RimWorld

RimWorld

Medical System Expansion 2
725 Comments
alonlystalker Apr 28 @ 1:26am 
@Glacksoon это называется не "мод ужасен" а пользователь не допер, этот мод приводит бионические руки и ноги к системе схожей с мясными, добавляя пальцы и прочее, рука состоит из плеча, предплечья, кисти, 5 пальцев и 3 внутренних механизмов которые нужны для работы (в ваниле это кости) ты чтото не доделал, скорее всего internal parts не вставил, то есть твоя бионическая рука банально пустышка без механизмов внутри.
Argus von Stein Apr 24 @ 6:11am 
@Glacksoon когда выбираешь протез, там есть кнопка, которая переключает, что именно он должен замещать. То, что он замещает сейчас, написано в окне свойств предмета в углу экрана. Надо переключить в режим, когда он замещает как можно больше частей.
Argus von Stein Apr 24 @ 6:10am 
@Jiopaba IIRC there's an option for that in the mod's settings. At least for traders.
emilstumme Apr 21 @ 10:59am 
PS: im posting a very similar thing on the page of "[FSF] Advanced Bionics Expansion" since it doesnt look like you guys handle stuff in your comments at least.
emilstumme Apr 21 @ 10:58am 
hi! im experiencing an issue when this mod, [FSF] Advanced Bionics Expansion, and Elite Bionics Framework are all 3 enabled... remove any 1 of those and its fine!

its seemingly a very small issue.... would it be possible for you two to either take a look at it or claim it as incompatible officially?
the issue its claiming is "Config error in ArchotechArm: EBF.Hediffs.HediffCompProperties_MaxHPAdjust: two comps with same compClass: EBF.Hediffs.HediffComp_MaxHPAdjust" that error repeats 4 times for 4 different items:
ArchotechArm, ArchotechLeg, BionicArm, BionicLeg.

ive asked the dev of "Elite Bionics Framework" and he says
"Not directly related to this framework mod, but a simple explanation would be: there is a patching conflict between different EBF-bionics mods, where quite literally the compClass thing is wrongly repeated." im sorry if this is the incorrect way of requesting help D: im pretty new to this stuff...
Thanks in advance! :aphidmeat:
Glacksoon Apr 19 @ 5:34pm 
Если я критикую, то обычно я делаю это конструктивно и указывая на проблемы. НО здесь я уже бессилен. Этот мод ужасен.
Glacksoon Apr 19 @ 5:33pm 
Таких излишеств я ещё не видел, я сделал полноценный протез который указан как (complete), но он оказывается не (complete) потому что к этому (complete) нужно ещё каких-то (segment), которые установлены в протез (complete), но он его не хочет устанавливать в колониста ИЛИ устанавливается без всяких (segment)'s.
Glacksoon Apr 19 @ 5:33pm 
Я уже потратил целый день на то, чтобы у моего колониста была полноценная рука и я не смог этого добиться. Колонист: работа 35% с этими вонючими (complete)'s и (segment)'s
River46 Apr 14 @ 5:15am 
why are all the bionics just using regular component with lots of plasteel?
Deathblade Apr 8 @ 12:06pm 
could compat be added for the deadmans switch prosthetics?
ArcadeBulls Mar 30 @ 2:46am 
Is RBSE Hardcore version supported?
Valikdu Mar 21 @ 2:29am 
Would it be possible to do comptibility with Fleshmass mutations (https://steamcommunity.com/sharedfiles/filedetails/?id=3244264003) ?
水晶哥牌音响 Feb 14 @ 6:06am 
Can you make it compatible with this mod? [FSF] Advanced Bionics Expansion
mateczek Feb 2 @ 9:48am 
scratch that, i removed all the genes from a big and small pawn, then loaded the game and its fine now
mateczek Feb 2 @ 9:40am 
i ran into an issue and "Tried to add health diff to part that should be ignored. Canceling" is flooding my debug log and causing heavy stuttering. seems to be some issue with Big and Small, can anybody help?
2 Oogas Boogin Dec 29, 2024 @ 11:57am 
Ok, I spent some time scrolling through comments to see if there was any hits on "modules" and I found out that Vanilla Races Expanded: Androids causes modules to not show up, not that they're gone or anything, just missing, so either don't play with it and MSE2, or simply save and reload AFTER installing the implant so the mod slots appear.
2 Oogas Boogin Dec 29, 2024 @ 11:32am 
Im having that issue and im trying to troubleshoot what could be causing it, limbs placed through character editor have module slots just fine but any i install normally do not.
2 Oogas Boogin Dec 29, 2024 @ 11:30am 
has anyone had an issue where when they install a bionic limb that's supposed to have modules, there are no module slots and so you can't upgrade the limb
zecond Nov 30, 2024 @ 2:57am 
Vanilla Genetics Expanded page mentioned that your mod interferes with their implant quality system is that still the case?
Jippy Nov 3, 2024 @ 4:48pm 
I was hoping to use them both
Jippy Nov 3, 2024 @ 4:48pm 
@theothersteve7 that's a shame :steamsad:
Neutrino Oct 21, 2024 @ 6:40pm 
Yo, I have a question regardin what exactly are the modules on the bionic parts and how to get them, haven't managed to find anything about it in-game.
theothersteve7 Oct 15, 2024 @ 10:57pm 
There's some sort of incompatibility between this and VRE Androids. It's... difficult to narrow down, exactly. I suspect they are both editing the same thing, somehow, somewhere.

Symptoms include modules becoming temporarily invisible and reactors being unable to be replaced. It's kind of a headache to troubleshoot.
Jiopaba Sep 11, 2024 @ 11:48am 
Rather than Argus' thoughts about updating the description, I think I'd really prefer an option to make it so that spawned components are in a Completed state by default. It's really disheartening to find a Bionic limb, pay hundreds or thousands of silver for it or steal it from someone, and then discover that it's actually just a bionic shoulder or thigh or whatever which is missing most of its parts.

Installing it by accident and only discovering after the fact that this is the case is equally frustrating. Most times I just open debug mode and forcibly swap it to "Complete." I already paid for it, and the whole point of doing so was that I don't have the workbench and research myself to make eleven more pieces to finish it.
iddqd Aug 31, 2024 @ 10:32am 
Are the "make complete bionic X" bills from this mod? If so, I report soft incompatibility with Quality Bionics (all parts except from the one in the recipy name are set to normal quality)
Argus von Stein Aug 20, 2024 @ 6:03pm 
Forgot to mention in my previous comment:

You can install an incomplete part by clicking the hand icon on the operation task.
Argus von Stein Aug 20, 2024 @ 5:58pm 
Thanks for an awesome mod!

@noj , I've seen people failing to understand how the limb combining works. I myself had to go for quite a trial and error journey to figure it out. Could you please add the following text to the mod description (or something similar):

Some parts are sold incomplete.

An arm requires to combine:
1. Arm
1.1 Internal support
1.2 Forearm
1.2.1 Internal support x2
1.2.2 Hand
1.2.3.1 Five fingers

Total: 11 parts
Pvc pipe Aug 5, 2024 @ 12:23am 
Does the prosthetic system work with medieval overhaul?
The Ghost Knife Aug 3, 2024 @ 10:31pm 
Someone said in Discussions, that if you have VE: Androids installed, then after installing a bionic, save and load to get the mod slots to show up.
PvtCreamy Jul 28, 2024 @ 10:25pm 
Am i missing something? I make a bionic leg (complete) but i still need to make sub parts for it? that ends up being 20 components to make a leg
toetruckthetrain Jul 25, 2024 @ 8:46pm 
this stuff is totally broken! module slots just dont register on a pawn when i install the part
Dat_ni Jul 7, 2024 @ 10:53am 
I hope will be possible installing a field hand on a bionic arm. Why my farmers can't have a complete machine body?
CallMeLoL3 Jun 14, 2024 @ 8:12pm 
MSE had archotech crafting. Is that planned to come back? I miss my pink fabricator ):
XelNigma Jun 12, 2024 @ 7:32pm 
It seems the drilll arm isnt working right. it doesnt get the supporting parts. It will still install like vanilla into the shoulder, you just dont get the forarm or hand parts.
Ranger Dimitri Jun 6, 2024 @ 9:27am 
Hope this mod can be patched with Integrated Implants, it has so many cool ideas but I just can't give up this mod either with how it helps expand on the Bionics mechanics in a way that really strengthens it.
General_Degenerate May 22, 2024 @ 4:37am 
Never mind, found the problem. Integrated implants seems to be incompatible with this. Doesn't cause the infinite loading screen anymore but still breaks bionics. Probably something to do with the "extra arms" feature of that mod.
General_Degenerate May 21, 2024 @ 6:55pm 
Anyone else encountering issues with installing bionics? The option to install bionics only installs one segment of the bionic and leaves the rest out, while also not using up the bionic.
Hebrux May 14, 2024 @ 6:42am 
is this really not compatible with "Archotech Expanded"?
Sigvard May 7, 2024 @ 9:29pm 
I really like this mod, but the removal of advanced bionics seems like a strange choice. Advanced bionics are next gen over the previous- just installing a processor wouldn't upgrade the machinery, the build quality, so on

Would be great if this was a toggle or was simply reviewed. Having the quality tiers makes sense, having them be possible loot makes sense, so on. The mod adds a lot of functionality that makes sense to the prosthetics system, so this change stands out
ZuluFox May 7, 2024 @ 8:18pm 
The compatibility with EPOE-Forked: Royalty DLC Expansion is broken, the advanced drill arm and field hand do not exist, their techprint research is removed and there is no way to install any sort of module onto a drill arm/field hand to make them into an advanced drill arm/field hand.

Verified its not another mod compat issue by testing this with only Harmony, HugsLib, EPOE-Forked, EPOE-Forked: Royalty DLC Expansion and MSE2
Samuel_Bucher May 6, 2024 @ 12:39am 
This really should be in vanilla.
Princess Celestia May 5, 2024 @ 12:33am 
How does installing an arcotech obliterator work? I can't seem to find the option, do I need an arochtech arm?
Naraxa May 4, 2024 @ 12:28pm 
so far a rough patch was added to remove the extra arms if this mod was detected, which is a good start but I hope a less destructive patch is made soon, as I like the idea of being able to add additional limbs
Hellbot May 2, 2024 @ 7:46pm 
I was just about to mention that myself, and ask if compatibility could be made for it.
Saur Darastrix May 1, 2024 @ 4:16pm 
For those currently locked in the "forever loading" problem, seems that the mod "Intergrated Implants" (workshop ID: 3223443793 ), recently updated and has caused some weird incompatabilty that locks up loading..something about extra arms?
Theres a quickfix in the comments in the meanwhile over on their page.
TeddyofBears May 1, 2024 @ 3:05pm 
Same, currently stuck initializing. Not sure what changed. This mod hasn't updated for awhile.
"Initializing child mods:4 / system.collections.generic.list`1[system.object]: MSE2"
General_Degenerate May 1, 2024 @ 1:33pm 
Currently unusable for me as it causes Rimworld to be stuck forever on "initialising". All of my other mods can be run with no issues but not this one.
Darian Stephens Apr 29, 2024 @ 12:36pm 
Is it intentional that prosthetic/bionic/archotech subparts can get frostbite?
I lost an archotech finger to it.
Fumoffu! Apr 24, 2024 @ 12:16am 
So where is mod options to hide empty module slots? Cant see any settings in mods menu.
Darian Stephens Apr 14, 2024 @ 5:06pm 
I had colonists and other sprites disappearing in a near-vanilla game, without this mod, so I'm guessing it's just something they've introduced in the update/DLC, rather than being caused by this.