RimWorld

RimWorld

[FSF] Vanilla Bionics Expansion
513 Comments
ShifterDrifter31 23 hours ago 
@frozensnowfox

damn competely read over that! exited to try this out!
FrozenSnowFox  [author] 23 hours ago 
@ShifterDrifter31
As per the description Advanced Bionics Expansion already includes Vanilla Bionics Expansion. You can also switch seamlessly from VBE to ABE since ABE directly uses VBE's files then builds upon them with new stuff.
ShifterDrifter31 23 hours ago 
this mod is not compatible with you advanced bionic expansion says the game? is there a way to combine them?
FrozenSnowFox  [author] Jul 21 @ 3:37pm 
@Salt Dagger
Based on the description of the Neurocalculator I think it'd be a bit of a stretch to include it so I don't think it fits. As for Piloting ability I'm pretty sure Odyssey added an implant for it.
Salt Dagger Jul 21 @ 8:56am 
Considering there are other DLC interactions for implants in this mod, could I make a suggestion for a new addition? The neurocalculator helping piloting ability along with research speed seems like it'd be a neat addition.
rinfin Jul 19 @ 4:59pm 
Well.. it fixed. Now you can download!
rinfin Jul 18 @ 11:56pm 
Yeah, Me either. version warning. I experience same thing from some other mod(repair items). some people says about steam's bug or whatever..... Anyway, It's old version for sure.
Yutoe Jul 14 @ 9:04pm 
Can confirm as i have manually deleted the mod file, redownloaded it, and verified the files, says i was missing 1 file, mod still comes up as an out of date mod, when looking in the folder for the mod, there is no 1.6 folder, BUT, can confirm that the mod does work as i see the new bionics in the game and can use them
FrozenSnowFox  [author] Jul 14 @ 3:21pm 
@Axira
I physically cannot upload a wrong version because the version I upload is the local version I play the game with. I don't do the github thing like a bunch of other modders. I also checked the workshop download just now and the files are in fact fine. I'm sorry to say its a steam issue on your end.

Manually deleting your mod files and verifying the game files should hopefully force steam to download them properly. Beyond that I can't offer any help. This issue isn't just from my mods on discord someone mentioned people were getting copies of mods they weren't even subscribed to anymore.
Axira Jul 14 @ 12:06pm 
@FrozenSnowFox

All of my other 1.6 mods downloaded and display properly within rimworld as 1.6

Your two mods are the only ones not displaying as 1.6, I know you stated that it has in fact been updated to 1.6, however something is wrong on your end. its not steam, you have uploaded an old version. No one else is having this trouble.
FrozenSnowFox  [author] Jul 13 @ 11:54pm 
@PotatoLad
The actual mod is 1.6 but your copy is no doubt what you see in game. Steam has been screwing up downloads since yesterday for whatever reason causing it to download outdated mod files. You can try manually deleting the mod folder and verifying your game files that should hopefully force it to redownload them and fix the issue.
PotatoLad Jul 13 @ 11:47pm 
Minor thing, the steam page says 1.6 compatable but rimworld only says 1.5. Havent tested it but I'm not too sure which one to trust.
FlareFluffsune Jul 13 @ 1:28pm 
Thanks for explaining, for someone who likes to stack 10000% multipliers for fun and stupid, wacky is my thing.
FrozenSnowFox  [author] Jul 13 @ 1:27pm 
@FlareFluffsune
The vanilla version is very vanilla friendly only adding the missing bionics. The advanced version is a complete overhaul, adding a lot of new bionics, adding a new tier at 150% efficiency and changing archotech from 150% efficiency to 200%. Not everyone wants a heavy bionics expansion with lots of powerful and possibly wacky things so there's two different versions.
Lama man Jul 13 @ 1:01pm 
no wait it's likely the Scaling of the stats
Lama man Jul 13 @ 1:00pm 
i think it's that advanced has Royalty support
FlareFluffsune Jul 13 @ 11:27am 
Whats the different between Vanilla Bionics Expanded and Advanced Bionics Expanded?
FrozenSnowFox  [author] Jul 12 @ 2:43pm 
@Hawkefire
That's probably unlikely to happen especially anytime soon. I don't use the mod so I have no idea how it works and I have no idea how to patch things for compatibility. Realistically it would be easier for the dev to create a patch if they're willing to do so.
Hawkefire Jul 12 @ 1:47pm 
Any chance for compatibility with the mod Medical System Expansion 2? I really like how that mod modularizes the limbs
Loserlord71 Jul 4 @ 11:00am 
Flimsy organic organs felt so limiting, I absolutely love this mod pack!
FrozenSnowFox  [author] May 30 @ 3:36pm 
@LouIdZarcs
Because in Rimworld noses don't do anything besides affecting beauty and there's already two available options the Artificial Nose included in this mod and the Aesthetic Nose included in Royalty.
LouIdZarcs May 30 @ 8:38am 
Why no archotechs nose ?:steamsad:
emilstumme Apr 23 @ 9:19am 
Worked wonders! Thanks again! :tabbycat:
emilstumme Apr 23 @ 5:01am 
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  [author] Apr 22 @ 3:34pm 
@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 Apr 22 @ 3:35am 
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  [author] Apr 21 @ 4:53pm 
@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 Apr 21 @ 11:11am 
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 Apr 21 @ 11:10am 
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 Apr 14 @ 1:55am 
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  [author] Apr 13 @ 3:35am 
@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 Apr 13 @ 3:17am 
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?
FrozenSnowFox  [author] Apr 13 @ 2:17am 
@Yefreitor
After thinking about it I'm sorry to say my answer is still no. Even with a dependency on VBE it's still taking pieces out of ABE and letting someone else release it as a mod. I'd rather not encourage this behaviour especially since doing so could cause it to repeat in the future. I've put in a lot of effort to create and maintain a Vanilla friendly version and a bit of a more whacky mad science version. I'd rather not have things diced up into even smaller pieces managed by myself or others.

If you want to make changes like this for yourself that's fine but I don't want them circulating in the community.
Yefreitor Apr 13 @ 1:44am 
Although I haven’t worked on the mod settings yet, I’d be glad to share the files with you in case you’d like to take a look yourself.
Yefreitor Apr 13 @ 1:40am 
Just to clarify in more detail — my mod is not a standalone mod; it requires VBE as a dependency. It's simply a submod, so the title will likely be something like "Vanilla Bionics Expansion Extended." The only parts I’m using from ABE are the Specialized Bionics, and I’ve adjusted their statOffsets to better match VBE’s balance.
FrozenSnowFox  [author] Apr 13 @ 1:27am 
@Yefreitor
By that do you mean you want to copy some things from ABE and upload it as a mod? If that's the case then no I'm sorry I do not want to allow that. If you want to upload a mod that adds new bionics that rely on VBE/ABE, or do changes to VBE/ABE that's perfectly fine. However I don't like the idea of someone cutting out pieces of my mod and uploading it separately. I also imagine that kind of thing is just going to cause issues down the line in one way or another.
Yefreitor Apr 13 @ 12:07am 
May I ask if it's okay to upload a submod that adds some prosthetics from ABE, along with some other features?
FrozenSnowFox  [author] Mar 27 @ 9:36pm 
@superarim
I don't use Combat Extended and I also don't provide compatibility patches for it. If its causing errors it sounds like the patch they include with Combat Extended is outdated and needs updating.
superarim Mar 27 @ 9:34pm 
do you get error with combat extended mod?
FrozenSnowFox  [author] Mar 23 @ 2:09pm 
@lostormisplaced
Thank you, I'm glad you enjoyed it.
lostormisplaced Mar 23 @ 8:32am 
You get an award just for the funny cover
batatafritada Mar 5 @ 5:59pm 
I love the mod, but since you are adding so much archotech parts, it would be nice to have them have a better colour in the health menu. I think it feels too dark.
FrozenSnowFox  [author] Jan 29 @ 12:13pm 
@Dersh
I'm aware you never had both enabled I was merely confirming you really don't need to. Anyways these are all errors relating to adding UI icons to the recipes. Both ABE and VBE have this feature so if one should error the other should too. This is likely down to adding a mod that adds UI icons to existing recipes and also load order.

When you switched to ABE you probably loaded the UI icon mod after ABE. The ui icon mod probably adds them in a different way to my patches (probably code). So if ABE is loaded first it sees that the recipes already have icons and skips them. Where beforehand the mod was adding the icons and then my patch was running resulting it in it being added twice and causing errors.
Dersh Jan 29 @ 10:21am 
So yeah got the errors again. You can find the uploaded log file here:
https://gist.github.com/HugsLibRecordKeeper/e07153da766e350106bd2b4f70229223

Also for reference, I have all DLC currently available and enabled.
Dersh Jan 29 @ 10:11am 
@FrozenSnowFox Your misunderstanding. I never had both enabled. I had a lot of errors that I couldnt get rid of so I switched from [FSF] Vanilla Bionics Expansion to [FSF] Advanced Bionics Expansion.

I will resubscribe to this one and provided its not just needing to unsubscribe and resubscribe as you mentioned, If I still get the errors I will post a copy of generated logs in the bug reports discussions.
FrozenSnowFox  [author] Jan 27 @ 4:39pm 
@Dersh
Yes my mod Advanced Bionics Expansion include Vanilla Bionics Expansion and uses the majority of its files as the base which is then expanded upon. So there's no reason to have both enabled as it will only cause errors.

I would like to see a proper log just to know why its erroring in case its something I've missed. Considering it hasn't been reported before it could simply be an issue on your end. Maybe some of the files got messed up or something. You could try unsubscribing and resubscribing to the mod or verifying the game files.

With the mod Hugslib you can link a Hugslib log by clicking the Share button on the logging window, uploading the log and sharing the link here (or the bug reports thread). It's also helpful if you include which dlcs you own.
Dersh Jan 27 @ 9:38am 
So with this mod loaded I get I get a several page wall of red error text when I am at main menu. I could never fix it.

But with your other mod [FSF] Advanced Bionics Expansion and the exact same other mods loaded I don't get any error text. So I've switched to your other mod, additional features are always nice too.

If you need additional info (like logs) let me know. But as far as I understand [FSF] Advanced Bionics Expansion incorporates all the features of [FSF] Vanilla Bionics Expansion
FrozenSnowFox  [author] Jan 26 @ 1:48pm 
@Axxux
Sorry I have no clue how to patch stuff for CE and I don't intend to make patches to support it. It would be better to ask the CE team to update their patch. I haven't tried it but you should be able to remove it without too much issue. It'll likely throw some errors. Just make sure to make a backup save and remove any bionics from people before removing it.
Axxux Jan 26 @ 1:23pm 
also can i remove it safely from my save?
Axxux Jan 26 @ 1:22pm 
:( could you done one :pray: (there is old one but it shows errors)