RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
746 Comments
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
homeworld Mar 1 @ 3:33pm 
@FrozenSnowFox No trouble at all and glad it wasn't just a goofy mod conflict on my end! Thank you for the super fast fix!
FrozenSnowFox  [author] Mar 1 @ 3:23pm 
@homeworld
I see what I did wrong, I copied the wrong string when adding the writing speed stat. I've uploaded a fix, sorry about the trouble.
homeworld Mar 1 @ 3:09pm 
Hey there! Getting NullReferenceException error spam on the Intellectual Module. Anyone else?
SpawnMoreOverlords Jan 31 @ 7:29pm 
I give up. I uninstalled the game, cleaned out every file folder I could locate, reinstalled, loaded only this mod and it still balks. The game is trying to generate an FSFServitorDeluxe newborn and it simply can't - not from Create newborn from parents or spawn newborn. Entertainingly, if I want to spawn a newborn from a deluxe servitor and someone else, I need to select the other parent first. I appreciate your trying to help me. Thank you for all the mods.
SpawnMoreOverlords Jan 31 @ 5:04pm 
I'm bad at abbreviations. :( I'll go look at your tweaks collection and fix everything because life is awful but organizing my mods list is something I can control. Thanks so much for taking time out.
FrozenSnowFox  [author] Jan 31 @ 1:08pm 
Looking at the log you indeed have HAR, Humanoid Alien Races. It's the only thing that stands out to me I'll have to test it later to see if its the cause. As for your mod list you have a lot of mods from me, most of which are included in my tweaks collection mod. It also includes some stuff you have as standalone mods from others.
SpawnMoreOverlords Jan 31 @ 8:11am 
Hey sorry about that. I added you as an editor. I don't have mods by either of those that I can see. I turned off Void Alien Races, since it was mentioned in the errors, and no dice. Here's the full list of mods. I feel like I used to be able to make perfect babies but I could be mis-remembering.

https://gist.github.com/HugsLibRecordKeeper/2ff69c468c08f211e85c08dbe72ae776
FrozenSnowFox  [author] Jan 30 @ 9:46pm 
@SpawnMoreOverlords
I tested it on a stripped down mod list with and without my genetics and ivf mods. However I can't seem to reproduce it. Using two deluxe servitors I tried implanting and a growth vat both caused no issues when the baby was born.

Your google document is locked so I made an access request. However I get the feeling this might be somehow related to a mod issue. I'm not sure why the game would be trying to spawn the baby with a specific PawnKindDef to begin with. Are you by any chance using HAR or RJW stuff? That's the only things I can think of off hand that might want to use the PawnKindDef for a baby.
SpawnMoreOverlords Jan 30 @ 7:02pm 
When I try to create a newborn from two deluxe servitors I buy from the ultratech trader, either via IVF (in a tube or in a person) or via dev mode, I get an error. No newborn occurs, pregnancy ends, tube gestation stops or crashes. Seems like the game is trying to create another servitor? Thanks in advance for any suggestions.

Pawn generation error: Generated pawn incapable of required skill: Animals Too many tries (120), returning null. Generation request: kindDef=FSFServitorDeluxe, context=NonPlayer, faction=Popular Confederation of Edomeunt, tile=-1, forceGenerateNewPawn=False, allowedDevelopmentalStages=Newborn,

(Remainder is here: https://docs.google.com/document/d/1j0cyyt8hTSVZAZqyf1Rx9BiBUZEzSFVFL7CYQp-k7wI/edit?usp=sharing )
FrozenSnowFox  [author] Jan 30 @ 1:28pm 
@Winetoo
I added an entire uninstall thing for that ages ago. After its uninstalled a person goes through deperseronalization where they feel disconnected from their body. Then slowly over time they return to normal. Is the uninstall not showing up for you in the operations tab?
Winetoo Jan 30 @ 9:08am 
i wanted to say, that i just wish there was a way to undo the servitor module in some way. Let me research for 20k points, invest thousands of plasteel, and give me back a pawn stripped of their skills, i just want to see the "They saved me from that horrible thing +25" moodlet, and the +100 relationship to colonists (saved from servitor module).
Ive got two kids dropped with the module freshly installed and the feeling of hopelessness was pretty crushing. Good job on the correct theme for rimworld i guess.. and thanks for the mod!
FrozenSnowFox  [author] Jan 21 @ 2:34pm 
@Xyllisa Meem Paradox Station
Due to how the bionics system is designed in Rimworld you can't do that. An implant requires a natural body part. So once you replace it you can no longer install implants into it.

If I recall correctly modding wise you can set it up to attach hediffs to bionics but you need to design it that way to begin with. This is because recipes have a workerclass which tells it how to apply the hediff you are adding whether its a implant, a bionic or something else. You can't change this in game so you'd need each recipe to be catered to what you're trying to do. Also there's no existing way to set a required hediff for something outside of the system used for mechanitor implants (which I borrowed for my AI Chips).
Sorry to bother, but how would one go about installing implants onto replacements, such as the advanced bionic arms or so?
gravy Dec 31, 2024 @ 4:29pm 
it might have been the Part Coverage Fix mod that done it considering I added it mid-playthrough. I haven't found any issues that interact with your mod so it couldn't have been your fault
FrozenSnowFox  [author] Dec 31, 2024 @ 2:21pm 
@gravy
It works fine for me with my full mod list. It must be some sort of weird mod interaction.
gravy Dec 31, 2024 @ 11:19am 
I don't really have a log for this because it doesn't indicate anything useful, but can anyone else install an archotech stomach and not have their UI turn into translucent squares? I'm not sure if it's because the pawn was pregnant, or whatever else, but that is the only implant that causes this for me
FrozenSnowFox  [author] Dec 16, 2024 @ 1:47pm 
@SoakieCat
The specialised arms speed modifiers are slightly improved with each tier despite the tooltip reporting it as lower. This is because the efficiency of the arm massively increases the speed bonuses. I did this to prevent them from getting too overpowered. Although I might end up rechecking the balance on them, since this question comes up quite a lot.
SoakieCat Dec 16, 2024 @ 1:37pm 
Is it just me or are the advanced drill arms just worse than normal drill arms?!? They don't seem better for drilling, when I install one as an extra from integrated implants it is just flat out worse than an extra regular drilling arm
nike-h Nov 25, 2024 @ 3:08am 
Perhaps you can create some projects in Crowdin [crowdin.com] and have others help you translate your mods into other languages!
FrozenSnowFox  [author] Nov 21, 2024 @ 2:32pm 
@Reubeanie
Not at the moment sorry. I've had noted down for a long time to make some sort of scar removal item.