RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
979 Comments
WHATCHAMACALLIT Dec 10 @ 4:46pm 
Now I understand, I thought it was just weird that a trader sells unborn babies.
FrozenSnowFox  [author] Dec 10 @ 4:13pm 
@WHATCHAMACALLIT
Yes, that is very intentional. It's for anyone who wants to easily get some baby material without hassle and it fits the whole servitor theme the trader has.
WHATCHAMACALLIT Dec 10 @ 4:11pm 
Is it intentional that the Ultratech Trader added by this mod sells ovums and embryos?
SmellyFishNuggets Dec 2 @ 8:51pm 
ahh, its okay
FrozenSnowFox  [author] Dec 2 @ 5:42pm 
@SmellyFishNuggets
Ah the sunlight gene sensitivity stuff is something else entirely. It causes the persons skin to react due to the UV radiation. The darklight module was made before Biotech and its supposed to just filter a person's vision changing sunlight to darklight to fit Ideologies to remove the negatives from being in sunlight.

Changing the bionic to handle sunlight related gene stuff would be cool. However, I get the feeling this would probably require coding so I'm afraid its beyond my skillset.
SmellyFishNuggets Dec 2 @ 5:27pm 
no its not the ideology sunlight thing, i never knew it existed anyway shes a dirtmole so its natural
FrozenSnowFox  [author] Dec 2 @ 1:26pm 
@SmellyFishNuggets
You are referring to the ideology sunlight sensitivity debuffs yes? Its bonuses should offset the ideology debuffs when in the sunlight. If that's not working then there must be an issue with it. It's been a long time since I've tested it or used it.
SmellyFishNuggets Dec 1 @ 7:56pm 
your darklight module bionic didn't take away her sunlight sensitivity debuff :(
FrozenSnowFox  [author] Nov 22 @ 1:03pm 
@Starlight-Ellie
Yes enemies can spawn with the bionics although I don't think there's too high odds of that in vanilla. If you really want enemies to spawn with high end bionics you'll want a mod like Compressed Raids to enhance them with bionics.
Starlight-Ellie Nov 22 @ 9:56am 
The enemies could spawn with the bionics of the mod? and if that's the case, can spawn with archotech bionics? (I assume that last thing is not the case but who knows)
Starlight-Ellie Nov 22 @ 9:50am 
With how many bionics i have with mods, using this would make them look more like a mechanicus from warhammer
FGK Nov 4 @ 12:04am 
@FrozenSnowFox I see! Thank you so much for the help and time!
FrozenSnowFox  [author] Nov 3 @ 11:38pm 
@FGK
I don't think there was a specific reason for them not being stackable. I think I just set it to match bionics which are non stackable without a stacking mod.
FGK Nov 3 @ 11:20pm 
@FrozenSnowFox Hello, sorry to bother you again, author. But I have a question. There are these enhancing mechanites added by this mod. May I ask why they are not stackable? Perhaps you have tested these things and found there would be problems if they are allowed to stack? Thank you!
FGK Nov 3 @ 2:33am 
@FrozenSnowFox I see, no worries! Thank you for making this mod!
FrozenSnowFox  [author] Nov 3 @ 1:05am 
@FGK
Ah sorry I think I misunderstood a bit earlier. I forgot those traits have them just randomly consume drugs even when not allowed. That part of the trait is handled via code I think and is beyond my ability to change. The addiction assistant will simply prevent them from having the chemical need. Which should help with the resulting mood issues and forced mental breaks for drug bingeing.
FGK Nov 3 @ 12:57am 
@FrozenSnowFox I have tested it in-game. Pawns with Chemical Interest or Fascination still takes Drugs even though their Chemical need bar is gone. Thank you!
FGK Nov 2 @ 9:01pm 
I see! The Chemical need bar of a Chemical Fascination pawn disappeared once I install that device in her brain. I will see if she still takes drugs, thank you!
FrozenSnowFox  [author] Nov 2 @ 1:40pm 
@FGK
It's supposed to although I can't recall if I ever specifically tested the traits.
FGK Nov 2 @ 11:17am 
Dear Author, sorry if this question has already been asked before. Does Addiction Assistant helps preventing chemical interest and chemical fascination pawns from taking recreational drugs? Thank you so much!
FrozenSnowFox  [author] Oct 22 @ 3:02pm 
@tha peng
The limit is one of each type. The modules are basically intended to be software you install.
tha peng Oct 22 @ 2:58pm 
have to ask since I couldn't see it anywhere, is there a limit on how many modules one can install into an AI assistant microcomputer?
Echo Ichor Oct 22 @ 11:29am 
I do not use any mod sorter. RimWorld itself shows the Steam version as 1.5, for some reason. Likely something on my end. No worries. The Github version is a life saver. Thank you.
B flat Oct 21 @ 5:47pm 
Spend an entire hour hunting it down to VE Waster. I posted it there too with HugsLib, but it's likely their problem, not yours.
B flat Oct 21 @ 4:06pm 
@FrozenSnowFox Never mind, I just loaded the game with only your mod and it works fine. The odd thing was that giving the pregnant headiff via dev mode even with the full mod list didn't result in infinite babies, but the reproduction controller did. I'll test things further. Sorry for the trouble.
FrozenSnowFox  [author] Oct 21 @ 3:58pm 
@B flat
That's odd because I swear when I tested it that worked fine. An alternative way to fix that would be to give a xenotype implanter or germline implanter (from the VE Lycans mod) then just implant the baby when its born. Although you'll likely need a mod to change the gene regrowing duration.
B flat Oct 21 @ 3:54pm 
The baby fountain does indeed crop up in some mods. I did use the dominant gene from Better Gene Inheritance, it didn't fix the problem unfortunately. The genes are all there, just the xenotype name doesn't get inherited. I'll test things further then.
FrozenSnowFox  [author] Oct 21 @ 3:43pm 
@B flat
The mountain of babies sounds like a vanilla bug, possibly introduced by a mod. The Reproduction Controller simply adds the "pregnant" hediff to a pawn and let's the game handle how the pregnancy itself is generated. I don't have the skills to make it anymore complex. The xenotype issue is also due to how the vanilla game handles things.

However, if you add a Dominant gene to your xenotype it should fix the xenotype getting misnamed because then it won't be using a "mystery" second pawn for the father. I personally use Better Gene Inheritance but I think it should work with any Dominant gene from mods.

@Whiskey Fool
Sounds like it could have been some steam shenanigans with outdated mod files.
B flat Oct 21 @ 8:54am 
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 Oct 20 @ 10:10pm 
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 ♥♥♥♥♥♥♥ idea. whatever it was problem got fixed by reloading all the mods.
l0v3rm4n69420 Oct 20 @ 3:15pm 
True
FrozenSnowFox  [author] Oct 20 @ 2:26pm 
@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 Oct 20 @ 11:16am 
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