RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
766 Comments
sheltrer Jun 15 @ 9:57pm 
oh thats goated thanks bro
FrozenSnowFox  [author] Jun 15 @ 4:50pm 
@sheltrer
Unfortunately fixing that would require coding which is something I can't do. One thing you can do is use Fuu's Useful Terror to stop Slave Rebellions. The Servitor module is set to give 100 terror with the mod.
sheltrer Jun 15 @ 4:35pm 
gotta make the servitor module stop slave rebellions
FrozenSnowFox  [author] Jun 6 @ 2:54am 
@粉红战车
Glad to hear that fixed it. Steam has been causing a lot of issues with its slackness when it comes to mod updates.
粉红战车 Jun 6 @ 2:41am 
Hey! It worked! The issue was indeed caused by Vanilla Skills Expanded! I didn’t realize I was using an outdated version of it. After I unsubscribed and resubscribed to get the latest version, the problem disappeared! Thank you so much for patiently helping me troubleshoot this!
FrozenSnowFox  [author] Jun 5 @ 3:35pm 
@粉红战车
I'm afraid that idea would require quite a lot of coding and it's beyond my abilities to implement it.

As for the bug you encountered, I checked the xml for errors and tested on a stripped down mod with VE Skills and Compact Hediffs however I couldn't reproduce the issue. I also haven't encountered it before and you're the first person to report the issue.

With that in mind I can only conclude the issue is most likely coming from another mod in your modlist. As you said it could be to do with the localisation mod so I'd suggest checking that first. If that's the issue you'll have to report it to get it fixed. I'm not great at reading logs when it involves harmony patches like this but as far as I can tell there's nothing helpful there to identify what's causing the issue. It's simply something to do with the inspect tab stuff not finding what its looking for.
粉红战车 Jun 5 @ 1:15pm 
I'm using Compact Hediffs, but I don't think it's the cause of the issue, since other entries display just fine. The error only occurs when I move the mouse over the Crafting AI entry. The log indicates that a NullReferenceException occurred while rendering the health tab.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffStatsUtility+<SpecialDisplayStats>d__0.MoveNext()
粉红战车 Jun 5 @ 1:13pm 
Oh, and there's also a bug — after I implanted the Crafting AI, the entire health tab disappears whenever I move the mouse over its entry. This doesn't happen with other types of AI. When checking the item details, all the other AI modules correctly display their attributes, but the Crafting AI doesn't show anything. I'm not sure whether this is an issue with the mod itself or if it's caused by a mistake in the localization mod I'm using.
粉红战车 Jun 5 @ 1:08pm 
I have an idea — you could design an AI Modification Station, where a character operates the station to modify the functions of an AI chip. I'm not sure how technically difficult this would be. I'm currently using a very good mod that features a tactical implant which can switch between different functions. In earlier versions, switching modes required using an item — though the item wasn’t consumed. It simply brought up an interface where you could select the active mode.
Moth May 4 @ 5:46pm 
I know, and you're amazing for it. I just wish there was a mod that improves some of the gizmos, making them minimalist or at least more compact.
FrozenSnowFox  [author] May 4 @ 4:49pm 
@Moth
Gizmo clutter is a bit annoying but it can be hard to avoid. I specifically design my implant gizmos so its only when undrafted and its a button press to open up more options to avoid overly cluttering things. That opened up menu then lasts for about an in game hour before reverting to the one button press.
Moth May 4 @ 4:46pm 
That works as well, thank you!
I usually avoid the Psychic Attuner because of the gizmo (it's kinda annoying how it stays there forever, if your pawn has a shield belt, a title, puppets from the Puppeteer mod, mechlink, etc, it gets super cluttered).
The Psychic Levitator from Integrated Implants might behave weirdly with the sensitivity changing so dramatically but that's probably the best solution to this issue, I'll take it.
FrozenSnowFox  [author] May 4 @ 4:36pm 
@Moth
The psycast one isn't really possible considering the variety of psycasts and most of it would likely require coding which I can't do. You can protect against a lot of them by using an Archotech Psychic Attuner make a pawn physically dull temporarily. There's also the Psychic Foil Helmet in game which you basically never see ever.

As for the Shocker Arm/Jaw that's fully intended. My mod actually includes an EMP Shield to protect against stuff like Brain Shock from brain implants. It did not protect from Shocker Arms/Jaws but I've patched that and changed the description of the EMP Shield a bit. I also added support to the Electric Shock hediff from the Shocker Arms so the EMP Insulation from Integrated Implants protects against it too. So, now you have a way to avoid getting your people instantly downed, if you have the right implant to protect them.
Moth May 4 @ 7:19am 
Great mod, and thank you again for putting it up. Only thing I wanna ask is: change how shocker implants work. It's so annoying how even the most feeble pirate with 2 peg legs, two lungs of asthma and a bad back can down a pawn with a body full of archotech implants if they have a shocker jaw (or any other shocker implant).
Maybe change it from "Consciousness: Max 1%" to, say, "Movement: -100%".
Integrated Implants has an implant that gives "EMP insulation: +100%", so maybe you could use this "EMP Insulation" attribute to decide how affected by shocker implants pawns are?

Also, if possible, is an Implant that protects the pawn from Enemy Psycasts (especially those from VPE) doable? Or would you have to check each psycast to see how they work, check their code, etc?
Dirty Thirteen May 3 @ 7:53pm 
Oh I see, Thank you. I'll try it now.

As for the boost, I think its only appropriate. It is still a game and any upgrade should reflect that.

If it does bother, I think an option to sort of toggle that in the Mod-Menu may be a better approach? So the players themselves can reflect what may be better.
FrozenSnowFox  [author] May 3 @ 4:49pm 
@Dirty Thirteen
I changed that months ago so people stop asking me that. Try unsubscribing and resubscribing or verifying your game files so the mod files update. As for the reason the stats like drilling get a bonus from limb efficiency. So even though the number shown is lower its actually slightly higher if you check the information page. I long held the belief that it was more balanced if it didn't get the massive boon from the efficiency. I changed that months ago so now you do get a big boost from higher bionic tiers although I'm still not 100% sure which is the better decision.
Dirty Thirteen May 3 @ 4:20pm 
Is there a reason why Bionic and Advanced bionic sometimes are the same in value?

Like Advanced Bionic Drill Arms are the same as the Bionic Drill Arms
Dog With a Machinegun May 2 @ 8:17pm 
Fair, thank you for the response
FrozenSnowFox  [author] May 2 @ 7:13pm 
@Dog With a Machinegun
I honestly don't know. I don't have any compatibility patch for it and it's one of the only bionics mods not listed in MSE2's compatibility section so there's a good chance its not compatible.
Dog With a Machinegun May 2 @ 6:39pm 
Is this compatible with Medical System Expansion 2?
FrozenSnowFox  [author] Apr 28 @ 3:23pm 
@fosuster
I'm glad that improved things. I'm still not sure why that's a problem but then Rimworld has always had weird performance issues like that.
fosuster Apr 27 @ 6:51pm 
can confirm the new update no longer drop kicks tps down to 70 till the trader leaves, incredibly good mod and very cool mod dev for actually trying something to alleviate performance issues especially for people with poor self control skills when it comes to mods, very cool !!!
FrozenSnowFox  [author] Apr 27 @ 2:25pm 
@Leutian Kane
I don't use github, but even if I did I'd still note things down and put it in the change notes tab because I can't stand it how people never list what's changed in updates.
Leutian Kane Apr 27 @ 3:48am 
THANK YOU for posting your changenotes in the changenotes tab here, instead of making us do the github or outside webpage thing for them.
FrozenSnowFox  [author] Apr 25 @ 10:19pm 
@fosuster
The children (Blanks) also have a slightly different variant of the Servitor Module which can be gained by installing it on babies. You'll see different thoughts if you check their thought panel.

Since you reminded me and I'm not busy I'll go over the numbers quickly to make a slight fix to this issue. It won't resolve it but less slaves should result in less performance drop.
fosuster Apr 25 @ 9:55pm 
to anyone else having this problem but still l want to make use of the ultratechtrader, I made a workaround where I changed the xml defs for the trader to remove all offerings for slaves but bumped up the amount of servitor modules the trader usually offers, apparently the slaves the trader offers are servitor moduled slaves which I didn't know before hand, I thought was pretty cool !!
fosuster Apr 24 @ 5:00am 
@FrozenSnowFox
oh I see, glad to see its not my abysmal mod managing, thanks for the heads up!!
FrozenSnowFox  [author] Apr 24 @ 4:57am 
@fosuster
I've noticed that myself and I've found the actual issue is the world pawns generated as slave stock. I'm not entirely clear on what the issue is I suspect its something to do with how the game handles world pawns and hediffs. The slave stock isn't overly large but I might try trimming it down to see if that improve performance a bit. I've noticed this issue with vanilla slave traders too when they have a larger stock so the game is likely doing something stupid to nuke performance as it does.
fosuster Apr 24 @ 4:44am 
hello! I would like to say that this is a really fun mod and your work on it is really awesome.

on the other hand, id like to bring up my experience with the mod where for some reason it drops down my ticks per second down to 70ish
I use call orbital traders mod to traders and whenever I call the ultratech trader added by the mod, the ticks go from an average of 350 to 70ish till it leaves, I am unsure if its because of some bad interaction with other mods.

hopefully there was a fix for this in the past
FrozenSnowFox  [author] Apr 3 @ 2:38pm 
@Moth
I don't have any plans to allow multiple installs since they're supposed to be full modules. However I've had the idea of adding Archotech versions which provide improved bonuses I just haven't taken the time to look into it.
Moth Apr 3 @ 12:02pm 
I had to go back a few pages but finally found an explanation for the "x1" in front of the AI Assistant modules. Have you considered allowing installing multiple modules since they were based on a system with stacking? Making them weaker but stackable could be a fun progression for that implant.
Khornate^(54MB) Apr 3 @ 7:18am 
What does the advanced spine do? I can't find it on the bionics list above.
FrozenSnowFox  [author] Mar 20 @ 6:45pm 
@ThottyNathaniel
Unfortunately not, I'm afraid that's outside of my area of expertise.
ThottyNathaniel Mar 20 @ 6:42pm 
does the servitor module make unwavering prisoners able to be recruited
FrozenSnowFox  [author] Mar 17 @ 1:37am 
@nex
Good to hear that fixed it.
nex Mar 17 @ 1:36am 
completely deleting the workshop folder and verifying the game worked. thank you for the advice and the must have bionics mod :)
nex Mar 17 @ 1:14am 
according to my modlist yes i have anomaly enabled. will try the suggestions below. also thank you for your quick answers.
FrozenSnowFox  [author] Mar 17 @ 1:12am 
@nex
Stupid question but, do you have Anomaly active? Because that change requires the Anomaly dlc.

Steam can be a real pain in the ass sometimes when it comes to mod updates. The mod is located at the location below. You can try manually deleting the files and verifying the integrity. Also before verifying check the following two locations are empty, not that you have some temporary files lingering around it'll try to use to recover the missing mods.

Steam\steamapps\workshop\content\294100\2006925330
Steam\steamapps\workshop\downloads
Steam\steamapps\workshop\temp
nex Mar 17 @ 1:06am 
i stopped using Rimpy since i was told it was obsolete and switched to rimsort (newest version). i unsubbed and resubbed but it's still the same.
FrozenSnowFox  [author] Mar 17 @ 12:47am 
@nex
No I didn't touch anything to do with the Anomaly files and double checking it there's nothing wrong with them. You didn't run Rimpy's strip mods option or something similar did you? That option has a bad habit of deleting necessary files and causing issues. You can try unsubscribing and resubscribing and verifying your game files hopefully that fixes the issue.
nex Mar 17 @ 12:43am 
with this most recent update did you change the immortality core back to what it was ages ago?
when i mouse over it doesn't show the anomaly style healing and next to the name it says (1000000 lives) left. the existing colonists that have one say 1 lives left. is this a bug?
homeworld Mar 9 @ 8:50am 
@FrozenSnowFox

Thanks for the reply and yes it is being extra difficult to track down for some reason. I'll keep trying to produce results on it but my eyes start to cross when I look at any code haha. I envy you fantastic modders and your ability to decipher that stuff and make it work for you.
FrozenSnowFox  [author] Mar 8 @ 10:36pm 
@Hustler One
I honestly don't know I've never used them together and its never really come up. Technically they should work together but there may be duplicates of things.

@homeworld
Beyond the idea that it might be something related to mods interacting with Lovin to provide food or a resource of some kind I'm not sure. Its happening in my mod list too but I haven't tried to figure out the source since it would be quite an undertaking.

@Mazz
You can use A Dog Said if you want there shouldn't be any issues. However I personally recommend Xenobionic Patcher as it simply allows you to use human bionics for animals.
Hustler One Mar 8 @ 8:07pm 
is this compatible with Rah's Bionics and Surgery Expansion?
homeworld Mar 8 @ 4:33pm 
@FrozenSnowFox

So, regarding the bug report on the Archotech Power Core and the error with no 'Lovin, I can't seem to find the incompatible mod. I tried disabling anything that I thought may be conflicting (Way Better Romance, Romance on the Rim, even VFE modules) but it was still occurring. Any ideas?
Mazz Mar 8 @ 3:57pm 
you recomend not to use a dog said mod?
FrozenSnowFox  [author] Mar 4 @ 1:59pm 
@OclurFawn
Try unsubscribing and resubscribing or verifying your game files. I copied the wrong string when I added a stat to the intellectual module which caused that issue. However the issue has been fixed so your mod files must be outdated.
OclurFawn Mar 4 @ 9:58am 
I installed a production module on a pawn but when i try to hover on it with my mouse in the health tab the module dissapears and when i look it up via the info tab of the AI assistent the page about the effects of the production module is just empty, also no back button or any other text/info i can only close it. Can anyone help me? None of the other modules have this problem.
FrozenSnowFox  [author] Mar 1 @ 11:54pm 
@sheltrer
I'm afraid that's beyond my abilities since it requires coding otherwise I would. As such all I can do is offer some suggestions on how to handle it. If you use the mod Useful Terror which helps in that regard the Servitor Module provides maximum terror all the time once a person is conditioned. With the mod More Slavery Stuff you can change how slaves are seen and with some of the settings it disables rebellions all together if they meet the right conditions.
sheltrer Mar 1 @ 11:48pm 
can you make servitor modules disable slave rebellions