RimWorld

RimWorld

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[FSF] Advanced Bionics Expansion
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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3.573 MB
Feb 25, 2020 @ 12:53am
Jun 11 @ 11:38am
190 Change Notes ( view )

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[FSF] Advanced Bionics Expansion

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
26 items
Description
Description

This mod includes my other mod Vanilla Bionics Expansion which fills in all the missing vanilla prosthetics, bionics and archotech so it's not required. This mod expands the scope past the normal vanilla bionics. It adds a new set of advanced bionics with 150% efficiency and a number of different implants that can be installed in various locations. To craft them you must research new ultra tech research projects (Tech Prints are required if you have Royalty). Advanced bionics generally cost double their normal counterparts.

The vanilla Archotech that was previously at 150% efficiency is now 200% efficiency. It is now truly beyond human comprehension as the tooltips suggest. It's extremely powerful but also extremely rare and expensive.

List of Vanilla Bionics/Implants

This mod includes everything from my mod Vanilla Bionics Expansion which fills in missing prosthetics/bionics/archotech such as Nose, Ear, Eye, Jaw, Arm, Spine, Heart, Lung, Kidney, Liver, Stomach and Leg. It adds a new tier Advanced Bionics as well as a number of more unusual parts for Advanced Bionics and Archotech.

A full list of bionics/implants can be found in the pinned thread here.

Mod Settings

The mod settings can be changed in the XML Extensions menu. It can be accessed via the plus icon next to the mod options in the main menu. All mod settings are off by default.

Elite Bionics Framework Additions

If Elite Bionics Framework is loaded alongside my own mod all bionics will have a HP bonus. This mod is not required it is simply an optional addition. Below is the logic of the HP bonuses.

Bionics +25% HP
Advanced Bionics +50% HP
Archotech Bionics +100% HP
Durable Bionics +25% HP on top of bionics tier (Total of +75% HP)
Fragile Bionics -25% HP on top of bionics tier (Total of +25% HP)

Vanilla Skills Expanded

If Vanilla Skills Expanded is loaded alongside my own mod the Bionics expertise will be added. This allows all bionics and bionics related items to be crafted faster.

Compatibility

This mod will likely run with other bionics mods like EPOE or Rah's Bionics but it is not recommended. Running multiple large bionics mods will result in duplicate body parts with differing stats. My mods are designed to be run on their own or in conjunction with bionics mods that simply add additional implants.

Recommended Mods

Prosthetic No Missing Body Parts
This mod changes how the game checks for hands and feet making it possible to wear items such as gloves, boots and rings on bionic limbs. Check your mod settings for it to ensure all possible bionics are enabled.

Elite Bionics Framework
THIS MOD IS NOT REQUIRED
This mod can be run alongside my own mod. If my mod finds it enabled a HP bonus will be added to bionic parts. To my knowledge and from my brief testing it can be installed and uninstalled without issue.

Xenobionic Patcher
While A Dog Said is the popular choice for animal bionics. Xenobionic Patcher makes bionics a one size fits all. You can install normal human bionics on your animals without crafting, finding or buying separate bionics.

Bionic Icons
Modifies the icons for bionic boxes so you can tell what they contain without clicking on them.

Credits

Made by FrozenSnowFox
A icons are from Game icons[game-icons.net] and were modified by me. They are used under the CC BY 3.0 Licence[creativecommons.org]
The Bionics Table texture was put together by FrozenSnowFox by gluing together Rimworld textures.



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (7)
116
Jun 5 @ 8:15pm
PINNED: Bug Reports
FrozenSnowFox
66
May 12 @ 3:22am
PINNED: Feedback and Suggestions
FrozenSnowFox
4
Oct 28, 2022 @ 3:39am
Git repository
Annemie
766 Comments
sheltrer 22 hours ago 
oh thats goated thanks bro
FrozenSnowFox  [author] Jun 15 @ 4:50pm 
@sheltrer
Unfortunately fixing that would require coding which is something I can't do. One thing you can do is use Fuu's Useful Terror to stop Slave Rebellions. The Servitor module is set to give 100 terror with the mod.
sheltrer Jun 15 @ 4:35pm 
gotta make the servitor module stop slave rebellions
FrozenSnowFox  [author] Jun 6 @ 2:54am 
@粉红战车
Glad to hear that fixed it. Steam has been causing a lot of issues with its slackness when it comes to mod updates.
粉红战车 Jun 6 @ 2:41am 
Hey! It worked! The issue was indeed caused by Vanilla Skills Expanded! I didn’t realize I was using an outdated version of it. After I unsubscribed and resubscribed to get the latest version, the problem disappeared! Thank you so much for patiently helping me troubleshoot this!
FrozenSnowFox  [author] Jun 5 @ 3:35pm 
@粉红战车
I'm afraid that idea would require quite a lot of coding and it's beyond my abilities to implement it.

As for the bug you encountered, I checked the xml for errors and tested on a stripped down mod with VE Skills and Compact Hediffs however I couldn't reproduce the issue. I also haven't encountered it before and you're the first person to report the issue.

With that in mind I can only conclude the issue is most likely coming from another mod in your modlist. As you said it could be to do with the localisation mod so I'd suggest checking that first. If that's the issue you'll have to report it to get it fixed. I'm not great at reading logs when it involves harmony patches like this but as far as I can tell there's nothing helpful there to identify what's causing the issue. It's simply something to do with the inspect tab stuff not finding what its looking for.
粉红战车 Jun 5 @ 1:15pm 
I'm using Compact Hediffs, but I don't think it's the cause of the issue, since other entries display just fine. The error only occurs when I move the mouse over the Crafting AI entry. The log indicates that a NullReferenceException occurred while rendering the health tab.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffStatsUtility+<SpecialDisplayStats>d__0.MoveNext()
粉红战车 Jun 5 @ 1:13pm 
Oh, and there's also a bug — after I implanted the Crafting AI, the entire health tab disappears whenever I move the mouse over its entry. This doesn't happen with other types of AI. When checking the item details, all the other AI modules correctly display their attributes, but the Crafting AI doesn't show anything. I'm not sure whether this is an issue with the mod itself or if it's caused by a mistake in the localization mod I'm using.
粉红战车 Jun 5 @ 1:08pm 
I have an idea — you could design an AI Modification Station, where a character operates the station to modify the functions of an AI chip. I'm not sure how technically difficult this would be. I'm currently using a very good mod that features a tactical implant which can switch between different functions. In earlier versions, switching modes required using an item — though the item wasn’t consumed. It simply brought up an interface where you could select the active mode.
Moth May 4 @ 5:46pm 
I know, and you're amazing for it. I just wish there was a mod that improves some of the gizmos, making them minimalist or at least more compact.