Last update: 21.09.24.
Reason: Update mod to version: 18.09.24
This bionics mod adds 23 new cyberbrains from the world of Ghost in the Shell! These are advanced changes to the brain where micromachines graft microcircuitry to organic tissue, and creates a hybrid of the original brain tissue with cybernetic components. The end result is superior to the original in everyway- and will boost the user's mental capabilities greatly. Additionally, cyberbrains will allow the user to dampen felt pain and obtain specialized work or combat bonuses by accessing net databases. Some specialized cyberbrains are even able to establish a combat network, providing combat buffs for anyone in range.
As this mod mainly adds brain cyberware, I've made sure to add support and encourage the usage of another bionics mod such as EPOE-Forked with this one. I have tried to balance around these mods the best I can, and also added various patches to increase integration between this and others!
This mod adds a new research tree, a new resource with multiple applications, 8 cyberbrain abilities giving various buffs, two cyberbrain diseases and of course 23 new cyberbrains!
Cyberbrains primarily provide bonuses to consciousness, manipulation, research speed and learning speed for all. Many however will specialize into a variety of niches and provide bonuses/abilities for said niche, from cooking to brutal melee combat.
To make a cyberbrain, you will need to research the appropriate projects in the GiTS research tree first. After this, you will be able to produce micromachines at a fabrication table along with cyberbrains- which require micromachines to be produced. Once completed, all that is required is a surgery to install the cyberbrain. Such advanced neurotechnology requires at least a decent skillset, so make sure your colonists have passable medicine and crafting!
As mentioned above, during the adaptation phase of cyberization a colonist may contract a cyberbrain disease. This mod features two, Cyberbrain Sclerosis and Closed Shell Syndrome.
Micromachines are not just for cyberization and can be used to treat some conditions! Nanites can be administered to colonists to boost their immunity in order to combat diseases. Additionally, nanites can be programmed to combat a variety of ailments from food poisoning to organ decay!
This mod will self-patch when loaded after Combat Extended and will take advantage of stats added by it. Balancing changes have been made for all cyberbrains affected due to CE's increased damage, but feedback is always accepted on further balance changes in the comments.
Added mod support for Mlie's Alternate Research Projects! Some Cybernetics tree projects now have alternates from both vanilla and other supported bionics mods.
01.08.24 (1.4-1.5)
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