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RimWorld

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[FSF] Advanced Bionics Expansion
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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5.008 MB
Feb 25, 2020 @ 12:53am
Oct 13 @ 2:26pm
203 Change Notes ( view )

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[FSF] Advanced Bionics Expansion

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

This mod includes my other mod Vanilla Bionics Expansion which fills in all the missing vanilla prosthetics, bionics and archotech so it's not required. This mod expands the scope past the normal vanilla bionics. It adds a new set of advanced bionics with 150% efficiency and a number of different implants that can be installed in various locations. To craft them you must research new ultra tech research projects (Tech Prints are required if you have Royalty). Advanced bionics generally cost double their normal counterparts.

The vanilla Archotech that was previously at 150% efficiency is now 200% efficiency. It is now truly beyond human comprehension as the tooltips suggest. It's extremely powerful but also extremely rare and expensive.

List of Vanilla Bionics/Implants

This mod includes everything from my mod Vanilla Bionics Expansion which fills in missing prosthetics/bionics/archotech such as Nose, Ear, Eye, Jaw, Arm, Spine, Heart, Lung, Kidney, Liver, Stomach and Leg. It adds a new tier Advanced Bionics as well as a number of more unusual parts for Advanced Bionics and Archotech.

A full list of bionics/implants can be found in the pinned thread here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Elite Bionics Framework Additions

If Elite Bionics Framework is loaded alongside my own mod all bionics will have a HP bonus. This mod is not required it is simply an optional addition. Below is the logic of the HP bonuses.

Bionics +25% HP
Advanced Bionics +50% HP
Archotech Bionics +100% HP
Durable Bionics +25% HP on top of bionics tier (Total of +75% HP)
Fragile Bionics -25% HP on top of bionics tier (Total of +25% HP)

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.

Compatibility

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.

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.

Credits

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

Link to Non-Steam downloads for my mods.
Github[github.com]



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

[ko-fi.com]
Popular Discussions View All (7)
152
Oct 5 @ 6:11pm
PINNED: Bug Reports
FrozenSnowFox
75
Sep 13 @ 3:15pm
PINNED: Feedback and Suggestions
FrozenSnowFox
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Nov 11 @ 12:41pm
Git repository
Annemie
976 Comments
SmellyFishNuggets Dec 2 @ 8:51pm 
ahh, its okay
FrozenSnowFox  [author] Dec 2 @ 5:42pm 
@SmellyFishNuggets
Ah the sunlight gene sensitivity stuff is something else entirely. It causes the persons skin to react due to the UV radiation. The darklight module was made before Biotech and its supposed to just filter a person's vision changing sunlight to darklight to fit Ideologies to remove the negatives from being in sunlight.

Changing the bionic to handle sunlight related gene stuff would be cool. However, I get the feeling this would probably require coding so I'm afraid its beyond my skillset.
SmellyFishNuggets Dec 2 @ 5:27pm 
no its not the ideology sunlight thing, i never knew it existed anyway shes a dirtmole so its natural
FrozenSnowFox  [author] Dec 2 @ 1:26pm 
@SmellyFishNuggets
You are referring to the ideology sunlight sensitivity debuffs yes? Its bonuses should offset the ideology debuffs when in the sunlight. If that's not working then there must be an issue with it. It's been a long time since I've tested it or used it.
SmellyFishNuggets Dec 1 @ 7:56pm 
your darklight module bionic didn't take away her sunlight sensitivity debuff :(
FrozenSnowFox  [author] Nov 22 @ 1:03pm 
@Starlight-Ellie
Yes enemies can spawn with the bionics although I don't think there's too high odds of that in vanilla. If you really want enemies to spawn with high end bionics you'll want a mod like Compressed Raids to enhance them with bionics.
Starlight-Ellie Nov 22 @ 9:56am 
The enemies could spawn with the bionics of the mod? and if that's the case, can spawn with archotech bionics? (I assume that last thing is not the case but who knows)
Starlight-Ellie Nov 22 @ 9:50am 
With how many bionics i have with mods, using this would make them look more like a mechanicus from warhammer
FGK Nov 4 @ 12:04am 
@FrozenSnowFox I see! Thank you so much for the help and time!
FrozenSnowFox  [author] Nov 3 @ 11:38pm 
@FGK
I don't think there was a specific reason for them not being stackable. I think I just set it to match bionics which are non stackable without a stacking mod.