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Also im loving this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3556420528
If you look in the surgery bills menu, you might see two different options to remove the OS.
The first one has no Medical skill requirement nor any hyperlinks under its description. This one is bugged.
The second one should have a Medical requirement of 5 and hyperlinks to the implant hediff and item.
Use the second option.
I don't know what is adding the extra removal option, it appears without EPOE as well.
@Psychronic Modlist, please. I get really tired of asking this. I'm not Rache Bartmoss. I cannot see your modlist unless you send it to me.
But while I was there, I noticed a few of the corpses had bionics in them. A bionic heart... And a pain editor, as well as some subdermal armor.
So yes, it seems that high value enemy pawns can spawn with some of these items too. Hope you have a way to scav it off their corpses! (And pray that they dont know how to use a cyberdeck...)
I did. That was the bug I got when I loaded Harmony, 2077, and absolutely nothing else.
Dialog_InfoCard is a UI element. My mod doesn't touch these at all.
I'm guessing you have a UI mod installed that sets some arbitrary UI element index size somewhere that may be too small to fit the description or number of effects that the Kerenzikov/other implant hediffs give.
Send me your modlist, then try running Rimworld without the UI mod and let me know if it still happens.
Memory Boost
Kerenzikov
Kerenzikov Boost System
And none of the others. I haven't really tried out a Keren, so I don't know what it does in game, with the info screen bugged over.
Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
-Repeated indefinitely for hundreds and hundreds of entries every few ticks. I can't attach the added fluff beyond that because steam comments are limited to 1000 characters.
https://cdn.discordapp.com/attachments/1067511126457340107/1408753908586647644/image.png?ex=68aae3d1&is=68a99251&hm=a12a0180c25cdc147cd31c5e144f449f83a1a832dc7bb61c9b8408908a63de61&
https://cdn.discordapp.com/attachments/1067511126457340107/1408754015025758310/image.png?ex=68aae3ea&is=68a9926a&hm=cd472649c53c19e20d24d7955303b5e92d5346f3e0104cdf318e2243bbb261d8&
Ignore the other console errors noted; this is the only mod loaded in that dev-quicktest save.
EMP Vulnerability
The EMP vulnerability effects are inside Hediffs_Cyberware2077_OS_Base under the Abstract HediffDefs:
addedPartBodyPart_Cyberware2077_OS_1T
addedPartBodyPart_Cyberware2077_OS_2T
addedPartBodyPart_Cyberware2077_OS_3T
addedPartBodyPart_Cyberware2077_OS_4T
addedPartBodyPart_Cyberware2077_OS_5T
addedPartBodyPart_Cyberware2077_OS_Iconic
Each one of those has an entry:
<comps>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<createHediff>Cyberware_Malfunction</createHediff>
</li>
</comps>
You can remove the entry, but do not remove the HediffDefs. Just leave it empty, for example:
<HediffDef Name="addedPartBodyPart_Cyberware2077_OS_Iconic" ParentName="addedPartBodyPart_Cyberware2077_Iconic" Abstract="True">
</HediffDef>
Mental Break Triggers
So, for the Militech Canto, it specifically has a special mental break trigger that may cause your pawn to become psychotic or berserk on rare occasions. It looks like I set the MTB too low. The values are inside Hediffs_Cyberware2077_OS_Cyberdeck, under the HediffDef "MilitechCantoCyberdeck_Iconic":
<mentalStateGivers>
<li>
<mentalState>Wander_Psychotic</mentalState>
<mtbDays>60</mtbDays>
</li>
<li>
<mentalState>Berserk</mentalState>
<mtbDays>360</mtbDays>
</li>
</mentalStateGivers>
Remove everything inside <mentalStateGivers> to disable these effects.
Hi Dev,
I've dug into the mod files and set all MentalBreakThreshold values to 0, but the Militech Chapter 6 cyberdeck is still triggering mental breaks. I even located the Relic 3.0 mental state patch - zeroed out all recovery factors and modifiers (didn't dare delete them) - yet the breaks persist with unchanged trigger frequency and duration.
This is driving me insane - my colonist just destroyed our 16-hour-repaired ship during a breakdown. Any ETA on a hotfix? Or could you advise how to:
Completely disable this mental break mechanic
Neutralize the EMP vulnerability effects
Appreciate your guidance. The mod is fantastic otherwise!
I will make a separate patch, an add-on, that will remove the negative effects.
Asked to the RimWorld/Cyberpunk 2077 mod author.
Key translation choices explained:
I think instead of straight nerfing it, I'll add a different weakness for Cyberdeck users - perhaps give it a more severe EMP debuff or something else
Could we request compatibility patches with other bionics mods, please?
This mod looks pretty great, by the way. Taylor-made for a sort of Cyberpunk run.