RimWorld

RimWorld

Astraltech Bionic Implants
82 Comments
Cerevox Nov 9 @ 2:56pm 
The issue with the balance isn't so much that its unbalanced. It is that it is unbalanced to such a degree that using dev mode is slower than just letting an upgraded pawn do things, and the implants are absurdly easy and cheap to get. Like, there are some really cool things here but its all rendered irrelevant by just how over the top it is.
pgames-food Nov 4 @ 1:07pm 
hi i only found this mod recently, and added it as it sounds cool :)

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?
peanutman Nov 4 @ 1:22am 
whered the mod thumbnail thing come from? also, thank you for the provided balanced version of this mod, i did have fun making someone nearly immortal in my game, but, yknow. anyways, back on the guy, is it something you found or did you make it?
Lava_Lamp_Enjoyer Oct 25 @ 6:52pm 
the point of the mod is to be unbalanced if you want balanced have a look at "beyond our reach" for balanced stuff:steamthumbsup:
[Br] Nasid Oct 24 @ 1:55pm 
It's too unbalanced, I wish there was a simpler version.
Six Feet Under Oct 17 @ 1:59am 
The astraltech torso tries to replace the torso body part, resulting in the removal of every implants, seemingly including other body parts, since the other body parts are connected to the torso.

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.
Morton Oct 13 @ 1:21pm 
Yooooooooooo :D That's such good news, I was waiting for this mod to update! Thank you!
LordRaziel  [author] Oct 13 @ 8:29am 
Developer Update – Astraltech Mod

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!
Six Feet Under Oct 10 @ 12:54am 
All of the implants are instead treated as bionics in the game.
[Br] Nasid Sep 28 @ 11:36am 
1.6
Kesh Sep 26 @ 9:55am 
it works on 1.6 !!!
renrical Sep 22 @ 5:07pm 
if you just change the version in the about.xml to 1.6 and load it as usual, It still works.
The Calcium Demon Sep 20 @ 1:38pm 
PLEASE COME BACKKKKKK!
Lava_Lamp_Enjoyer Sep 19 @ 2:42am 
best mod i ever played with cant wait for it to be updated to 1.6 <3
[WoF] .Sp1n? Aug 28 @ 5:25pm 
I love you, and i miss you, huuuuuuuuuuuuu :steamsad:
Saurfangx Aug 15 @ 5:05pm 
1.6? Pls
Ocychad Aug 13 @ 2:44pm 
need me that 1.6 update king
The Calcium Demon Jul 24 @ 10:09am 
1.6?
Tabu2684 Jul 17 @ 5:40pm 
your mod is really good, pls update it 1.6
gunns22 Jul 12 @ 5:07pm 
@LordRaziel
Any plans for 1.6?
hard erect balls :3 Jul 11 @ 6:38pm 
1.6 PLS?
Thetaprime Jul 11 @ 3:05pm 
1.6 just landed. Update would be great!
Genocide Jun 8 @ 10:06pm 
These implants completely overshadow every implant mod- and they're the cheapest implants in the endgame comparatively Put the brain in, my pawn with 1 int was power farming 9000 research points in half a day
FelipeGames2000 May 25 @ 4:01pm 
I wanted to write a comment, but Steam has a character limit for comments. I wrote a discussion instead
Shiro Nekuro May 21 @ 10:15pm 
Is there any way I can tweak the cost to craft these implants? Because in my playthrough the cost to craft these implants is way too cheap for their benefit.
OceanicOxen May 17 @ 5:47pm 
None of the implants can be installed in creepjoiners because they aren't technically human
adding
<li MayRequire="Ludeon.RimWorld.Anomaly">CreepJoiner</li>
to the recipeUsers in each of the surgery 'recipes' should solve this issue
Tone-DEAF Apr 23 @ 6:24pm 
i'm still having the problem with the addons not being compat with their required implants, I don't know how to get it to work
greensniperhat Mar 25 @ 5:42am 
Finally looked into the codes and yep, the Astraltech addons hediffs all use AddedBodyPartBase as the parent, when they should have ImplantHediffBase.
greensniperhat Mar 24 @ 6:07am 
Are the implants supposed to replace parts? The ones with the yellow boxes? I have EPOE, Xenobionic Patcher, and Prosthetics No Missing Bodyparts mods on.
StoneZilla Mar 13 @ 9:19pm 
for whatever reason the issue was from having rbse installed, not sure what exactly the issue was specifically but now i can install necks, torso, and torso augments
StoneZilla Mar 13 @ 7:37pm 
major issue with neck, installing astraltech neck results in deletion of any non astraltech body mods, but it also bugs out and removes the option to install anything in the head since it removes it. my colonist is alive without a head
StoneZilla Mar 13 @ 7:26pm 
im also having some weird issues where it deletes the face when i install any astraltech torso based implant
StoneZilla Mar 13 @ 6:00am 
Encountering the same issue as slepslif even after re-installing to force an update.
Installing a torso removes all other implants, leaving the colonist with only an installed torso.
LordRaziel  [author] Mar 11 @ 10:11am 
Developer Update – Astraltech Mod

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.
Slepislif Mar 10 @ 10:51pm 
Astraltech Neck implant also conflicts or removes other head parts such as the skull, brain, eye, nose, ear, and associated add-ons
Slepislif Mar 10 @ 10:22pm 
Suddenly having trouble with Astraltech Torso implants. After the operation, all other body parts become removed except for the torso implant.
LordRaziel  [author] Mar 10 @ 7:43am 
Developer Update – Astraltech Mod

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!
Santtinen Mar 3 @ 10:08am 
On another note, are you planning on giving the Astraltech bionics extra health using Elite Bionics Framework in the future? The implementation doesn't seem to be hard as I managed to do it with some simple copy-paste from another mod that utilizes it.
Santtinen Mar 3 @ 10:03am 
Regarding the Spine Healing Issue:
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.
n4plike Mar 2 @ 8:34am 
i like the bionics but the price makes it kind of insane 10-40k each ...just creating a ticking bomb with a 200k pawn :D
CTH2004 Feb 26 @ 10:08am 
Here’s a question:

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)
Toby.Tcg Feb 16 @ 6:30pm 
Are there any plans on adding an astraltech womb or voice?
LordRaziel  [author] Feb 13 @ 10:14am 
Developer Update – Astraltech Mod

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!
Purple Pikmin Feb 4 @ 4:21pm 
Could you make it to where they can be installed on animals?
CTH2004 Jan 25 @ 8:33am 
Just a quick question, lore wise are these supposed to be as advanced, more advanced, less advanced, or something else to archotech?

I know in-game it's scenario-dependent, but just concept wise, I'm curious.
Santtinen Dec 16, 2024 @ 9:15am 
@4kAtlas Yeah I just full healed the missing spine with Character Editor as well and then I could replace it with the Astraltech spine.

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.
Hearts_Desire Dec 16, 2024 @ 5:33am 
@santtinen figured it out, for me my guys spine wasn’t fully healed once it was “back to normal” (i had to heal it using character editor) i was able to install the spine
Hearts_Desire Dec 16, 2024 @ 5:12am 
@santtinen did you figure it out i just ran into the same problem
Santtinen Dec 15, 2024 @ 10:48am 
Recently added this to my mod list and I noticed that I can't install the Astraltech Spine on top of a fully missing Spine. I could however install the eye and leg implants on top of missing parts. Is this intentional design or some kind of bug?
璃璃音 Dec 11, 2024 @ 5:43pm 
Oh Love your mod