RimWorld

RimWorld

Simply More Implants
70 Comments
DeathTomato Aug 8 @ 9:32pm 
Thanks for the update! Also was wondering, how fast does the cellular stabilizer work?
Unknown__Reaper__ Aug 7 @ 9:18pm 
oh that's nice, Thanks for 1.6
Shadowwake Aug 3 @ 4:50pm 
Still hoping for a 1.6 update on this one myself, throws errors but i miss havin those goodies.
The wise old man Jul 29 @ 8:52pm 
sorry for asking but any update on making 1.6?
Jetstream Sam Jul 26 @ 7:41pm 
IM IN SHOCK THAT I WROTE 2000 LETTERS
both arms or legs might give total of 120% movement. (I just realised that if 8% was real, in the end those joint and legs might be better that real bionic limbs. But. If 8% would be a future it would be weakened by the fact that bionic limb has no bleeding/pain and in addition bionic arm has boosted melee DPS.

In the end I think that 5% is a reasonable option (i thought of adding a joints and pair of tendons for each part like hand, forearm, shoulders and those bonuses would sum up and in total it would be about 160% so that would be unfair in contrast to normal, whole, "more advanced" implants.
So joints and tendons might be cheaper (not in plasteel i think) and "more effective" options. Also i think that body purist shouldn't be disapointed of them because those are very similiar, nearly identical to original counterparts but who knows, I didnt had body purist before with peg leg and would be sad of having attachment. Its just Rimworld
Jetstream Sam Jul 26 @ 7:40pm 
Update to 1.6 and i got idea for new implant. Titanium (ingame plasteel) teeth. Adds from 20% to 50% eating speed (its to decide. Also new one might be "Bionic joint or/and Tendon. It might seem weird but in my opinion i would like to have 2x stronger joints and tendons than regular muscles like Biceps. They are foundation of body and with even good muscles if they are in not good condition you wont see difference. Because of the fact that joints and tendons are much more simple than whole Bionic hand or even Arm, i would make costs of them like this. Tendon - (maybe some neutroamine) 1 component 5-15 plasteel. Joint - 2-3 components, 5-15 plasteel, and 2-3 neutroamine (neutroamine used as chemical "healing" lubricant allowing joint to rotate just like natural synovial fluid.

All joints and tendons (depends on body spot and they would be counted individually) might give 5%-8% bonus to movement or manipulation. For example having 2 bionic joints and 2 bionic tendons in
Ben Jul 13 @ 10:22am 
1.6 please
Papa comunista Aug 20, 2024 @ 6:49pm 
does it require royalty?
removedclaw Jun 5, 2024 @ 2:19pm 
ive had hardly any problems in 1.5 with anomaly, nearing the end of the game the only thing ive noticed is the psycho processor will just disappear when trying to install it, other than that it seems pretty solid
TorMechia Apr 16, 2024 @ 5:27pm 
Also hoping for 1.5
ed asner Apr 16, 2024 @ 11:48am 
Any plan to update this? Easily one of my fave bionic mods.
Freeasabird🕊 Apr 9, 2024 @ 10:19pm 
I have the framework mod installed but it still says i need it. its in my mod list why the hell does it say i need it when i have it installed???
Alerios Mar 5, 2024 @ 10:04am 
Is community framework really necessary?
FrAmed46 Dec 30, 2023 @ 3:57pm 
Mid save compatible to add??
Turnovus  [author] Sep 24, 2023 @ 6:50am 
@colin094
They should appear on any workbench that allows you to craft other components, like the fabrication bench.
colin094 Sep 23, 2023 @ 12:04pm 
does anyone know how to make medical componenets ? Ive done the research for it but I cant where to put a bill in for it
Turnovus  [author] Sep 12, 2023 @ 6:30pm 
@Irving
Depends. It can heal the vanilla chemical damage conditions (ChemicalDamageModerate, ChemicalDamageSevere) on any part of the body, but no provisions are made for health conditions from other mods that call themselves "chemical damage".
Irving Sep 12, 2023 @ 6:09pm 
Quick question, does the cellular stabilizer heal chemical damage to the brain?
Dr Jimothy Sep 8, 2023 @ 12:21pm 
I haven't tried this yet but just reading the description has my mouth watering. These are such perfect utilities.
engineer gaming Sep 4, 2023 @ 2:20pm 
I don't know if this is necessarily the result of this mod, but I've noted that no info shows up for some vanilla, DLC, items from this mod, and other mods.

If someone here could find a cause, I would very much appreciate it.

https://gist.github.com/HugsLibRecordKeeper/7f9c639d66910bca151a746b37d961a6
Damon_Vi Jul 25, 2023 @ 6:51pm 
psycho-processor doesnt seem to function if "research reinvented" in also enabled. likely has to do with how reinvented breaks up how research is completed. if i may make a suggestion, somehow get it so that, for compatibility, it only affects the "theory" (base researching) variable, which would be the equivalent to how it would function in a vanilla environment.
Get Donked On May 16, 2023 @ 5:26pm 
good to hear ill keep m,y eyes peeled
Turnovus  [author] May 16, 2023 @ 5:25pm 
@Get Donked On

Good to hear, I think. I'll keep an eye on it anyways.

It's been a while since I've worked on this mod, but I remember the code for the meditative refresher being a little janky. I have a better solution for it that I'll upload whenever I get around to it, but just keep a lookout for any lag spikes related to it in the meantime.
Get Donked On May 16, 2023 @ 5:19pm 
Ill be honest for some reason now its not doing it? after restarting? weird. Anyways hope its stays this way these implants look lovely
Turnovus  [author] May 16, 2023 @ 5:14pm 
@Get Donked On

I'll look into it. Any implants in particular? Could you send a Harmony log, so I can see what other mods you are using?
Get Donked On May 16, 2023 @ 4:06pm 
if you implant a pawn with a couple implants you can see framework shoot up in performance analyzer towards ana average of 0.4ms impact wich is pretty high.
Tirith Amar Jan 20, 2023 @ 11:07pm 
Suggestion: meditative metabolism
like meditative refresher, but with food. If you dont move.
Draxiss Nov 17, 2022 @ 11:59pm 
Hey the prerequisite for ANYTHING in the Implant Manufacturing tab aren't listed; all I know is that they aren't completed yet.
theothersteve7 Nov 17, 2022 @ 8:14pm 
Works great with MSE 2. I've been using both for months.
Turnovus  [author] Nov 10, 2022 @ 6:48am 
@3.6 rumpkins
I'll look into it.

@Олег Мерк
I'm not sure, I've not heard of Medical System Expansion 2. You're welcome to try it yourself.
Олег Мерк Nov 9, 2022 @ 5:03pm 
How does it work with Medical System Expansion 2?
「The Grand Leveler」 Oct 31, 2022 @ 7:35pm 
Why does this need royalty DLC? Can't you make a version compatible with vanilla?
m11kire Sep 19, 2022 @ 11:08pm 
for anyone curious, the answer was 'everything besides the implants from this mod', including the targeting VI from Mass-effect, a combat AI from CONN, and something else i can't remember five hours after the fact
Turnovus  [author] Sep 19, 2022 @ 8:00pm 
@m11kire
None of the implants here are set up to cause brainshock, so they shouldn't be the problem.

The ophthalmic augment, however, causes optic shock, which reduces sight temporarily. The electromagnetic shield will reduce brainshock and optic shock to one-fourth duration.
m11kire Sep 19, 2022 @ 12:59pm 
do any of these cause a pawn to get brainshock if hit by EMP? had a heavily borged up pawn get downed by EMP and trying to figure out which implant i need to remove so my main fighter doesn't fall unconscious from getting hit by EMP
Turnovus  [author] Sep 3, 2022 @ 12:17am 
@test
Yes, it contains the HediffComps used by most of the implants.
test Sep 2, 2022 @ 11:34pm 
is community framework a hard requirement
Turnovus  [author] Sep 2, 2022 @ 3:40am 
@Hamacelos
You're right, thank you for letting me know. I've fixed it now.
Hamacelos Sep 2, 2022 @ 3:04am 
just one actually
Hamacelos Sep 2, 2022 @ 2:50am 
the effects for the new two implants are wrong in the description above
Turnovus  [author] Sep 1, 2022 @ 10:24pm 
@[CRSDR]Influx
I took this idea and refined it into the meditative refresher. I think this will work best, since it allows the pawn to benefit from their meditation area instead of just getting a flat psyfocus gain from their bed. Feel free to let me know what you think.
[CRSDR]Influx Jul 26, 2022 @ 12:52am 
might be absolutely broken but having something similiar to the "psycho-processor" but while the pawn sleeps they gain psi focus... would be nice
Tappator May 1, 2022 @ 3:04am 
@Lekoda some of the vanilla values are automatically converted in CE, I just tried it and both implants seemed to be working well
Turnovus  [author] Apr 22, 2022 @ 5:27pm 
@engineer gaming
Yes. The full list of cured conditions is: carcinoma, alzheimers, dementia, and chemical damage.
engineer gaming Apr 22, 2022 @ 7:49am 
Does the Cellular Stabilizer cure Carcinomas?
Lekoda Apr 14, 2022 @ 8:24pm 
The mod touches accuracy so it is considered not compatible without a patch.
Turnovus  [author] Mar 6, 2022 @ 6:03pm 
@Japa
I haven't tested it, and I'm not familiar with CE in general. But this mod shouldn't touch any of the same code that CE does, so it should be perfectly fine.
Jungkook Mar 6, 2022 @ 6:00pm 
Dont want to be that guy.. But is it compatible with CE? Seen that another Implant mod is incompatible and i just want to make sure.
Turnovus  [author] Feb 24, 2022 @ 8:36pm 
@Sny_Vs_Spyper
Good catch, must have been an oversight on my part. I've released a quick patch to fix it.