RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
912 Comments
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.
321123 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.
Ebonyte Sep 4 @ 7:37pm 
So, this is probably a mod interaction, but I have a pawn with EMP Shield. Automatroids from Dead Man's Switch keep using ECM to zap me unconscious and dropping my gear for a second, a brain shock that lasts an eyeblink. Shouldn't the EMP Shield make it a non-issue entirely?
Schnarf Sep 2 @ 4:21pm 
Thank you! I love playing with insanely broken colonists
FrozenSnowFox  [author] Sep 2 @ 3:11pm 
@Schnarf
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
Schnarf Sep 2 @ 11:30am 
i find myself disappointed with the performance of the immortality core, with the exact same performance as standard healing mechanites, theres no reason to buy them off of the rare trader that has one on hand. I set out to solve this issue myself, but i ended up not being able to find the value for the anomaly regeneration, only the 'lives left 1000000' thing, so if you could please tell me where i could find and adjust this value it would be greatly appreciated
FrozenSnowFox  [author] Sep 1 @ 2:34pm 
@Alex_
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.
Alex_ Sep 1 @ 2:27pm 
combat extended?
Starempire42 Aug 29 @ 3:02am 
Well damn, wasn't expecting a answer that quickly, thank you for the answer!
FrozenSnowFox  [author] Aug 29 @ 3:00am 
@Starempire42
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.
Starempire42 Aug 29 @ 2:55am 
Just a question, any of the brain "implants" permanently deal with ailments (IE if I install one it will stop dementia/alzhiemers from happening from birthday events) Like a permanent solution? Like for example, you have a colonist that gets bad back, you install a bionic spine, the colonist can no longer get Bad back to trigger on birthdays.

Also sorta similar question, is there also a bionic/implant replacement that deals with frail?
Luckspeare Aug 28 @ 7:03pm 
My bad. Using DRM-free version, and didn't realize I was out of date. My apologies for the false alarm, and thanks for quick response!
FrozenSnowFox  [author] Aug 28 @ 6:18pm 
@Luckspeare
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.
Luckspeare Aug 28 @ 6:02pm 
Errors in interaction w/ YAPEM Core.

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.
FrozenSnowFox  [author] Aug 27 @ 7:51pm 
@Schadenfreude
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.
Schadenfreude Aug 27 @ 7:48pm 
I've had a pawn in a relationship just before I turned him into a Servitor, how I understand it Servitors are not supposed to be social, yet he initiated a breakup with their significant other.

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.
Schadenfreude Aug 26 @ 6:28pm 
@FrozenSnowFox
Alright, thank you.
FrozenSnowFox  [author] Aug 26 @ 5:25pm 
@Schadenfreude
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.
Schadenfreude Aug 26 @ 5:17pm 
@FrozenSnowFox
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.
FrozenSnowFox  [author] Aug 26 @ 2:51pm 
@Schadenfreude
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.
Schadenfreude Aug 26 @ 2:32pm 
I also noticed that when I have pawns with Bionics from this mod they no longer count as having fingers for the sake of wearing rings from the Jewelry mod, anything that can be done about that?

https://steamcommunity.com/sharedfiles/filedetails/?id=3203280763
Schadenfreude Aug 26 @ 9:55am 
I can't instal Psychic Attuner (native to this mod) and Psychic Reader (Royalty) onto a Positronic Brain.

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?
Agaros007 Aug 25 @ 11:33pm 
terrible lovin is vanilla, after finding out that the love enhancer is vanilla a googled and after a while i just stumbled above a post. If the reproduction Organs are getting old and they get impotent they get terrible lovin, so they need new reproduction organs, thanks for helping me and guiding me in the right direction :) have a nice day
FrozenSnowFox  [author] Aug 25 @ 3:24pm 
@Agaros007
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.
Agaros007 Aug 25 @ 3:13pm 
Hello its me again, both of my colonists have the Love enhancer but they still have terribly lovin :(
Apraxas Aug 25 @ 5:44am 
Dear Fox , appreciate the answer. Thank you so much :D
Cutiegorgon Aug 25 @ 1:03am 
@FrozenSnowFox ikr! Glad to be of help with the suggestion :steamhappy:
FrozenSnowFox  [author] Aug 24 @ 11:31pm 
@Cutiegorgon
Having it all in one tab is a good idea and much cleaner than the alternative of having it spread between the two.
Cutiegorgon Aug 24 @ 11:27pm 
@FrozenSnowFox I highly recommend to check out how EPOE-forked: royalty DLC expansion handles it. Basically it adds a new research tab called prosthetics with all the prosthetics being there. It's very convenient
FrozenSnowFox  [author] Aug 24 @ 1:56pm 
@Apraxas
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.
Apraxas Aug 24 @ 7:03am 
Wonderful. Thank you so much for spending your time to answer. Hope you have a great day. :D

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...
Cutiegorgon Aug 24 @ 6:10am 
I really think this mod needs a separate research tab like EPOE. It's cooler to use so far but looking at my reseach tab is so upsetting, especially if you play with lots of mods that add 1-2 things to the general pool and not it overlaps everything uggghhh yeah please if there is a chance you can implement this feauture I'd be infinitely thankful.
FrozenSnowFox  [author] Aug 24 @ 5:00am 
@Apraxas
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
Apraxas Aug 24 @ 4:29am 
Hey Fox. I have a question. First, I want to make sure that I'm not asking you to make the mod that I'm about to ask you about. This is just a genuine question...

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?
FrozenSnowFox  [author] Aug 24 @ 2:23am 
@Jack Salem
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.
Jack Salem Aug 24 @ 2:19am 
I decided to try this mod instead of the EPOE in the new playthrough, but I found a strong overload of the research field, since bionics research is displayed in a separate tab in the EPOE. Is there a way to display research in a separate tab, or maybe there is a recommended mod to optimize the display of the research tree?
freackyfreac Aug 21 @ 7:41pm 
this mod is op. i have the advanced bionics with quality. i just raided a VOID fraction base with a single pawn and masterwork adv bioncis. i facetanked everything they threw at me until they destroyed all the armor i was wearing and staggered me so i couldnt reach their super medicine anymore. i love it. cant wait to land with my gravship there tomorrow and outrun them
FrozenSnowFox  [author] Aug 21 @ 3:50pm 
@coochieparade
I haven't tried it but I think Big and Small is designed to allow you to install things in appropriate places.
coochieparade Aug 21 @ 8:06am 
is this compatible with the Big and Small mod that adds like spider bodies with multiple legs (like rear left leg and stuff)? I see that the xenobionic patcher would fix that but it does not seem to be updated right now so I'm going to have to not use it was wondering if this would still work. Mod looks great though can't wait to try it <3
Agaros007 Aug 21 @ 3:16am 
oh than that will be the solution, thanks :)
FrozenSnowFox  [author] Aug 20 @ 3:36pm 
@Agaros007
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.
Agaros007 Aug 20 @ 11:36am 
For some reason i cant make some of the Things from the Advanced Bionic research. Like the Love Enhancer.
FrozenSnowFox  [author] Aug 19 @ 12:01am 
@Dr. Chode
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.
Dr. Chode Aug 18 @ 11:51pm 
hey boss, is it possible to get a compatibility with More archotech Garbage (continued) for archotech bionics be craftable
GiPSyFiSH Aug 18 @ 6:42pm 
Fingers?
FrozenSnowFox  [author] Aug 17 @ 2:10pm 
@FlareFluffsune
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.