RimWorld

RimWorld

Anima Bionics - Forked
119 Comments
Victor  [author] Sep 9 @ 5:40am 
Fixed.
CurtimusPrime92 Sep 8 @ 10:10pm 
1.4 and 1.5 doesn't work with dependency listing 1.6 only version of anima gear. i think you'll have to split 1.4 and 1.5 into a separate mod with dependency to 1.4 and 1.5 version of anima gear
Victor  [author] Sep 8 @ 8:23pm 
Fixed, sorry for the inconvenience.
Victor  [author] Sep 8 @ 8:19pm 
It was supposed to be there, I just pasted the rewritten version suggested in the discussion and didn't noticed that AtomicRobot's code didn't include XML Extensions...
Brett Sep 8 @ 1:09pm 
Hi Victor,

can you change the information ingame inside the mod manager that this mod depends on the XML Extensions mod?

I know, it's stated inside the workshop but the XML Extensions are not listed as a requirement ingame. I got a ton of errors and I didn't know what caused them until I found out that this mod needs another mod.

Thank you :Hire:
Victor  [author] Aug 24 @ 7:34am 
You can use it fine on 1.6, the only thing I changed was add the textures for Visible Cybernetics, everything else is the same.
Futstub Aug 24 @ 5:54am 
Ok, so I either have to spend time trying all the things from the comments to try to update this to 1.6 or not use the mod? Uninstalling and reinstalling the mod didn't help... RimSort says it's 1.5 and gives an error...
Victor  [author] Aug 16 @ 11:01am 
Yeah this is a known problem with the steam workshop.
Ayana Aug 16 @ 10:17am 
Okay, after validating my complete Rimworld installation it FINALLY updated.
Ayana Aug 16 @ 7:37am 
I have subscribed and unsubscribed multiple times, but there is nothing for 1.6 even in the mod folder.
AtomicRobot Aug 16 @ 6:35am 
Nice! Apparently there is a new way of declaring alternative packageIds added in 1.6 but RimSort didn't pick up on it when I tried, so I went with the DependenciesByVersion option...
Victor  [author] Aug 15 @ 8:20am 
That must be the issue of steam not auto updating, you can unsubscribe, wait so it deletes the files, and subscribing again, that should fix it. But I will add your suggestion of using modDependenciesByVersion, should have used that to begin with, thanks!
AtomicRobot Aug 15 @ 7:16am 
Actually checking the About.xml in its entirety there are a few issues that lead to errors in any auto-sorter even the vanilla one. Anima-Gear continued has a new pachageId so that has to be entered in the About.xml as a new dependency and also into the loadAfter component.
I edited mine so that it works for me.

The file is longer than 1000 characters so I can't put it in this comment but I think I'll put it in the suggestions discussion for a quick fix.
AtomicRobot Aug 15 @ 6:55am 
I think you forgot to add 1.6 as a supported version in the About.xml file. At least it's not there for me.
Victor  [author] Aug 14 @ 1:22pm 
You can ignore warnings from Rimpy, their database isn't updated since a long time ago.
Drago Duval Aug 14 @ 1:20pm 
The Rimpy warning is making it unplayable, but beside that it 100% work, at least from the few parts that i have installed.
Victor  [author] Aug 12 @ 5:08am 
Yes
Morcalvin Aug 12 @ 3:59am 
Does this still have the lungs and kidney replacements?
Catman1226 Aug 11 @ 10:25am 
Says it is missing a dependency but could probably be steam being slow
Catman1226 Aug 11 @ 10:21am 
Thank you, perfect timing!
Victor  [author] Aug 11 @ 10:19am 
Updated with the new Continued Anima Gear as a dependency, and now includes textures for Visible Cybernetics , all optional in the mod settings.
Sevatar the Sinner Aug 9 @ 10:19am 
there is an anima gear continued if you can use that as basis for an update https://steamcommunity.com/sharedfiles/filedetails/?id=3545349562
dagoonite Jul 22 @ 7:39pm 
Thank you for letting us know!
Victor  [author] Jul 15 @ 9:29am 
I'm waiting Anima Gear to update.
Barosz Gádžožrút 902 01 Jul 15 @ 9:27am 
1.6?
Spencer Jul 1 @ 3:54am 
friggin dope
Victor  [author] Jun 21 @ 5:41am 
Yeah, it adds the anima fiber that is used in the recipes.
Virtuous Jun 21 @ 3:49am 
Is the anima gear a hard requirment?
Victor  [author] Mar 28 @ 8:44pm 
What is the problem with the legs?
The God Particle Mar 28 @ 4:30pm 
@Victor The carrier leg has the same problem
Blinsin Feb 19 @ 4:21pm 
@victor Thank you! The arm appeared in the No Missing body parts list, so it seems to have fixed the problem!
Victor  [author] Feb 19 @ 2:38am 
@Blinsin fixed, also added anima ears.
Blinsin Feb 18 @ 6:28pm 
This is a question about the crawer arm within the mod.

Why is it set for the install site to be arm instead of shoulder like the gauranlen arm?

I only noticed this because the 'Prosthetic - No missing body parts' mod doesn't recognize it as a valid arm replacement, thus it doesn't fix the Rimworld issue of missing body parts when bionics are installed and I have to go in manually to fix the problem. I'm not 100% sure if *that's* the problem or if it's something else within my mod list.
NightCreature Feb 9 @ 9:22pm 
oh damn ok my bad
Seti  [author] Feb 6 @ 1:57am 
@The_Creature Anima in general is royalty...
NightCreature Feb 5 @ 10:31pm 
why does this require royalty?
Victor  [author] Feb 2 @ 4:47pm 
Everything in this mod is Neolithic tech level
TheJes85 Feb 2 @ 4:35pm 
is this compatible with medieval tech level? trying to make a medieval only game and i wanted to add some anima mods, since there's not much anima content in the base game.
Skot Waffles Jan 14 @ 1:43pm 
Hey, I wrote a tiny addendum to this that adds anima ears. If you would like it @Victor I'm happy to give it you. I effectively just copy-pasted your code.
bagelhe Jan 5 @ 2:23am 
some authors do say that though on discord. so i am not going to risk it.
xml extensions are not in my mod list.
Victor  [author] Jan 4 @ 7:21am 
Yes it is required, but don't worry, XML Extensions won't break your game.
bagelhe Jan 4 @ 3:24am 
is it ok to use this without xml extensions? I am worried about xml extension messing things up with a relative big mod list.
Tyrant Dec 8, 2024 @ 10:31pm 
Would it be possible to make the wood requirement to "woody". That way we could use modded wood, like bamboo, ironwood and such. Desert runs makes normal wood a rarer commodity.
MDiddy Nov 5, 2024 @ 2:07pm 
If I were to allow a faction with total control to use these "bionics and implants" what is their label?
It has got to be Advanced, Poor, or simple? I wish it had it's own label! I want the Elders faction to have them only!
Bard Aug 18, 2024 @ 5:44pm 
Do these count as bionics or natural limbs?
xkuripuri Jul 28, 2024 @ 4:01am 
There a chance this could work with Quality Bionics? Would be fun to make someone use all these with Legendary quality for even more psionic potential
Victor  [author] May 31, 2024 @ 11:33am 
Interesting, but Anima Wood would be much harder to get, do you think it'd be better to relace wood entirely for a few pieces of the material if the mod is active, or perhaps add a new tier that requires that mod? Hmmm I quite like that idea of having dryads producing special wood...
POMAL May 31, 2024 @ 10:51am 
There's a mod that adds anima wood to trees and converts wood produced from woodmaker dryad to anima wood. Can you make these bionics buildable with anima wood as well? https://steamcommunity.com/sharedfiles/filedetails/?id=2923819601&searchtext=anima+wood and https://steamcommunity.com/sharedfiles/filedetails/?id=2885824184 for reference
Anachronism May 20, 2024 @ 1:37am 
No more aniheart? And why can't I have the mind dryad and benefit from luciferium? It's kinda stupid as that's the only benefit from luciferium. Basically what happened was this:

Dude gets a scar on his heart, incapacitating him. I start administering luciferium to get him back up. I implant him the mind dryad to boost his psy-abilities, he loses the only meaningful benefit of the luciferium anymore.
Icaro May 14, 2024 @ 3:17pm 
all work fine for me a compatibility patch with Elite Bionics Framework can be cool .nice mod:winter2019neutralyul: