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That would be a bug. Are they your ghouls or are they with an NPC faction? I'll have to look into why that isn't working.
I personally haven't tried it but there shouldn't be any conflicts. There might be some overlap of bionics for some things but you could use Cherry Picker to solve that.
If you read the description of the EMP Shield it explains why that happens. On the technical side the reason that happens is because I don't have a better method to prevent the EMP effect with XML alone. So what happens is it triggers but then its immediately removed. The side effect is your pawn gets technically downed for a moment. I forgot that gear dropping might be an issue since I always use mods to stop that happening.
Unlike the Healing Mechanites the Immortality Core prevents death completely. Even if your colonist's head gets blown off it'll regrow. I left the regeneration value at the same because it already seemed extremely overpowered.
Anyway the changes when Anomaly is loaded is in the file following file.
/1.6/Ludeon/Anomaly/Patches/FSFABE_Anomaly_Replacements.xml
I don't handle combat extended patches. I believe there was one included for this mod in CE but I'm not sure if the patch is up to date. If there's an issue you'll have to talk to them.
The Positronic Brain replaces the brain preventing conditions that affect it like that. Of course the downside is it prevents you from installing brain implants. There's nothing directly for frail. However if you have the Anomaly DLC I believe the Healing Mechanites should heal everything considered a bad condition.
Also sorta similar question, is there also a bionic/implant replacement that deals with frail?
The second issue seems to be down to load order. As for the first issue with the preventVacuumBurns I can't reproduce it with/without YAPEM Core or with/without Odyssey DLC. I get the feeling your copy of Rimworld is not up to date. That stat might only be with the new patch so its throwing an error because it does not exist in your files. Try rebooting your steam client and it should check for updates.
https://pastebin.com/Yq524JAe
If YAPEM is loaded before ABE, we get 2 errors.
XML error: <preventVacuumBurns>true</preventVacuumBurns> doesn't correspond to any field in type HediffStage. Context: <li><statOffsets><ArmorRating_Sharp>1.0</ArmorRating_Sharp><ArmorRating_Blunt>0.5</ArmorRating_Blunt><ArmorRating_Heat>0.7</ArmorRating_Heat><DecompressionResistance
[[FSF] Advanced Bionics Expansion] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationReplace(/Defs/ThingDef[@Name = "BodyPartArchotechBase"]/graphicData/color)) failed
file: C:\Games\Indiv\RimWorld\Mods\2006925330\1.6\Ludeon\Core\Patches\FSFVBE_Vanilla_Recolor_Archotech_Base.xml
If ABE is loaded before YAPEM, we get only the preventVacuumBurns error.
I'm not clear on the restrictions fore initiating a breakup. However the Servitor module uses the same system as Trauma Savant. When fully conditioned they are completely unresponsive to relationships.
Is this supposed to be possible? It's not a big deal, but I wouldn't expect Servitors to engage in such activity, just a bit immersion breaking.
For vanilla camparison I remember having Trauma Savants in relationships forever and they never cared to engage in similar actions, maybe I was just lucky about that.
Alright, thank you.
The reason some implants work is because they are probably not technically implants but hediffs. A bionic replaces the body part, an implant attaches to a fleshy body part and a hediff is just a health condition that can be added. If you have implants in a fleshy part then replace the part it will remove the implants when it replaces it. Not sure what's going on with install order working probably something else happening.
As for the mod I don't use that kind of mod so I don't know of any offhand. I do know there's a couple floating around the workshop somewhere. When it comes to that stuff as I recall specific apparel meets specific title requirements. Also they can want A B C so just having A or C might not be enough to fully satisfy the requirements. So you'll need to check items that fulfil the title and fit within the clothing layers you have.
That's interesting, I can equip boots and gloves without issue already.
I was vaguely remembering a mod like that and was gonna look for it, thanks for the hint.
I figured the Brain was a replacement (since it's listed on the body part on the left side of the hediff), but it's still weird then that I can put certain implants into it, and others not (they are listed on the right side of the hediff).
I also noticed that there's a certain order to the brain implants (not bodypart replacements) to make them work together, some will throw out other already installed implants, but if you instal those afterwards again they will fit in with each other.
Slight tangent:
I also seem to remember a mod that lets you stop pawns from requesting Title specific apparel or get a mood debuff, would you happen to know about that as well? I dunno why, I am decking them out in eltex gear and they still whine about their apparel.
The way Rimworld's bionics is designed to can't install bionics on bionics. The Positronic Brain is a brain replacement so you can't install anything else. This should be mentioned in its description. As for the jewellery issue that's also vanilla Rimworld. Bionics don't actually have multiple parts they are just one piece, an arm only has a shoulder and nothing more. You can grab the mod Prosthetic No Missing Body Parts to fix that. It allows you to equip boots and gloves with bionics and it should work fine with jewelry I think.
https://steamcommunity.com/sharedfiles/filedetails/?id=3203280763
Is this intended behaviour?
Side Note:
I can however instal a Neurostimulator (from RBSE mod), yet I can't instal other modded brainimplants (like Glitterlink from Ushanka's Glittertech Expansion) onto that brain.
Is there a way to make these compatible, or does this need to be handled on their side?
This mod does not add the love enhancer nor does it change anything to do with it. This sounds like a mod issue because I'm pretty sure terrible lovin isn't in the vanilla game.
Having it all in one tab is a good idea and much cleaner than the alternative of having it spread between the two.
I can't really answer that since its related to coding stuff. Hugslib is what people used before Harmony came out. So for some mods I think it would require quite a big rewrite. For others they only used it for the mod settings aspect so it'd be relatively easy to remove.
@Cutiegorgon
I'll give it some thought. Like I said it uses a lot of bionics research from the base game so you'd end up with half of it in one tab and half in the other. It's been a while since I've checked the actual research layout so if nothing else I might be able to rearrange a few things to prevent a mess or overlap in the original tab.
P.S. One last question regarding other mods... Is it really hard to remove "hugslib" as dependency? I've checked some of the mods that had hugslib as dependency and removed it and asked them but they all had different answers. Some said it wasn't a big deal, some said if they knew, they wouldn't have done it...
I've used Xenobionic Patcher myself and its even listed in the recommended mods on this page. To start with I can't code which limits a lot of what I can do. Xenobionic Patcher is done via code and that's what makes it really compatible with stuff. Animals and HAR races have a lot of different body part types which complicates things.
Looking at the files I think I could potentially make something that works in the same kind of way. It would probably be quite a bit of work though. Considering Xenobionic Patcher exists, is a better method and would only need some minor update I don't think it'd be worth me trying to muddle something together.
Looking into it Mlie had it on his Trello and apparently someone just updated it today. Link below.
https://steamcommunity.com/sharedfiles/filedetails/?id=3554676828
I'm not sure if you know, but there is a mod named "Xenobionic patcher". This mod makes all the bionics to work regarding the species you attach it to. So a bionic leg can be attached to vanilla pawn, HAR pawn and even to the animals that have legs. This mod used to be one of my must-have mod since it helped me to keep the mod list smaller. Unfortunately, it's not updated to 1.6 and there hasn't been any response from the modder for a while.
Is it hard to make a mod like this?
With my mods I've kept things in the vanilla research tab since a lot of it links to existing stuff. Personally I find the vanilla research tree becomes a mess once you add mods. I'd recommend using Research Tree (Continued) as it sorts everything into a single visually pleasing and easy to navigate window. There's also a research tree alternative with Dubs Mint Menus which is different but a bit more similar in style to the vanilla research tab.
I haven't tried it but I think Big and Small is designed to allow you to install things in appropriate places.
The Love Enhancer also requires the Flesh Shaping research. If you are using a modded research tree it might be displaying the items weird as if you only need one reseearch.
Looking at the workshop page ABE is listed as pending and being worked on. There's also a text file in the mod files with a ton of stuff for ABE but its inactive currently since it is a text file and not a xml file.
If I recall correctly that issue was caused by De-generalize Work and it was supposed to be fixed by them. I can't do anything about it.