RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
956 Comments
B flat 11 minutes ago 
There seems to be a bug with Reproduction controller's pregnancy where it spawns a ton of babies (like 10 in a row). I remember the cloning mod had a similar problem. I haven't tried actually waiting, just forced it to end via dev mod's gizmo though.
I also hope something can be figured out for xenotype's name, as even with genes that force all genes to be inherited, the name of the xenotype is still always "baseliner" (despite having all the correct genes). I noticed that in mods like WVC genes or Alpha Genes or even universal IVF (where you basically impregnate yourself), the xenotype's name follows the mother's.
I've been looking for a good gene for a controllable pregnancy without a partner, but this implant is still the best all around, just those damn bugs.
Whiskey Fool 10 hours ago 
I made an attempt to isolate the problematic mod. It seemed like it was the Re-texture Mod Bionic Icons, but when i reinstalled the mod to double check that it was causing it, the effect disappeared and all the Description texts returned.
I have no fucking idea. whatever it was problem got fixed by reloading all the mods.
l0v3rm4n69420 17 hours ago 
True
FrozenSnowFox  [author] 18 hours ago 
@l0v3rm4n69420
If you have issues with duplicate bionics you can use the mod Cherry Picker to remove the ones you don't need/want.
l0v3rm4n69420 21 hours ago 
Can we get a version of this that includes all of the unique bionics without the filler bionics or the stat changes. I run quite a few bionics mods, so i dont need kidneys and all that, but the other ones sound really fun.
FrozenSnowFox  [author] Oct 15 @ 3:34pm 
@Whiskey Fool
If its in game that sounds like some sort of weird mod conflict. You could try moving my mod either lower or higher in your load order that might help. If not you'll have to try to track down what's messing with it. The only mod that should really do something like that though is something that messes with descriptions.
Whiskey Fool Oct 15 @ 3:24pm 
The AI assist items and regular organs show, but the other modded Organs and Prosthetics do not
Whiskey Fool Oct 15 @ 3:23pm 
I apologize. Ill explain better. The in game, Prosthetic Item Description page where you press "View Information", it loads a Blank page
FrozenSnowFox  [author] Oct 15 @ 3:18pm 
@Whiskey Fool
The link to the included thread loads fine for me. It sounds like steam might be doing its usual shenanigans. I'm afraid there's not much I can do about that. You can try running it through one of those website archiving sites so you can read it.
Whiskey Fool Oct 15 @ 3:15pm 
For some reason im not seeing any descriptions for the prosthetics, just a blank page.
Aera Oct 13 @ 2:37pm 
No problem! Just had me curious. Thanks for the quick response though!
FrozenSnowFox  [author] Oct 13 @ 2:24pm 
@Aera
That's due to using the same system as mechanitor implants, so it displays as x1 even if it can't be upgraded. As for the name I assume it's left over from how I originally named them. Why it wasn't renamed I can't tell you. Although I'm weirdly good at glossing over obvious mistakes like that. I'll upload a fix.
Aera Oct 13 @ 6:04am 
Additionally, why is "Production Module" the only one named differently when all the others follow the skill name? You'd expect that one would be "Crafting Module" instead.
Aera Oct 13 @ 6:00am 
Why do the AI Assistant Modules have "x1" on the hediffs if you can't install multiple?
danya0122003 Oct 12 @ 4:39am 
updated RimSort, was still the same outdated version, my recommendation is to just download the mod from github
FrozenSnowFox  [author] Oct 11 @ 2:22pm 
@Stray
That's a pretty good indicator that the "update" downloaded an old version instead of the one it should. If you see that happening its best to grab a copy from the github in the description.
Stray Oct 11 @ 1:43pm 
Even after updating it appears to still be falsely labeled as not being 1.6 by rimsort. Silly technology!
LincsHarry Oct 10 @ 3:00pm 
No it's ok I managed to fix it it was because I had a older version of rimsort so after installing the update to it. It fixed the issue so urm sorry for the issue it was just rimsort playing up like when randy random is being as random as usual and giving my best colonist in medical the good idea of punching a Anti-grain warhead because he has the technopobia meme from vanilla quest expanded the generator because of the guy who made the arc generators convert him to this ideology?
FrozenSnowFox  [author] Oct 10 @ 2:52pm 
@LincsHarry
If your game is saying the version is 1.5 I wouldn't recommend using it as is because a lot has changed between 1.5 and the 1.6 version so it could cause issues especially in a ongoing save. You would be better off grabbing a copy from the github.
LincsHarry Oct 10 @ 2:48pm 
@FrozenSnowFox thank you for the update and also clarification for this issue but still at least it still works in 1.6 and also I did check rimsort and it did have a update I needed to give but still thank you for giving us the notice for it? :steamthumbsup:
FrozenSnowFox  [author] Oct 10 @ 2:42pm 
@danya0122003
@LincsHarry

I'm afraid there's nothing I can do to fix it since its purely a steam issue causing it to sometimes download old mod versions 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.
danya0122003 Oct 10 @ 7:48am 
getting the same issue as @LincsHarry , even after unsubscribing and resubscribing as well as checking the game files, the mod is detected as 1.5
LincsHarry Oct 10 @ 2:59am 
FSF I am getting this issue where when I check my enabled mods it's 1.5 where Its says on hear says it 1.6 so urm is it just a typing error or something so can you try and fix it?
alonto Oct 6 @ 12:27pm 
@fsf thank you for the the quick response, it works great!
And while I'm at it, thank you for making great mods ^_^
FrozenSnowFox  [author] Oct 5 @ 7:07pm 
@alonto
Yes, there is. Simply remove the <li Class="HediffCompProperties_RemoveIfOtherHediff"> node from the HediffDef files. Ideally you should do this with a xml patch that way you don't need to mess with files when I do updates.

You'll find the Mechanites themselves under the Mechanites files. They're spread out in folders so they can be loaded with the required DLC. Most are under Core, one is under the Frameworks/Vanilla Expanded Framework and one is under Royalty.
alonto Oct 5 @ 7:01pm 
Is there a way to edit the files in order to make the mechanites not exclusive?
acerew2436 Sep 26 @ 1:53pm 
@FSF, thanks!
FrozenSnowFox  [author] Sep 25 @ 4:54pm 
@acerew2436
The error for the Detoxifier Lung is probably due to another mod messing with it. I'm not aware of any other mod that removes the recipeusers section from it. I'll put out an update to modify the patch so it checks for the node before attempting to remove it. That should safety proof it for other people messing with it.

As for the other error its saying <hatRenderedFrontOfFace> has been put in a node where it shouldn't exist. Not sure who is doing that but they've messed up either some XML or a Patch. I'd suggest asking on the unofficial Rimworld discord for help with the other errors if you can't figure them out. I find dealing with troubleshooting related to my own errors troublesome and time consuming enough.
acerew2436 Sep 25 @ 4:41pm 
The other three are for gas mask, NVGs, and another set of goggles:

XML error: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><bodyPartGroups><li>Teeth</li><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Headgear/GasMask/GasMask</wornGraphicPath><hatRenderedFrontOfFace>true</hatRenderedFrontOfFace><layers><li>EyeCover</li></layers><tags><li>IndustrialAdvanced</li><li>IndustrialMilitary</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags></apparel>

There's more after this for each error related to the Unity Engine stacktrace, but it doesn't fit here. Thanks!
acerew2436 Sep 25 @ 4:39pm 
FSF, I'm getting errors on load. Not sure how critical they are, but wanted to post to see what you think and if I've misconfigured something or if a fix is needed. One is for detoxifier lung:

[[FSF] Advanced Bionics Expansion - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[defName = "DetoxifierLung"]/recipeMaker/recipeUsers"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=5
XmlExtensions.OptionalPatch(key='FSFABEBionicsTableOn', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2006925330\1.6\Frameworks\XML Extensions\Patches\Bionics_Table.xml
FrozenSnowFox  [author] Sep 20 @ 4:18pm 
@舟
That issue has come up before but I don't think its something I can actually fix. It's a mod related issue due to having children with servitors. When I tested it I was unable to reproduce the issue in the vanilla game or with any of the pregnancy and genetics mods I use.

Some mod is changing how child birth is being done. Also for whatever reason its using the PawnKind Defs. Which in this case, the ones I added for servitors contain a bunch of information so they spawn at the correct age with the appropriate skills and bionics.
Sep 20 @ 4:04pm 
(From machine translation) A bug occurred during slave childbirth. For example, you set the crafting skill range of a crafting slave to 10~20, but the game was unable to assign crafting skills to the baby. Additionally, the bionics you configured could not be applied to the baby either.
FrozenSnowFox  [author] Sep 16 @ 1:06pm 
@Gizmoooofox
As per the description this mod includes Vanilla Bionics Expansion. So you only need this mod active.
Gizmoooofox Sep 16 @ 3:03am 
Hey, so do I only download this mod? Or this and vanilla version? Sorry if it says so in the descp., i just don't understand it :(:gearthumbsup:
Shikimori ❤ Sep 14 @ 10:58pm 
thankyou for the response! i appreciate it, i think ill just use the normal bionic mod for now i totally forgot theres that version you have
FrozenSnowFox  [author] Sep 14 @ 2:56pm 
@Shikimori ❤
My mod kind of excels in giving pawns stats that border on absurd. Archotech bionics especially are intended to be rather broken. If you're only interest is the hp and durability it might be better to try to find another mod. As for your question it's not something I plan to do. As for other mods I don't know any off hand however there are mods that allow you to mess with the cap. Normally they're intended to make it higher but you might be able to use them to make them lower.
Shikimori ❤ Sep 14 @ 11:32am 
Okay this might sound weird, but is there anyway i can stop or cap the bionic effect stats? For example i have a colonist with like 2 archo legs which is cool until she literally has the walking speed of the flash with the movement speed at like 412% in her info tab. Which i assume the bionic spine also attributes too. Is there anyway for me to go about setting a hard cap on the stats llike moving, manipulation etc.. say like even with a fully bionic build the max any category can be is 175%. Or is this something thats not really controllable? My biggest thing about bionics honestly is the hp buff and durability i can give my soldiers lol
FrozenSnowFox  [author] Sep 13 @ 9:11pm 
@Pamparampampamparam
With the Vanilla Expanded Framework it just lets a person resurrect endlessly. With Anomaly however it uses the regeneration code from Anomaly. Which basically prevents death even if a person loses their head and heals everything deemed a bad condition. So it should very quickly remove any bad conditions they incur even from ageing.
Pamparampampamparam Sep 13 @ 8:01pm 
Does the Immortality Core also negate the effects of advanced ageing?
Pamparampampamparam Sep 13 @ 5:44pm 
CE itself has yet to be updated to 1.6 but once it does I'm sure the comp patch will be updated as well.
FrozenSnowFox  [author] Sep 13 @ 5:43pm 
@Pamparampampamparam
I don't use the mod so I don't make compatibility patches for it. As far as I'm aware CE has a compatibility patch for it but to my knowledge it was outdated. I'm not sure if they've updated it since.
Pamparampampamparam Sep 13 @ 5:41pm 
I'm sorry to do this, but I must...

Is this mod compatible with Combat Extended?
Asteroid 25399 Sep 13 @ 7:35am 
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123321 Sep 11 @ 11:55am 
Player faction. I can control and use the vanilla adrenal heart i have on them.
Just in case tested it before responding only with core and all vanilla dlcs and it still did not show up as an ability like the adrenal heart does. Thanks for response.
FrozenSnowFox  [author] Sep 7 @ 3:00pm 
@321123
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.
123321 Sep 7 @ 11:55am 
Is ghouls not being able to use bionic abilities intended or a bug? Like acid jaws or the medic arms.
FrozenSnowFox  [author] Sep 4 @ 8:43pm 
@FloralVera
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.
FloralVera Sep 4 @ 8:43pm 
Nevermind, just checked, apologies for the question.
FloralVera Sep 4 @ 8:40pm 
Does this mod work okay with Integrated Implants?
FrozenSnowFox  [author] Sep 4 @ 7:43pm 
@Ebonyte
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.