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Last time I checked, I couldn't figure it out.
That makes sense with the bloat thing. Just curious at those levels could it just be hands and feet or does it have to includes fingers and toes?
With the regenerating is there a way to stop it? I have some other mods that add prosthetics. I am also using this mod "Prosthetic No Missing Body Parts (Continued)", would this have anything to do with it?. Or do i just install bionic feet if they grow a foot back after installing a archotech leg? Any help or suggestion is appreciated.
As for regenerating feet and arms with the medpod, that's just a quirk of how bionics work in rimworld. For example, when a pawn has a bionic leg installed, their foot and toes are considered "removed" by the game [it's also why, without mods that fix it, pawns with bionic legs can't wear shoes].
Yeah, it doesn't provide the error if ABE is loaded first. I was mostly thinking an enforced mod load order entry would be the solution.
I can't type today, steam really needs to consider adding the option to just edit comments :U
Could you try changing the mod load order to YAPEM is loaded after FSF ABE? It might solve the issue and if it works I'll edit the about.xml to make that order automatic.
Throws red error if YAPEM is loaded first.
[[FSF] Advanced Bionics Expansion] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationReplace(/Defs/ThingDef[@Name = "BodyPartArchotechBase"]/graphicData/color)) failed
file: C:\Games\Indiv\Rimworld\Mods\2006925330\1.6\Ludeon\Core\Patches\FSFVBE_Vanilla_Recolor_Archotech_Base.xml
Have reported to FSF ABE as well.
https://pastebin.com/Yq524JAe
At worst they might simply both end up adding implants that serve the same purpose and that's it. Tho from the looks of it, that shouldn't be an issue in this case either, this mod focuses on adding "basic" bionics, while FSFAB appears to add more specialized ones, if that makes sense.
"placeholder text. "
But the thing is, the error doesn't show up on my end and it doesn't look like the description has anything that would cause the error.
I'd recommend trying the "verify integrity of game files" feature that steam has. Idk why it happens, but I'd sometimes get nonsensical errors that would get fixed by it.
I plan on adding a mod setting that re-adds them tho
Some just prefer the vanilla boxes
Perfect timing too, cuz I'm considering remaking the textures [or at least adjusting them so they're not so freakishly large], so get yourself a copy of the pngs while they're still here.
There already are settings for that, two in fact :U
A pair of archotech lungs [+28% each] and archotech skin [+45%] will be enough to reach 101% vacuum resistane and therefore be safe in space without a suit.
Ig the only interesting parts would be stuff like bionic noses boosting breathing, for example.
Btw, this one looks really interesting.
I was wondering tho if there is a way to add vacuum resistance to the archotech skin since the flavour text says it should do. (I know it would be op but i guess archotech is supposed to be op)
TLDR: at BEST the patch was doing nothing, so I removed it
'[Yet another prosthetic expansion mod - Core] Patch operation Verse.PatchOperationReplace(Defs/BodyPartDef[defName="Tongue"]/beautyRelated) failed
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run'
Changes:
-Removed the biological body part replacements, I was honestly waiting for 1.6 just for a chance to get rid of them. Also because of that, the VE framework mod is no longer required for this mos.
-Added mod settings, for now just 2 checkboxes that are off by default. They're basically just two ways of making ultratech bionics craftable. XML Extensions isn't required anymore.
I think everything should be functional