RimWorld

RimWorld

Yet another prosthetic expansion mod - Core
373 Comments
Christineeeeeeeeeeee Sep 8 @ 10:29am 
@MrKociak understood, thanks a lot for looking into it!
MrKociak  [author] Sep 8 @ 9:44am 
@Christineeeeeeeeeeee sorry, I'm not familiar with MSE2, so I have no idea how to make a patch for that.
Last time I checked, I couldn't figure it out.
Christineeeeeeeeeeee Sep 8 @ 8:16am 
First time using this instead of the usual EPOE-forked-enhanced-original, may I ask if it would be possible to add a patch for Medical System Expansion 2? It's a shame that I upgrade to the advanced/ultratech/etc tier of bionics but lose the ability to further enhance or customize the bionic part by install modules. Much appreciated for your time and effort in the mod!
Bladebro79 Sep 4 @ 8:01am 
@MrKociak Copy and thanks for the quick reply. I will see what i can figure out. Thanks again for the mod.
MrKociak  [author] Sep 4 @ 7:38am 
@Bladebro79 honestly, I dunno, I haven't used that mod in ages, I don't really know how it works at this point.
Bladebro79 Sep 4 @ 7:35am 
@MrKociak Thanks for the reply.
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.
MrKociak  [author] Sep 4 @ 2:05am 
@Bladebro79 I just didn't wanna bloat the quest loot table with archotech toes, that's pretty much it. I felt like in most cases, the player would prefer to get the whole arm from a quest instead of just the hand.
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].
Bladebro79 Sep 3 @ 7:42pm 
Love the mod. Just had a quick question, why no Ultratech & Archotech Feet and hands? Also i am using Medpod and after one of my colonist has a bionic arm or leg installed, they ten go to the Medpod and regenerate their feet or hands/arms. Is there a reason for this as far as you know?
Luckspeare Aug 29 @ 11:53am 
Awesome, ty sir.
MrKociak  [author] Aug 29 @ 11:49am 
@Luckspeare Nice, imma edit the about.xml then.
Luckspeare Aug 29 @ 10:03am 
For real. It's incredibly annoying we can't edit comments.

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.
MrKociak  [author] Aug 29 @ 5:43am 
*so
I can't type today, steam really needs to consider adding the option to just edit comments :U
MrKociak  [author] Aug 29 @ 5:42am 
@Luckspeare I'm guessing it's cuz this mod replaces the archotech item graphics, but FSF ABE is trying to change its color [but that node's gone cuz of my patch].
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.
Luckspeare Aug 28 @ 7:07pm 
Mod load order issue with [FSF] Advanced Bionic Extension.

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
MrKociak  [author] Aug 28 @ 7:18am 
@FotisP68n They should work perfectly fine when used together. Mods that add bionics/implants are very, very rarely incompatible with each other.
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.
FotisP68n Aug 27 @ 3:21pm 
Is this compatible with FSF advanced bionics? What changes?
MrKociak  [author] Aug 24 @ 3:45am 
@Michigancubed yeah I'd recommend going with either one or the other, but both this mod and EPOE add the same kinds of things, so there's a lot of overlap.
Michigancubed Aug 23 @ 9:18pm 
would you consider this mod redundant if EPOE is installed? Looking for a ton more prosthetic mods to add to my eventual new playthrough.
ohhhhh Aug 21 @ 9:27am 
ok,Thanks for your help
Sorcia Aug 20 @ 9:23pm 
underrated to have the running gag be a postit note perpetually pile up over years.
MrKociak  [author] Aug 17 @ 3:23am 
@ohhhhh What version are you playing on? I'm asking cuz this kinda error happens when a description has an unnecessary space at the end, like this:
"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.
ohhhhh Aug 16 @ 6:57pm 
Config error in BIE_SalvageAdvancedBionics: description has trailing whitespace
MrKociak  [author] Aug 1 @ 9:33am 
@Miss Bonafide I didn't feel like they fit very well.
I plan on adding a mod setting that re-adds them tho
Miss Bonafide Jul 31 @ 5:50pm 
Why did you remove the biological body parts? I really enjoyed growing organs in a vat :(
Firestorm Jul 25 @ 12:47pm 
Thank you!
MrKociak  [author] Jul 25 @ 6:37am 
Oh yeah also, some people in the past wanted a toggle for this mod's textures/sprites, so imma add a setting for that.
Some just prefer the vanilla boxes :catsack:
MrKociak  [author] Jul 25 @ 6:34am 
@Firestorm Sure, you can use them, I don't mind at all :p
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.
Firestorm Jul 25 @ 1:49am 
Would you be ok with me using the textures for the boxes from this mod?
MrKociak  [author] Jul 22 @ 9:02am 
@leech yeah it should be fine
leech Jul 21 @ 6:04pm 
Safe to add to existing save?
MrKociak  [author] Jul 16 @ 8:24am 
@narotiedu3
There already are settings for that, two in fact :U
MrKociak  [author] Jul 16 @ 8:23am 
@Panderrific Must be caused by some kind of conflict cuz I never play with bionic icons and I'm not getting any errors
Callistron Jul 16 @ 8:00am 
@MrKociak Much appreciated. :)
Panderrific Jul 16 @ 4:17am 
Caught an error from this mod when launching without Bionic Icons installed, not sure if it would lead to issues, does it need to be added to mod requirements list?
narotiedu3 Jul 15 @ 4:13pm 
could you make a version or a option in the mod configs to make ultra-tech craftable?
MrKociak  [author] Jul 14 @ 7:18am 
@Callistron Released the update just now. The skin implants and lung replacements should now give vacuum resistance [the higher the tier, the higher the amount].
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.
MrKociak  [author] Jul 13 @ 2:24pm 
@NuanKi I don't have one for this mod sadly. Tho, they all follow the same pattern pretty much, all important/losable body parts are covered and their strenght level is explained in the description.

Ig the only interesting parts would be stuff like bionic noses boosting breathing, for example.
NuanKi Jul 13 @ 1:59pm 
Do you have something like a spreadsheet or list with all the bionics and their bonuses? So we can compare with other bionics mods?
Btw, this one looks really interesting.
Callistron Jul 13 @ 11:23am 
@MrKociak Yaaaaay :D
MrKociak  [author] Jul 13 @ 10:49am 
@Callistron I can prob throw that in now that the DLC's out
Callistron Jul 13 @ 1:56am 
Hey first off i just wanna say this mod is amazing.
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)
lloki Jul 11 @ 11:52am 
yaaay my favorite bionics mod :) thanks for the update
Knuti Jul 11 @ 11:41am 
@MrKociak Many thanks for the quick reply and the even quicker fix!
MrKociak  [author] Jul 11 @ 11:32am 
@Knuti oh yeah, that patch. I removed it just now. I wasn't getting the same error as you , but the way jaw replacements deal with tongues appears to have been changed somewhat, cuz pawn's weren't getting the "disfigured" opinion from having a jaw replacement even withouth the patch.
TLDR: at BEST the patch was doing nothing, so I removed it
Knuti Jul 11 @ 11:19am 
Thanks for the update. There seems to be an issue with "tongues"...

'[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'
turkler Jul 6 @ 4:34pm 
no xml extensions requirement is huge. thank you!!
Kokorocodon Jul 6 @ 12:49pm 
good stuff
MrKociak  [author] Jul 6 @ 2:50am 
@Has Pusspuss probably yeah, at some point
Grimaline The Weed Fiend Jul 5 @ 4:29pm 
Hey! just asking if there will be graphical updates to pawns when they have prosthetic, advanced bionic and ultratech eyes?
MrKociak  [author] Jul 5 @ 8:38am 
Updated the mod to 1.6
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