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Now that you mentioned this, I think the base mod EBF could be improved to clarify the tool power replacement...
It really is 200%, but then the base value is from the human colonist fists.
????
The new value is 16.4, while the vanilla value was 14.
You may unsubscribe without telling me, because this mod is just for demonstration. I don't really care whether people are actually using this mod or not. As long as modders have some sample code to see how it works, along with an easy-to-use demo, then it is fine.
And I have huge error from elite bionics in the log that begins with:
Error while instantiating a mod of type EBF.EliteBionicsFrameworkMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'EBF.Transpilations.Transpiler_DamageWorker_Blunt_SpecialEffects' threw an exception. ---> HarmonyLib.HarmonyException: IL Compile Error ---> System.FormatException: Method virtual System.Void Verse.DamageWorker_Blunt::ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageResult result) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) Verse.DamageWorker_Blunt:Verse.DamageWorker_Blunt.ApplySpecialEffectsToPart_Patch0 (Verse.DamageWorker_Blunt,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult): IL_0262: call 0x000000a1
?
Try unsubscribing and then resubscribing
I would wait for them for the update, because Elite Archotech on this side is only a small demo mod, and I simply do not care too much about Elite Archotech. As long as XML modders can have a look at how the boosting patches are supposed to be made, then is ok.
I assume you are talking about the comps tag-XML...?
I can't be sure that they always exist. Some bionics may have the comps in the base game (eg bionic arm), but it does not stop other mods from removing the comp tag-XML.If the tag does not exist but I add stuff at "hediff/comp", it throws an error
At the same time, the game does not allow having 2 or more comp tag-XMLs under the same hediff, so I can't just blindly "add a comp/stuff" for all hediff, because either the base game or other mods may decide to add a "comp" tag through some of their patches
It is mostly a matter of convenient admin that I do "check exists and then add under it" for all hediff patches
I think there are no problems running this mod in 1.3? Havent been to RW for a long time.
The dependency Elite Bionics Framework not being updated in time is perhaps the real problem that you are asking for.
They are not included; I couldnt imagine how an archotech eye would look like or what it would be made of, and so I couldnt give a good number as to how the archotech eye would get HP bonuses.
(I could imagine the archotech arm and leg to contain tough metals/plasteel and then connected to the torso with many custom nerve endings, but for the eye, I couldnt imagine anything; could it be using a conventional camera? or some other sensor tech? I couldnt imagine)
So you mean the body part appears sth like 30/45, with a description of "+15 max HP"?
This is technically impossible, since vanilla representation of body part HP depends only on injuries. If you have no injuries, your body part HP will always stay at max, regardless of what max value it is.
Unless, could it be that you are using some medical overhaul mods that I am not aware of?
Please do make sure you have also subscribed to the Elite Bionics Framework mod
Thanks anyway!
TIL about this, because I rarely go into the beauty tab or whatever to read the stats...
Maybe lemme think about it, whether to go into this mod or another mod.
Thanks for your mod and consideration!
Should still work for v1.2; rule of thumb is that the mod will continue to work as long as Ludeon did not modify the existing health system by too much.
It aint efficient to post an update that only contains the inclusion of a new version number in the info file, but your comment has helped me remember something I haven't finish about this mod that I put down a while ago...
... you should go to the Elite Bionics Framework workshop page for that
But I can tell you, nope, no option for that right now.
There are two ways to use the Framework that I can think of:
1. New "archotech" items for each relevant mod that increase body part max HP
2. Modify existing items to give the increased body part max HP effect (this mod is doing this)
It's hard to get a full list of those bodypart/bionic mods out there. And knowing that I have some perfectionist tendency, I'm avoiding making the patches myself to avoid wasting a lot of time to fine-tune the details.
And, to get the balance correct, I will have to know a lot about the mods myself. Then, in this case, it would seem like the mod creators (or volunteers) themselves are better candidates for patch making because they know everything about the mods right at the get go.
So, use and support those "unofficial" patches for now! I have no intention to "outlaw" or denounce those patches, everyone can benefit from them anyway; the creators and users get more choices, the patch-makers get modding experience, and I get more attention.
Spread the word and the gospel...
Just to make things clear, the Elite Bionics Framework does the magic of increasing body part max HP.
This mod is simply an example of what can be done.