RimWorld

RimWorld

[FSF] Vanilla Bionics Expansion
543 Comments
FrozenSnowFox  [author] Sep 12 @ 11:51pm 
@Ja dAttaque
That's vanilla behaviour and this mod does not make any changes to it. A Prosthetic Arm which is also vanilla replaces the shoulder, arm, hand and fingers. If the shoulder is still attached the game might be stupidly considering you replacing the limb rather than giving them a full new limb. There could also be something with Ideology or Traits where they don't like non natural things. It could also maybe be due to the Prosthetic Arm having a worse efficiency than a normal arm.

I haven't dabbled much with patching up NPC pawns with prosthetics so I'm not sure about the specifics of what is allowed and what isn't. There should be a mod or two floating around to remove the restriction if need be although I don't know the name of any offhand.
Ja dAttaque Sep 12 @ 11:42pm 
Am I doing something wrong?
If a prisoner has a missing arm, and I surgically attach a prosthetic arm, I am getting unhappy faction: harmful surgery performed on member.
FrozenSnowFox  [author] Sep 10 @ 4:16am 
@Tatara
Like in vanilla Archotech items can only be found or purchased. They can't be crafted.
Tatara Sep 10 @ 4:13am 
Should we search for the architect part? Because I can't find the 150% effective prostheses in the search table.
FrozenSnowFox  [author] Aug 19 @ 11:06pm 
@the pies belong to me
I didn't add a prosthetic jaw because the denture already provides 80% efficiency which is exactly what the prosthetic jaw should have if properly balanced around the vanilla numbers. Check your medical area is clean, well lit, has a good bed, your doctor has good manipulation and they aren't high on drugs. If all of that is fine you might be lucking out and hitting the 2% chance to fail operations.
the pies belong to me Aug 19 @ 11:02pm 
and my mechanator with like 12 medical skill has ffailed to add a denture like 2 times
the pies belong to me Aug 19 @ 11:01pm 
bro we need a proshetic jaw my colonist has one foot in the grave because his jaw got punched clean off by my mechanator and it takes him 2 in game hours to eat
Zilarrezko Aug 19 @ 8:25am 
@FrozenSnowFox I got everything at the right version and then it happened again but with one of the MUS furniture mods so it was just Steam being poor as you say. Also thanks for all your work on the mods, I dont use all of them but the ones I do tend to have permanent place in my list :)
FrozenSnowFox  [author] Aug 17 @ 2:11pm 
@Zilarrezko
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
Zilarrezko Aug 17 @ 12:21pm 
I think there might be a problem with some of your mods. I tried to download this one and it downloaded the 1.5 version. After unsubscribing and then resubscribing it wouldn't download at all. Then after clearing cache and validating files etc it redownloaded all of my mods and this one finally came back as the 1.6 version but your tweaks mod had downgraded itself to 1.5 instead. Which I'd had happen last week when that one updated and I've not had this trouble with any of the other mods im using.
FrozenSnowFox  [author] Aug 13 @ 8:59pm 
@eighmy_lupin
Yes, I made the decision to have them craftable at the bionics bench.
eighmy_lupin Aug 13 @ 7:49pm 
Are components suppse to be on the bionic workbench?
FrozenSnowFox  [author] Aug 10 @ 2:19pm 
@NeinDao
That simply means it doesn't add random modifiers to bionics like movement speed or blood filtration. It sticks to the vanilla formula where they don't provide any special enhancements beyond efficiency unless they're a specialised bionic.
NeinDao Aug 10 @ 2:16pm 
oh sorry, i got confused by the part where you said that you only wanted bionics to "changes the body parts efficiency and nothing more" i thought you had removed some kind of extra feature from bionics
FrozenSnowFox  [author] Aug 10 @ 2:01pm 
@NeinDao
No, as per the description it adds a bunch of bionics for body parts that don't exist in vanilla.
NeinDao Aug 10 @ 7:01am 
i don't understand. does this mod nerf bionics?
FrozenSnowFox  [author] Aug 9 @ 3:15pm 
@B flat
That's completely fair and its why I have two different versions of the mod.
B flat Aug 9 @ 2:43pm 
Thanks for all your mods, FSF! Weirdly, after having played a while, I prefer this mod over any others, even your own Advanced one. Sometimes a little is better than a lot :D
FrozenSnowFox  [author] Aug 7 @ 3:39pm 
@Demetrio
That's not a bug its more down to how the game selects melee attacks. Each type of melee attack has a chance of being used when a pawn attacks. I can't remember the exact criteria but I believe it was based on cooldown time and maybe damage. In short if you want to force a specific attack its best to limit the amount of melee attacks they can do. In this case it would have been better to not equip the pawn with a Power Arm. As having both means the game will spread out the selection between the two.
Demetrio Aug 7 @ 7:39am 
hi, there is a small glitch regarding the Breach Axe, I usually use it to destroy clusters, but I noticed that it suddenly stopped working, then I tested it on another pawn and it worked just fine. The pawn it didnt work had recently received a Bionic Power Arm. The Breach Axe stopped working around the time I placed the arm on him, and only him have that problem with dealing extra damage to buildings with the breach axe.
Furious_Pixel Aug 3 @ 2:43am 
@FrozenSnowFox Makes sense! thank goodness for the github downloads :)
FrozenSnowFox  [author] Aug 3 @ 2:32am 
@Furious_Pixel
That would only be a temporary fix and it would likely break again the moment I do another update. I've already set up a github for my mods and although its somewhat more annoying I think that's probably the best method for anyone having issues as it ensures they get an up to date version. Anyone having repeat issues should probably just run the mods from local copies for the time being to avoid further problems.
Furious_Pixel Aug 3 @ 2:22am 
Probably not feasible but, would it possibly fix the issue to make a separate upload for 1.6 onwards? ive noticed some modders doing that to sidestep the issue
FrozenSnowFox  [author] Aug 2 @ 7:36pm 
@SmellyFishNuggets
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
SmellyFishNuggets Aug 2 @ 7:35pm 
its 1.6 on steam but not in game?
FrozenSnowFox  [author] Aug 1 @ 3:32pm 
@Leif
I mean that's a vanilla feature. It adds recipes for all the added bionics except archotech since those are not craftable in vanilla.
Leif Aug 1 @ 8:32am 
So does this mod allow you to build bionics?
FrozenSnowFox  [author] Jul 28 @ 3:07pm 
@koimono
Because it is, steam is obviously downloading an old version for you. If you can't get it to update itself properly you can grab a copy from the github linked in the description.
KahirDragoon Jul 28 @ 2:47pm 
@koimono had the same problem but after a while it solved itself and now the 1.6 folder is there. Probably some Workshop things
koimono Jul 28 @ 1:56pm 
why is the mod labeled as updated for 1.6 when it is in fact not?..
ShifterDrifter31 Jul 25 @ 5:43am 
@frozensnowfox

damn competely read over that! exited to try this out!
FrozenSnowFox  [author] Jul 25 @ 5:29am 
@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 Jul 25 @ 5:18am 
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.
Slermish 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!