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I'm assuming it installs a ton of bionics into a pawn at once, so it would cause the biostability bar to drop by a lot instantly.
Tho, if you meant to ask whether or not it would bypass this mod then no need to worry
The bar gets lowered regardless of how an implant was applied, so it doesn't have to be installed via a normal surgery for it to have an effect. It even works with implants applied via dev mode.
This extends to regaining stability too. Getting a bionic arm shot off "helps" the same way surgical removal would.
Also I haven't tried it yet but something tells me that "Bionix Automator" would be.. problematic(?) with this mod, I thought about it just now when making the comment above.
Body modder is already one of the best traits in the game [and body purist's already one of the worst], so I didn't wanna go too overboard.
Y'know, kinda like how the Admech in 40k venerate becoming 80% machine without going insane.
If that mental break straight up refills every need bar, imma perform violent actions against Tynan
The easiest one to do would probably be regeneration rate implant/procedures. This mod has a pawn stat for that, just gotta increase it with a health condition
I'm open to ideas for possible drawbacks to an "immunosuppresant" kinda drug.
I'm thinking maybe reduced immunity gain speed, slower hearing, lowered pain tolerance etc. would work
Would you happen to remember what kinda pawn the stack was taken from and what kinda pawn it was installed into?
Yesterday I tested it [altered carbon 2] with normal-ish humans and it worked without any errors on my end. Did the recipient of the stack have their biostability need disabled [like the androids from VE Androids]?
With some more details I might be able to recreate the issue and either fix it myself or ask AC's devs to do it, but I'd like to be able to tell them what exactly needs fixing.
Just fixed an issue that has seemingly been a thing for a few days, but I somehow wasn't aware of it that would result in the mod not doing...anything or even not working at all.
It was caused by a small, but very stupid mistake I did, but it should be all fixed now
Answer: >:["
HAHAHAHA
I've been thinking of lowering the rate to like half.
Also, have you changed the mod's settings? Resetting them to defaults might help.
I'll try to see if I can recreate the issue.
soothe chip:
The main point of the mod is to add something that gives the player a reason to slow down with implant installation. Mostly cuz I personally was getting bored with my every colony turning into a group of cyborgs the moment I get the resources needed to do so.
small suggestion: inhumanizing could somehow affect biostability (disable it or making less affected by implants and xenogerms), I think this is kinda logical, because inhuman pawns ignore all similar stuff.
Currently I've not done anything to combat this cuz I'm not really familiar with either of those mods.
Whats the compatibility with prepare carefully? With that mod you can modify colonists to have Bionic implantation's prior to landing will these implants take away from the Biostability pool? Or since they were "always" there will the pawns have a full biostability that only reduces with new modifications done during the colony lifetime? Depending on when the numbers for the biostability pool kick in could depend on how much you can adjust pawns in prepare carefully. Having a pawn with a good few bionics could be impossible from the start with the wait for the stability to recover.
Here's a photo I uploaded this morning
https://i.redd.it/ixxcmftp4g9e1.png
Higher end cyberbrains have permanent mental effects also, which can't be mitigated.
I wanna ask tho, is there anything in that mod that you think would make it incompatible with this or am I misunderstanding something?