// Weapons Β· RimWorld Mod

Mindjack: Unique Weapons Enhanced

About Mindjack: Unique Weapons Enhanced is a mod that aims to expand on the Unique weapons added by Odyssey by adding the Mindjack mechanic, a system inspired by biocoding and weapon bonding.










About



Mindjack: Unique Weapons Enhanced is a mod that aims to expand on the Unique weapons added by Odyssey by adding the Mindjack mechanic, a system inspired by biocoding and weapon bonding. Pawns can connect to the rudimentary weapon AI by connecting their Mindjack implant to any unique weapon's port, enhancing their combat abilities as well as their consciousness.



Lore



Far before the time of Archotechs and Mechhives, our understanding of AI and its true capabilities was infantile. Calling it AI would be considered a joke nowadays, as it was as far from intelligent as it was from self-aware. Still, new applications for this β€œAI” were everywhere, so it was only a matter of time until it made its way into military applications. Crude by today's standards, a rudimentary combat AI was installed on customized weapons to try and enhance their effectiveness, but another piece of the puzzle was missing.

Enter: the Mindjack. An arguably crude though definitely effective implant, installed directly into the user's brain, allowing the AI to register to the user's unique neural architecture, enhancing both the AI and the user’s combat effectiveness, at a cost. While not dangerous on its own, removal of the Mindjack is impossible, as any attempt at surgically removing the device would result in irreparable brain damage, and in most cases, instant death.
Eventually, that technology was lost to time, surpassed by ultratech and glitterworld military technology ubiquitous today. However, in distant rimworlds, these weapons can still be found, be it in the hands of now awoken ancient warriors or in the armories of colonists struggling to survive. Though, installing the Mindjack is a permanent mark on someone, following them until their death, and poses a difficult question β€” Is it a good decision to jack in to a weapon? What if something better comes along the way? What if your colonist dies and you’re stuck with an ineffective tool? The weight of this decision falls on you; In the Rim, every bullet counts.



Features



  • Craft a Mindjack by researching Microelectronics, or find it as loot or in the inventory of merchants. As long as you have the implant, it can be installed on any pawn.
  • The Mindjack is a permanent brain implant that cannot be removed, but when unregistered and on its own it is harmless.
  • Registering a weapon will set its quality to Good if it was of any higher quality β€” However, as long as the pawn has their registered weapon equipped, its quality will be Legendary, regardless of which quality it was before.
  • Unique weapons can only ever register to a single user: If the user dies or the registration is formatted, that weapon cannot be registered to a new user, and will be stuck at Good or lower quality instead.
  • When the pawn has their registered weapon equipped, they will also enjoy a flat 10% bonus to their Consciousness.
  • The Mindjack can only support a single registered weapon at a time. However, you do have the option of formatting the mindjack to allow a new weapon to be registered. This process takes several days and negatively affects the pawn’s consciousness by keeping it at 90% maximum.
  • Become a victim of a Mindjack raid, led by a raider holding a registered weapon. If you kill them, you still get a Good quality Unique Weapon. However, you might want to consider keeping them alive, and get the most out of the weapon once you get your hands on it




FAQ



Is supported?
Yes and no! Compatibility with unique weapons comes out of the box, assuming they are using the vanilla method for generating them. However, in order for Mindjack raiders to have the capability to spawn with those weapons, they must be patched individually. This also applies to Neolithic or Medieval style weapons, such as bows, as they are not intended to spawn with a port.

CE?
I don't use it myself, but a friend tested it on her CE colony and it seems to work fine. Use it at your own risk.

Okay but what if it doesn't work?
Well, I don't plan on adding official CE support.

Can you at least patch ?
If enough people ask, I'd be more than happy to!



Currently patched mods


Mindjack should be loaded AFTER these mods
  • Vanilla Weapons Expanded
  • Vanilla Weapons Expanded - Quickdraw
  • Alpha Armoury




Upcoming features


  • Mod options to increase customizability of player experience, including optional balanced and unbalanced changes
  • Personality Module, granting unique buffs depending on weapon traits




Credits


Code is available for use on Git Hub, and is very well documented. Feel free to use it as you learn modding, or for releasing your own additions to this mod. Please do not redistribute the code or the mod or try and claim it as your own.
https://github.com/toomanywyrms/MindJackMod/tree/main

Art for the Mindjack implant and art used in this workshop page are made by the wonderful ItsHalno. Support them on https://ko-fi.com/itshalno
Preview art created by the incredibly talented Immortalus. Support them on https://ko-fi.com/immortalus



Special thanks


Rimworld discord for helping me make this mod a reality, and being patient as I learn the ins and outs of Rimworld's C# and XML structure
Halicade for helping with testing
Jessi for sacrificing her save file to test the mod mid playthrough