RimWorld

RimWorld

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Bionix Automator
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Mod, 1.5, 1.6
File Size
Posted
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1.068 MB
Oct 30, 2024 @ 9:29am
Jul 8 @ 9:41am
11 Change Notes ( view )

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Bionix Automator

Description
Bionix Automator

in-game description:
"In the advanced Glitterworlds where human technology is at its highest, the Bionix Automator stands as a pinnacle of medical innovation. This advanced device automates the complex and delicate process of installing bionic parts into human bodies. Developed by a coalition of humanity’s brightest minds, the Bionix Automator ensures that every procedure is precise, efficient, and safe.

The Bionix Automator is a sleek, multi-functional unit housed in a reinforced alloy casing. It features a sophisticated array of robotic arms, each equipped with a variety of surgical tools, sensors, and sterile applicators to ensure perfect surgery with no chance of failure."


It's an end-game device. Whether you’re trying to enhance your colonists with bionics, ensure your “volunteered” laborers have the correct equipment to do their job better, or just pumping vat-grown soldiers with bionics to give them an edge over the enemy, this device will meet your needs. These soldiers lack the upbringing of a normal Rimworld child.

Later in the game, if you like big colonies and have an abundance of resources, you can add multiple implants and prostheses for each pawn. Assigning the bills for each surgery manually, one by one, can become tedious, especially when you have 20+ items to add. Surgeries might take a few days to finish, considering breaks, feeding times, and failure chances.

This machine can save you time, save your pawns' time, and eliminate the failure chance.

Step 1: Create a preset. Through the manage preset button, create a new preset, name it, then list all the bionics/implants you want through the interface. Once all items are chosen, close the UI.

Step 2: Select the preset and order pawns to start loading.

Step 3: Pawns will start hauling the bionics and medicine required to the device.

Step 4: Once all items are loaded, use the button or select the pawn directly to send them to the device to start the operation.

Note: Through the mod options, there is a modifier for the device work time. 100% is normal, 200% takes twice as long, 50% is half the time.

planned updates:
UI adjustment
ability to carry pawns ( downed, prisoners... etc) to the device
add custom races support
accept and apply bionics/implants with quality tags
auto-refill device after finishing an operation
ghoul support
extract/remove implants
new UI


Incompatibilities:

Medical System Expansion - wholly breaks the mod.
HAR - Haven't tested nor do I use it.
Pawns that don't have baseline body( e.g. 4-armed humans, snake bodies etc.)

XML and C#: Nalzurin
Would like to thank Anthitei for the amazing art work.
Mod were commissioned by Zeues.
Want to commission a mod and need a coder? DM me here or on discord (nalzurin)
Popular Discussions View All (5)
47
Aug 20 @ 5:57am
PINNED: Issues go here
Nalzurin
15
Nov 14, 2024 @ 1:57am
Unable to use Bionix Automator
Sarus
9
Nov 25, 2024 @ 8:23am
unable to get colonists out
Financial-potat
124 Comments
WTFGustavo Oct 19 @ 5:28pm 
Can it also remove organs? ;-)
RyuGyo Oct 11 @ 6:23am 
Hello! Is there any possibility of returning the parts taken from the settlers? Sorry if this was asked before.
Selmephren Sep 23 @ 4:26pm 
I was thinking about doing a solo mechinator run and this would be invaluable.
ItsBobu Sep 11 @ 11:28am 
Is there an option to use glitterworld medicine instead of regular medicine? Between stealing glitterworld meds from modded factions and using glittertech to upgrade all of my regular medicine, I am at a surplus of glitterworld medicine. Suffering from success you can say.
Askesis Sep 3 @ 8:27am 
I love this, so so so much. It's such a timesaver when you've got multiple mods with implants, and I absolutely *love* that it tells you what is incompatible.

On that, could you consider adding an 'i' button to show the information for each implant? That way if there is a conflict I can have a look see without having to come out of the menu.

Also, it would be fantastic if you could copy the preset and import it into crafting benches, or maybe even a universal implant crafting bench that can do that?
Eclipse Aug 25 @ 12:03pm 
Is it 100% success?
Bard Aug 14 @ 1:24pm 
not sure if it's because of some re-texture mod or something, but when I create a preset all the item icons are HUGE and it's pretty hard to use https://i.imgur.com/WHlT8v1.png
NuanKi Aug 14 @ 12:21pm 
Could it be possible to add a way to only see the implants you have stored, or see the number of implants available?
Green Slime Aug 5 @ 8:23pm 
Seems to break how Elite Bionics Framework works. Installed an archotech arm using this mod, it didn't add in the module slots from EBF.
Somboung Jul 23 @ 9:47pm 
machine seemingly doesnt need any implants to work which lets me put any implant into a colonist for free without even having the implant which is pretty overpowered