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can i check if the entries listed in the description above, can have all the items in their category added to a pawn?
for example:
"
🦴 Astraltech Skull: Superior brain protection and enhanced cognitive speed. 🦴
• Cranial Reinforcement: Improves brain trauma resistance and beauty enhancement.
"
can the Skull, and the reinforcement both be added, or does each category only allow 1 item?
Also, the astraltech bionics like astraltech arm, astraltech legs, cannot be installed with the astraltech implants for the leg and arms, because they are bionics, and a body part with an installed bionic makes it so you can't install implants in that body part.
Hey everyone,
The mod has been updated to version 1.6 !
We’re currently working on resolving the issues that appeared in the comments, and a fix will be included soon.
Thanks for your patience and continued support!
Any plans for 1.6?
adding
<li MayRequire="Ludeon.RimWorld.Anomaly">CreepJoiner</li>
to the recipeUsers in each of the surgery 'recipes' should solve this issue
Installing a torso removes all other implants, leaving the colonist with only an installed torso.
Hey everyone,
I've removed the problematic code that caused the issue mentioned by @Slepislif. I will try to reintegrate the changes in a future release.
Hey everyone,
I've fixed the issue where the body part wouldn't heal after installation. Now, all bionics will properly replace the corresponding body part. I'll be working on other requests soon. Stay tuned!
Found the reason. In the XMLs the headiff and surgery extend the implant classes Hediff_Implant and Recipe_InstallImplant, making them act like additions to the natural spine, not replacements. I tried switching them to Hediff_AddedPart and Recipe_InstallArtificialBodyPart and now they seem to work as expected, replacing a shattered spine without a fuss.
Any plans for Save our Ship compatibility (if it’s there and I missed it, my bad)?
Basically, SoS2 adds in some archotech implants that allow a pawn to just go in space (the use the trace atoms in space, or make it via mass-energy conversion, iirc), the skin prevents decompression and cold, and I feel like there was a third needed (and the stomach is basically a vanometric generator, removeing the food need)
Also, I’m still curious about how it relates to archotech, as in being as less advanced (so between bionics and archotech), more advanced, or parallel (similar in strength, but developed separately and have differing uses, makeing them equal, but not the same)
Hey everyone, thanks for your feedback and reports!
Spine Healing Issue:
I’ve noted the issue where the Astraltech Spine can’t be installed on a fully missing spine. It looks like the game requires the spine to be "healed" first before replacement. I’ll be looking into fixing this in an upcoming patch and checking if other body parts are affected by the same issue. This patch will be worked on when I have time available.
Animal Implementation:
While this won’t be part of the next patch, I’m keeping it in mind for future updates. If you have any ideas on how Astraltech implants could integrate with animals, feel free to share!
Thanks for your support and patience!
I know in-game it's scenario-dependent, but just concept wise, I'm curious.
Tried and couldn't even replace the missing spine with the Astraltech spine in Character Editor until it was fully healed so something is going on there.