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[FSF] Vanilla Bionics Expansion
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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814.155 KB
2018年6月23日 2時51分
4月20日 16時00分
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[FSF] Vanilla Bionics Expansion

FrozenSnowFox 作成の 1 件のコレクション
[FSF] FrozenSnowFox Mods/Update Info 1.5
27 アイテム
解説
Description

This bionics mod focuses on a very vanilla experience and fills out the numerous prosthetics/bionics/archotechs omitted from the base game. Everything is balanced around vanilla stats, costs, skills and time. Each prosthetic/bionic/archotech changes the body parts efficiency and nothing more. Every part affects only what they are supposed to so there are no weird or whacky bonuses.

The following prosthetics/bionics/archotechs have been added.

Artificial Bone, Artificial Nose, Prosthetic Eye, Prosthetic Hand, Prosthetic Spine, Prosthetic Lung, Prosthetic Kidney, Prosthetic Liver, Prosthetic Stomach, Bionic Lung, Bionic Kidney, Bionic Liver, Bionic Power Arm, Archotech Ear, Archotech Jaw, Archotech Spine, Archotech Heart, Archotech Lung, Archotech Kidney, Archotech Liver, Archotech Stomach.

Royalty Specific (Loaded if you own Royalty)

Drill Arm, Field Arm, both arm types plus the Power Arm will require the research Specialized Limbs.

The artificial part is merely a replacement and offers no advantage over a natural one. The prosthetics and bionics fill out parts omitted from the base game. Prosthetics give 80% part efficiency, bionics give 125% part efficiency and most archotech give 150% efficiency, all of them are comparable to items in the base game. The power arm I added to make the power claw viable for people who no longer have a shoulder.

Ordinarily a power claw can only be attached to a hand, if the shoulder is removed or lost it can no longer be installed. The power arm is a bionic arm with a power claw attached. It is as efficient as a bionic arm (125% efficiency) that deals the same damage as a power claw. It is made using a bionic arm, a power claw and some advanced components.

All Archotech items can only be obtained from quest rewards or from traders.

Mod Settings

The mod settings can be changed in the XML Extensions menu. It can be accessed via the plus icon next to the mod options in the main menu. All mod settings are off by default.

Compatibility

If the Royalty DLC is found Royalty specific changes will be done.

This mod will likely run with other bionics mods like EPOE or Rah's Bionics but it is not recommended. Running multiple large bionics mods will result in duplicate body parts with differing stats. My mods are designed to be run on their own or in conjunction with bionics mods that simply add additional implants.

I've added support for Elite Bionics Framework. If the mod is loaded alongside my own bionic parts will be given a HP bonus. It is however not required and is simply an optional addition.

Vanilla Skills Expanded

If Vanilla Skills Expanded is loaded alongside my own mod the Bionics expertise will be added. This allows all bionics and bionics related items to be crafted faster.

Recommended Mods

Prosthetic No Missing Body Parts
This mod changes how the game checks for hands and feet making it possible to wear items such as gloves, boots and rings on bionic limbs. Check your mod settings for it to ensure all possible bionics are enabled.

Elite Bionics Framework
THIS MOD IS NOT REQUIRED
This mod can be run alongside my own mod. If my mod finds it enabled a HP bonus will be added to bionic parts. To my knowledge and from my brief testing it can be installed and uninstalled without issue.

Xenobionic Patcher
While A Dog Said is the popular choice for animal bionics. Xenobionic Patcher makes bionics a one size fits all. You can install normal human bionics on your animals without crafting, finding or buying separate bionics.

Bionic Icons
Modifies the icons for bionic boxes so you can tell what they contain without clicking on them.

Languages/Translation

Chinese Simplified Translation provided by homet4

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]
The Bionics Table texture was put together by FrozenSnowFox by gluing together Rimworld textures.



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
人気スレッド 全て表示 (2)
17
2024年6月2日 15時24分
ピン留め: Bug Reports
FrozenSnowFox
491 件のコメント
emilstumme 4月23日 9時19分 
Worked wonders! Thanks again! :tabbycat:
emilstumme 4月23日 5時01分 
Thanks a LOT man!! I'll try when I get home <3
Personally I think it's a great idea for you to add an option in your mods settings... But I guess I'm biased in that opinion lol
Either way dude you've really made my day :summercat2023:
FrozenSnowFox  [作成者] 4月22日 15時34分 
@emilstumme
I'm honestly not sure how the game handles it when complaining about this sort of duplicate issue. It might work fine or it might apply things twice. You'd have to test it. If you want to fix it for yourself you only need to open the xml files in notepad and delete the <li> blocks of the offending items. I always space my patches well so you can tell at a glance that each piece is its own thing.

\1.5\Ludeon\Core\Patches\Mods\Elite Bionics Framework

You might want to run the mod from a local copy though to avoid it fixing the files when I update. As for fixing the issue I can't think of a good way to fix it on my end due to MSE2 needing to load after. The only thing I can think of is making the EBF patch optional but that would shift it to requiring XML Extensions. It would also require a separate patch to function. So that's not really a good option for a relatively niche issue.
emilstumme 4月22日 3時35分 
im really sorry to hear that... regardless of whether or not you can fix it, im still grateful that you actually replied with such a detailed and open description of the issue, and that you're taking the time to try :))

sorry if this is a stupid question... but does that mean the mods technically work fine together as intended, aside from the game complaining a bit? I mean they HAVE the value they need right?

either way: thanks a lot man! ill be waiting for more info :dredge_classy:
no rush! I have school anyway. have a great day :))
FrozenSnowFox  [作成者] 4月21日 16時53分 
@emilstumme
I'm honestly going to have to try to think of how to fix this assuming I can because its so unbelievably annoying. The arms already have the Comps field so the hp adjustment can just be added. The legs don't have the Comps field so you have to add the Comps field and the hp adjustment. Both mods are doing this. However, if you add the Comps field or hp adjustment when another mod has already added it it'll throw an error.

Meanwhile the only thing Rimworld offers is conditional patches if thing is true or false do this other thing. Also load order matters and for a mod like Medical System Expansion 2 its probably best to be loaded after my mod since it likely needs to change things. However doing that means my patches should run before MSE2 and won't detect the changes it attempts to do.

Overall its a very obnoxious messy thing to fix.
emilstumme 4月21日 11時11分 
PS: ive posted a similar message on the page of "Medical System Expansion 2", but it doesnt look like they deal with stuff from their comments :(
emilstumme 4月21日 11時10分 
hi! im experiencing an issue when this mod, Medical System Expansion 2, and Elite Bionics Framework are all 3 enabled... remove any 1 of those and its fine!

its seemingly a very small issue.... would it be possible for you to either take a look at it or claim it as incompatible officially?
the issue its claiming is "Config error in ArchotechArm: EBF.Hediffs.HediffCompProperties_MaxHPAdjust: two comps with same compClass: EBF.Hediffs.HediffComp_MaxHPAdjust" that error repeats 4 times for 4 different items:
ArchotechArm, ArchotechLeg, BionicArm, BionicLeg.

ive asked the dev of "Elite Bionics Framework" and he says
"Not directly related to this framework mod, but a simple explanation would be: there is a patching conflict between different EBF-bionics mods, where quite literally the compClass thing is wrongly repeated." im sorry if this is the incorrect way of requesting help D: im pretty new to this stuff...
Thanks in advance! :aphidmeat:
Yefreitor 4月14日 1時55分 
Thank you for the response! I’ll keep your words in mind. By the way, I've always been a fan of your mods. Thanks for all your hard work!
FrozenSnowFox  [作成者] 4月13日 3時35分 
@Yefreitor
I meant ABE itself is more whacky and mad science, especially with more than a few of its items.

It wouldn't really be fair if I said no you can't make things from scratch. Its not like I own the ideas. I also understand its a bit of a silly distinction given its all xml and easy to reproduce. If any issues crop up though as a result of somebody using it with my mod I can say I have nothing to do with it and its not my problem. Any issues should be reported to the author Yefreitor.

I would appreciate it if the title and any labelling of your mod is distinct enough that people don't confuse it as something to do with me. Similar to how the Vanilla Expanded team don't want people labelling things in a way that people attribute it to them. If for whatever reason you still want it closely tied to my mods saying its an unofficial addon should be fine.
Yefreitor 4月13日 3時17分 
I understand. I’ll remove the ABE stuff from my mod. I don’t personally see something like the bionic cleaner leg as particularly whacky or mad science. That’s all I added in my mod, though.

That said, would it be a problem if I made something like that from scratch and added it to my mod?