorder in Rimworld, when a patient becomes a savant in computing and other niche utility areas. The disease is not deadly.


 


Treatment with micromachines.

Micromachines can be used not only for cybernetics, but also for the treatment of certain diseases. Nanites can be administered to settlers to boost their immunity against diseases. Nanites can also be programmed to fight a range of diseases, from food poisoning to organ breakdown.


Combat Expansion.

This mod self-corrects when booting after Combat Extended and uses stats added by this mod. Due to the increased damage from CE, all affected cyberbrains have been rebalanced, but feedback on further balancing is welcome for your comments on further balancing in the comments section.


Compatibility.

It is safe to add to game saves and works with most, if not all, bionic mods.

Support for AUTOMATIC Bionic Icons mods is also included.

All cyberbrains use Elite Bionics Framework if they are loaded, and have three levels of strength depending on the type of cyberbrain: a thin metal sheath, a metal sheath, and a reinforced metal sheath.

Includes patches that add workbenches and research trees for EPOE-Forked, FSF Advanced Bionics Expansion, RBSE, RBSE Hardcore, Greyscythe Bionics Catalogue, and Eccentric Tech Core. Includes.

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Game Version *

1.4 (GiTS_Cyberbrains.zip)