RimWorld

RimWorld

Combat Bionics
143 Comments
j.doherty Aug 22 @ 6:32pm 
this ce compatible
Mlie Jun 3, 2024 @ 11:39am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3260597442
Hope it helps anyone!
Brambeo  [author] Apr 19, 2024 @ 10:24am 
Been busy with life, will try to update soon. i give full permission for anybody to fork it for 1.5 though, not sure ill be able to
Zadkhiel_TV Apr 14, 2024 @ 2:25pm 
Literally one of my favorite bionics mods, please update to 1.5!
Mr. Conspirator Apr 13, 2024 @ 6:49am 
will this be updated for 1.5?
Skye Chambers Mar 14, 2024 @ 3:26am 
this mod's flamethrower arm seems to be incompatible with Fortifications Industrial for some reason. It causes the flamethrower to be removed from the pawn's body upon forcing the attack to end
Mr. obgd [Gregory House] Feb 1, 2024 @ 8:09am 
CE compatible?
Trapus Jan 23, 2024 @ 6:58am 
out of all the implant mods I have the only incompatibility I have is dual wield mod after further testing
Damon_Vi Jul 27, 2023 @ 9:46am 
also dealing with pawns auto using the jump spine when it's disabled.
Ginger Snap Jun 25, 2023 @ 11:38pm 
is there any way to make the jump pack spine NOT auto jump? I have it un-checked and my pawns still use it even though they are not supposed to.
brokolilikek  [author] May 21, 2023 @ 1:33am 
@Antharann Fireblade the game's EMP adaptation mechanic make it an inconvenience. It's not completely removed, rather it's replaced with an EMP distruptor, which has three upgrade levels, and gains an ability with each level. Last time I worked on it, it was working gameplay-wise and only missing some misc stuff like ability icons and effects. Hopefully I'll push it when I get some time to clean it up.
Antharann Fireblade May 20, 2023 @ 3:21pm 
why is tesla getting removed?
brokolilikek  [author] May 20, 2023 @ 7:39am 
@Loepio It's uncraftable, unfoundable, only here because of compatibility reasons for a while. It's being removed, and players are given some time to adjust their save files
beam0 May 19, 2023 @ 10:32am 
i have vwe lasers but i cant find the tesla wrist anywhere
SirSmoustache Mar 30, 2023 @ 10:50pm 
@Bimsham It kinda works but obviously expect bugs and the like
brokolilikek  [author] Jan 21, 2023 @ 7:38am 
@Bimsham Ask CE! :)
Bimsham Jan 20, 2023 @ 5:36pm 
does this work with ce?
brokolilikek  [author] Jan 20, 2023 @ 3:05pm 
Good news: Jump pack spine is fixed (again): It no longer conflicts with better jump packs, and it reloads properly. Latter needs VE Framework to update though. Big thanks to both Mlie and Legodude for their quick and precise fixes, it's basically them fixing the code! Enjoy.
Empty Body Jan 17, 2023 @ 7:17pm 
CONGRATULATIONS!!!! YOUR MOD HAVE 1000 FAVS!!!!!
Victor Nov 25, 2022 @ 3:37am 
I casually found an error in my log regarding the jump pack spine: https://gist.github.com/HugsLibRecordKeeper/11a095f4700cd31b15d60ed9056d1145#file-output_log-txt-L2466
Line 2466
kmcl11 Nov 22, 2022 @ 12:57am 
hi, i'm not getting the verb jump error anymore, but i did get a couple more, i think about the arms this time... https://gist.github.com/1bf3878a51d5cc4f6d6b10070f69095c
Jackal Oct 29, 2022 @ 12:02pm 
preem
brokolilikek  [author] Oct 29, 2022 @ 10:23am 
Ah. For now, jump pack spine works & it does not crash stuff (there's a single time red harmless error with allow tool I suppose), y'know, free unlimited jumps
brokolilikek  [author] Oct 28, 2022 @ 1:50pm 
No innate support, ask if CE did comaptibility work.

Also, jump pack spine is not working for now, we're trying to fix the issue
Papito Oct 28, 2022 @ 10:28am 
is this combat extended compatible?
Resistance Band. Sep 3, 2022 @ 6:22am 
Man I'm excited for the fellas in the comments talking about mod development and eventual MSE2 support, you guys are awesome!
Comrade Johnny Jul 15, 2022 @ 9:37am 
I do not have any patches or other mods that "should" not conflict with Combat Bionics. Maybe something is wrong with my game/modlist but thanks anyway. I guess ill just stick to the ordinary held minigun
Comrade Johnny Jul 15, 2022 @ 5:52am 
Maybe. I alreaady have an unhealthy amount of mods but there should not be any patches there. However I recently did uninstall CE so maybe an old, now derelict patch is killing it. Ill look for it, thanks
brokolilikek  [author] Jul 14, 2022 @ 12:17pm 
@LplayerJohnny: I just checked three versions of this mod's defs and all look functional. Are you sure there's not another mod that patches the functionality of combat bionics? (Btw, if you're using it, simple ammunition remastered's patches are also fine.)
Comrade Johnny Jul 14, 2022 @ 12:13pm 
Question, Is the minigun arm currently functional? I have a pawn that has it and all it does is it shoots a single shot, misses and then takes 1 minute irl time until it shoots a single bullet again. Is it supposed to be this way or is the mod/my game broken? (No, Im not using bullshit CE)
spacecowgirl Jul 10, 2022 @ 12:44pm 
I saw minigun arm and immediately subbed.
brokolilikek  [author] Jun 26, 2022 @ 6:20pm 
@Hamacelos I checked the XML and it looks perfectly fine, tested and it seems working. Maybe you targeted an area? IDK, can not help further.

@Ulas @Lenin's Cat @Kylo Ren Rest of the guys, ask the CE team! They're handling the patches in their end and it's healthier for the balance they're aiming to build.
Ren Jun 21, 2022 @ 5:09am 
i'm curious if this is compatible with an obscure game modification called "Combat Expanded"
Hamacelos Jun 13, 2022 @ 11:44am 
the homing patch with ve weapons doesnt seem to work, the swarm wrist misses quite a bit
Lenin's Cat May 18, 2022 @ 10:57am 
the forbidden question
is it ce compatible
Ulas May 11, 2022 @ 6:01am 
Hey is this CE compatible?
Halfdan Feb 19, 2022 @ 2:03pm 
@brokolilikek I only noticed it because I installed in on a brawler, who got the -20 from the spine. So I removed the spine via the Character Editor mod. And you're right - it generally doesn't come up under normal gameplay, so it's totally fine lol

Thanks for the brawler fix though, that's wonderful!
brokolilikek  [author] Feb 17, 2022 @ 10:33am 
@Halfdan: Not sure how did you remove the hediff via character editing but it's not supposed to happen in-game anyways.

Also, brawlers now do not hate their own spines, that's fixed.
Halfdan Jan 19, 2022 @ 9:19am 
Thanks for the wonderful mod :)
I've noticed a couple bugs I think though, with the jump pack spine.
1. If you remove the spine, they keep the widget to jump, and can still use it while drafted. But only when removed via dev mode/character edit.
2. If you install it into a Brawler, they get the -20 ranged weapon thought so long as they have the widget to jump (ties into the first bug). Not sure if this was intentional though.

Either way, thanks again for the mod!
brokolilikek  [author] Jan 15, 2022 @ 12:57pm 
@Mr. J "Soda": We reached Mlie, it's on them now. Also, there are plans for expanding the combat bionic catalogue, but not with archotech parts, unfortunately.
Mr. J Soda Jan 14, 2022 @ 12:52pm 
Would it be possible to get a Archotech jump spine, which while having a lesser jump range and longer use time than the normal spine, has infinite jumps
drsavagethe1 Jan 10, 2022 @ 3:45pm 
Is this CE compatible?
Black Momba Jan 6, 2022 @ 5:34am 
Tear Gas Arm lmao
WhiskeyTick Dec 17, 2021 @ 2:04pm 
Will enemy raiders/non colonists use the jump pack spines, and if so, will they also crash the game? I really like the other bionics in this mod but I've gotten too used to being able to jump over walls to get rid of Better Jump Packs.
Mr. J Soda Dec 15, 2021 @ 11:55am 
I don't know if this has been asked recently, but with Yayo's better jump packs getting picked up by Mlie will there be another attempt to reach out and get the two mods patched together? According to the comments over there they still are not compatible after the mod was picked up and brought to 1.3.
Antharann Fireblade Dec 2, 2021 @ 11:40pm 
@cirejc05 and @Jedinate6
order the pawn to reload from a stack of chemfuel.
cirejc05 Nov 29, 2021 @ 9:13pm 
How do I re-load the flamer and swarm wrist?
Natalie6 Nov 13, 2021 @ 5:56pm 
Is it possible to reload the ammo weapons, or do they just reload with time?
Antharann Fireblade Oct 4, 2021 @ 10:32pm 
@bblkepling
I can later boot up rimworld again to get the error logs, i noticed this in a minimal mod setup i use for testing and developing mods, one of which is planned to be a patch mod for this mod to be compatible with MSE2! hopefully no recoding required, i just HATE patching in rimworld, thats why im procrastinating on it.