RimWorld

RimWorld

Implants And Stuff
42 Comments
SynthUsami  [author] Jul 25 @ 3:55am 
Danmaku implant is explicitly meant to make your pawn have no cooldown, yes.
crock pot Jul 25 @ 1:23am 
The mod still works, however with implants like the danmaku causes a pawn's melee speed to be SIGNIFICANTLY faster, as if they dont have a cooldown.
SynthUsami  [author] Jul 21 @ 7:13am 
If you load it anyway, does it not work?
crock pot Jul 21 @ 5:40am 
Hermit implant seems like a very useful implant for my combat clones. Any chance this is still getting an update?
SynthUsami  [author] Jun 12, 2024 @ 2:17am 
I'm not sure why Steam didn't display any notifications, but at any rate, I've pushed out a little update to address point 1 and point 3.

Point 2 resulted in some other bugs. Let's say I'd rather not risk that.

Thank you very much for these pointers. Wouldn't have thought of that myself.
Fufulog May 25, 2024 @ 8:59pm 
1000 character limit hurts wanted to be more helpful below. I love this mod a lot.

Personally i reduced the implant market value and nerfed the danmaku implant (to half that of the reloader since both can be implanted at the same time) and it feels really satisfying with all my other mods.

The ultra expensive yokai parts are unchanged and make for really tasty end game goals. Or a really good reason to arrest or betray an allied caravan. Which i never do at all ever otherwise. Very nice mod.
Fufulog May 23, 2024 @ 11:35am 
Okay i came back to this one to try and fix it.

1) You duplicated the abstract base classes from Vanilla. You need to make an original name for your abstract base class, best practices include a mod prefix so that there are no future mod conflicts.

Eg Change Name="BodyPartProstheticBase" to Name="IAS_BodyPartProstheticBaseUnmakable" and replace all the ParentName="BodyPartProstheticBase" to the new abstract base class.

I also removed the WorkToMake stat.

As for the other two duplicate abstract base classesi just deleted them. But the above naming rule applies.


2) You were using ParentName="ImplantHediffBase" when you should be using ParentName="AddedBodyPartBase". Implants do not have part efficiency since they do not replace the part. Only the offset applies.

3) Last the self deleting caused by the comps. You are using Class="HediffCompProperties_SelfHeal". But healing is done by reducing severity which deletes the hediff. Delete this and it works.
SynthUsami  [author] Apr 23, 2024 @ 12:28am 
Worryingly, these are out of the files itself. Meaning I'm not sure what I can feasibly do to fix it on my end.
Fufulog Apr 23, 2024 @ 12:23am 
I used Rimmsqol and checked the properties using that. I didnt modify any of the files directly.

If it isnt in the files then i can only assume its a default assignment.

Here is a picture so you can see what i mean. Green dot on the right is for areas i edited (yes i made your arms even cheatier)
https://ibb.co/vv065yy
SynthUsami  [author] Apr 22, 2024 @ 10:08am 
How mysterious. There's no mention of this anywhere, in the mod files. What file have you modified?
Fufulog Apr 22, 2024 @ 8:08am 
Hey i solved the problem with the Unidentified parts disappearing. Everything is fine with the hediff in the code. But the settings for severity are wrong. With a severity of 0 the hediff is removed and the hediff starts at .5 with a minimum of 0. Then when you go to the properties the actual severity is 0 so it stays on for a few frames then gets removed as soon as it can be.

If you set the hediff severity to 1 for the minimum, maximum, and within the subset of properties it stays on properly with all settings.
SynthUsami  [author] Apr 13, 2024 @ 1:53pm 
I'm going to have to look into it soonish, I suppose. Thanks for your input.
Elan Apr 13, 2024 @ 9:53am 
There's no error pop-up when the part disappears, if that's what you mean. At start I'm getting 2 errors:

RimWorld 1.5.4063 rev1072
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

Could not resolve cross-reference to Verse.BodyPartDef named LeftArm (wanter=appliedOnFixedBodyParts)
Could not resolve cross-reference to Verse.BodyPartDef named RightArm (wanter=appliedOnFixedBodyParts)
SynthUsami  [author] Apr 12, 2024 @ 10:40pm 
Are there any logs and can you provide them?
Elan Apr 12, 2024 @ 5:18pm 
With the 1.5 update, none of the Unidentified parts are working. I'm able to install them with a surgeon, the part is consumed, but the part is not installed in my colonist. If I add the part through debug adhediff, the part appears and remains while paused but vanishes as soon as I unpause.

The implants are working, but I'm not sure if all of them are working exactly as intended. None of them are vanishing after being installed.
SynthUsami  [author] Dec 2, 2022 @ 9:29pm 
Thanks. That was an oversight.

Finally make it do according to what its description suggests.
NeonProdigy Dec 2, 2022 @ 9:21pm 
The regeneration and cold implants decrease toxic resistance despite the Regen implant saying it increases it. I think with 1.4/Biotech they changed Toxic Sensitivity to Resistance so the actual effect has gotten flipped...
SynthUsami  [author] Nov 7, 2022 @ 11:17pm 
Yikes. I do not have the slightest clue why that would happen in a child's brain.

The mysterious limbs supposedly do not spawn in raiders unless a mod (like compressed raiders) has something to do with it.

The Danmaku Implant removes all cooldowns for weapons. This results in an attack rate comparable to a chainsaw, since it was meant for ranged, but affected melee cooldowns as well.
Geoide Nov 7, 2022 @ 11:14pm 
Yes I just tested them all. Very powerful indeed, I needed to use the cherrypicker mod to avoid spawning the mysterious limbs in raiders.
One implant I don't remember which allowed my melee pawn to hit the targer 10 times per second.
The workaholic implant when in a child's brain automatically disappears.
SynthUsami  [author] Nov 7, 2022 @ 1:46pm 
Most of them can be crafted at the machining table but require materials or research that is relatively late into the game.

Some content is hidden as they're not suited to most playstyles or modlists.
Geoide Nov 7, 2022 @ 1:00am 
Can you give the option to craft them?
Kaedys Mar 10, 2022 @ 11:06pm 
While I commend you for going the C# Comp route, they just changed the `disablesNeed` tag to `disablesNeeds` (as a list now) in 1.3. `<disablesNeeds><li>Rest</li></disablesNeeds>` (or whichever need for that plant) not only prevents the bar from going down, but also prevents it from showing up entirely.
The Deadliest Joltik Mar 5, 2022 @ 9:15am 
I decided to lower the %s to 200, and a few of the other things too. Still amazingly strong and showcases what you programmed, but no longer will my melee pawn have 2000+ movement.

(Yeah there was uh... Some kind of multiplication error I think)
SynthUsami  [author] Mar 5, 2022 @ 8:26am 
500% body parts are simply for the fun factor.

That, and it allows a discreet 'testing' bed for certain things I'm curious about.
..While putting it there for anyone who spawns them.

That being said, have fun!
The Deadliest Joltik Mar 5, 2022 @ 8:14am 
The 500% bodyparts are absurdly strong, especially with other mods to improve bionics. I love the idea though, but I'm definitely going to need to edit the configs for personal use. Keep up the good work, man!
SynthUsami  [author] Jul 25, 2021 @ 9:15pm 
Buy.

I *may* change this in the future, considering how unreasonably rare they are.
Baelgun Jul 25, 2021 @ 9:35am 
Do we craft the implants or buy them ?
Alexso Jul 21, 2021 @ 4:18am 
No red line of errors anymore. Thanks for the amazing work!
SynthUsami  [author] Jul 21, 2021 @ 2:29am 
Thanks. I had doubts that line of code would work. If you're wondering, that *was* the "unknown, random body-parts made on a whim".

Hopefully fixed now.
Alexso Jul 21, 2021 @ 2:21am 
Part 2:
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Alexso Jul 21, 2021 @ 2:21am 
You almost got it. This is the last red line i got on startup of the game:

Part 1:
Could not resolve cross-reference: No RimWorld.StatDef named comfortFallFactorOffset found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)

SynthUsami  [author] Jul 21, 2021 @ 12:54am 
Fix should be done. I hope. I can't test it on 1.3 exactly but I am trying to fix it. And hopefully this does.
Alexso Jul 21, 2021 @ 12:04am 
Part 2: (Not full error logs because of 1000 character limit)

XML error: <disablesNeed>Comfort</disablesNeed> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="ImplantHediffBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor><isBad>false</isBad><priceImpact>true</priceImpact><countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant><defName>YokaiSkin</defName><label>unidentified skin</label><labelNoun>unidentified skin</labelNoun><description>An installed unidentified skin.</description><descriptionHyperlinks><ThingDef>YokaiSkin</ThingDef></descriptionHyperlinks><disablesNeed>Comfort</disablesNeed><comps><li Class="HediffCompProperties_HealPermanentWounds" /><li Class="HediffCompProperties_SelfHeal" /></comps><stages><li><partEfficiencyOffset>5</partEfficiencyOffset><statOffsets><MeleeDodgeChance>27</MeleeDodgeChance><ArmorRating_Sharp>10</ArmorRating_Sharp>
Alexso Jul 21, 2021 @ 12:03am 
Just checked and it seems you fixed it. The bar for the need for rest no longer depletes itself. I do however still get red errors on startup regarding the mod and i don't know how harmfull they are.

Part 1:
XML error: <disablesNeed>Rest</disablesNeed> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="ImplantHediffBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor><isBad>false</isBad><priceImpact>true</priceImpact><countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant><defName>SavantBrain</defName><label>unidentified brain</label><labelNoun>an unidentified brain</labelNoun><description>An installed unidentified brain implant.</description><descriptionHyperlinks><ThingDef>SavantBrain</ThingDef></descriptionHyperlinks><disablesNeed>Rest</disablesNeed><comps><li Class="HediffCompProperties_HealPermanentWounds" /><li Class="HediffCompProperties_SelfHeal" /><li Class="HediffCompProperties">
...
SynthUsami  [author] Jul 20, 2021 @ 6:02pm 
Thanks for informing. I'll see what can be done about this.
Alexso Jul 20, 2021 @ 5:52pm 
Thanks for the update. Unfortunately the Watcher Implant that removes the need for rest does not work with 1.3. When i start the game it immediatly sends an error about the Hediff Implant. Ingame, the implant does nothing.

The following error occurs:
XML error: <disablesNeed>Rest</disablesNeed> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="ImplantHediffBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor><isBad>false</isBad><priceImpact>true</priceImpact><countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant><defName>WatcherImplant</defName><label>watcher implant</label><labelNoun>A watcher brain implant</labelNoun><description>An installed watcher brain implant.</description><descriptionHyperlinks><ThingDef>WatcherImplant</ThingDef></descriptionHyperlinks><disablesNeed>Rest</disablesNeed>
...
Royal Coyote Aug 22, 2020 @ 1:50pm 
ah
SynthUsami  [author] Aug 21, 2020 @ 11:15pm 
Don't think so. Doesn't mean it's a binary "yes" or "no" though.
Royal Coyote Aug 21, 2020 @ 11:03pm 
EPOE comaptible?
Travisplo Aug 21, 2020 @ 4:50pm 
Gotta love them there warcrimes chief! Like a polar bear equipped with shoulder mounted miniguns.
RavenousEye Aug 21, 2020 @ 9:03am 
Could there be some basic info please?
like the value of the implants and how to craft them/what they cost to make
Stormtail Aug 21, 2020 @ 6:31am 
Another ''yes'' to add to the modlist. Can basically make Androids out of anybody. WAAARCRIIIMES