// Management · RimWorld Mod
CerebrexNode new ability TakeControll
CerebrexNode: Take Control Adds a new ability to the Cerebrex Node: take control of an enemy mechanoid!
CerebrexNode: Take Control
Adds a new ability to the Cerebrex Node: take control of an enemy mechanoid! Compatible with existing systems (Mini Note: see the note). Simply equip the Cerebrex Node on your mechanitor and you'll gain the power to hack and control enemy mechs. I tried not to add unbalanced mechanics... because they were hard to make :P (Note: The new ability will only appear on Cerebrex Nodes created after installing or updating this mod. I recommend using dev mode if you already have a CerebrexNode, I won't tell anyone... 🤫)Features
- New ability: "Take Control of mechanoid" – Hack and recruit a hostile mech for your colony.
- Works with: The Cerebrex Node apparel.
- Cooldown: 3 days.
- Requires: Biotech DLC and Odyssey DLC.
How to use?
- Equip a Cerebrex Node on your mechanitor.
- The new ability will appear alongside the others.
- and that's it :C ...
⚠️ Important Notes
- The ability does not work on mission mechanoids.
- The new ability is only available on Cerebrex Nodes created after installing or updating this mod.
- Existing Cerebrex Nodes in old saves will not gain the new ability. To get it, craft, spawn, or buy a new Cerebrex Node.
- Removing this mod from an active save may break existing Cerebrex Nodes. Destroy them before uninstalling the mod.