RimWorld Mods

Cyberpsychosis Mod

Author of the Cyberpsychosis Mod: MrKociak

Cyberpsychosis Mod introduces a cyberpsychosis-inspired mechanic to RimWorld. Non-mechanoid pawns, such as humans and animals, gain a new Biostability need that starts full and passively refills over time. Biostability decreases when pawns receive body modifications like bionics or xenogene implantations. Most values, multipliers, and related settings can be fully adjusted through the mod options.

Cyberpsychosis Mod Features

Biostability Loss

The amount of Biostability lost upon implant installation depends on:

  • Implant / Body Part Replacement: Implants installed into an existing body part have a smaller effect than those replacing an entire part (e.g., bionics).
  • Market Value: Higher-value implants cause greater Biostability loss, calculated as market value ÷ 100, capped at 50 (items over 5000 count as 5000). Adjustable in settings.
  • Pawn Stats: Two new pawn stats affect Biostability loss, influenced by traits like Body Purist and Body Modder, as well as Ideology precepts.
  • Mod Settings: Sliders for global Biostability gain and recovery speed.
  • Mod Extension: Allows applying a custom multiplier to specific implants (e.g., mechlink) when market value isn’t suitable.

Biotech Only: Xenogene implantation loss scales with metabolic efficiency. Cosmetic genes are “free.” Loss cap starts at 35% and increases by 5% for each metabolic efficiency point away from 0, up to 60%.

Biostability Recovery

Biostability can be regained via:

  • Passive Recovery: Regenerates over time, affected by pawn stats and settings.
  • Implant Removal: Refunds most stability lost from installation, reduced with each implant currently installed (adjustable or can be disabled).

Consequences of Low Biostability

  • Mood Debuffs: Below 80%, pawns get a -4 mood penalty. Every 15% drop doubles the penalty, to a max of -64 below 20%.
  • Forced Mental Breaks: Below 60%, pawns have a 20% chance every 2 days to suffer a forced break, ignoring mood. Severity increases below 35% and 20%. Animals only suffer Aimless Wandering, Tantrum, or Berserk. Chance adjustable in settings.

Most implants won’t trigger these effects if Biostability is full before surgery.

Miscellaneous

  • Removing xenogenes does not refund Biostability.
  • Loss occurs regardless of installation method.
  • Going below 0% causes “biodestabilization,” reducing recovery rate.
  • Replacing one body part with another still refunds stability (e.g., swapping bionic arm for archotech arm).

Compatibility notes

Any health condition (“hediff”) based on “ImplantHediffBase” works by default. Unsupported mods are easy to patch—contact the author for support.

F.A.Q.

Is this mod safe to add/remove mid-save? Yes. May cause harmless errors on reload after removal—back up your save.
What about immunosuppressants? Not included for balance reasons. Possible future separate mod. Textures are available for other modders.
Is this mod balanced? Generally, yes, though results depend on your mod list and settings.
What’s the performance impact? Minimal.
CE? >:[

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