RimWorld

RimWorld

892 ratings
[FSF] Advanced Bionics Expansion
5
3
2
5
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.008 MB
Feb 25, 2020 @ 12:53am
Oct 13 @ 2:26pm
203 Change Notes ( view )

Subscribe to download
[FSF] Advanced Bionics Expansion

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 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 require XML Extensions and can be found alongside others in the mod setting section. 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.

Link to Non-Steam downloads for my mods.
Github[github.com]



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)
152
Oct 5 @ 6:11pm
PINNED: Bug Reports
FrozenSnowFox
75
Sep 13 @ 3:15pm
PINNED: Feedback and Suggestions
FrozenSnowFox
4
Oct 28, 2022 @ 3:39am
Git repository
Annemie
964 Comments
FrozenSnowFox  [author] Oct 22 @ 3:02pm 
@tha peng
The limit is one of each type. The modules are basically intended to be software you install.
tha peng Oct 22 @ 2:58pm 
have to ask since I couldn't see it anywhere, is there a limit on how many modules one can install into an AI assistant microcomputer?
Echo Ichor Oct 22 @ 11:29am 
I do not use any mod sorter. RimWorld itself shows the Steam version as 1.5, for some reason. Likely something on my end. No worries. The Github version is a life saver. Thank you.
B flat Oct 21 @ 5:47pm 
Spend an entire hour hunting it down to VE Waster. I posted it there too with HugsLib, but it's likely their problem, not yours.
B flat Oct 21 @ 4:06pm 
@FrozenSnowFox Never mind, I just loaded the game with only your mod and it works fine. The odd thing was that giving the pregnant headiff via dev mode even with the full mod list didn't result in infinite babies, but the reproduction controller did. I'll test things further. Sorry for the trouble.
FrozenSnowFox  [author] Oct 21 @ 3:58pm 
@B flat
That's odd because I swear when I tested it that worked fine. An alternative way to fix that would be to give a xenotype implanter or germline implanter (from the VE Lycans mod) then just implant the baby when its born. Although you'll likely need a mod to change the gene regrowing duration.
B flat Oct 21 @ 3:54pm 
The baby fountain does indeed crop up in some mods. I did use the dominant gene from Better Gene Inheritance, it didn't fix the problem unfortunately. The genes are all there, just the xenotype name doesn't get inherited. I'll test things further then.
FrozenSnowFox  [author] Oct 21 @ 3:43pm 
@B flat
The mountain of babies sounds like a vanilla bug, possibly introduced by a mod. The Reproduction Controller simply adds the "pregnant" hediff to a pawn and let's the game handle how the pregnancy itself is generated. I don't have the skills to make it anymore complex. The xenotype issue is also due to how the vanilla game handles things.

However, if you add a Dominant gene to your xenotype it should fix the xenotype getting misnamed because then it won't be using a "mystery" second pawn for the father. I personally use Better Gene Inheritance but I think it should work with any Dominant gene from mods.

@Whiskey Fool
Sounds like it could have been some steam shenanigans with outdated mod files.
B flat Oct 21 @ 8:54am 
There seems to be a bug with Reproduction controller's pregnancy where it spawns a ton of babies (like 10 in a row). I remember the cloning mod had a similar problem. I haven't tried actually waiting, just forced it to end via dev mod's gizmo though.
I also hope something can be figured out for xenotype's name, as even with genes that force all genes to be inherited, the name of the xenotype is still always "baseliner" (despite having all the correct genes). I noticed that in mods like WVC genes or Alpha Genes or even universal IVF (where you basically impregnate yourself), the xenotype's name follows the mother's.
I've been looking for a good gene for a controllable pregnancy without a partner, but this implant is still the best all around, just those damn bugs.
Whiskey Fool Oct 20 @ 10:10pm 
I made an attempt to isolate the problematic mod. It seemed like it was the Re-texture Mod Bionic Icons, but when i reinstalled the mod to double check that it was causing it, the effect disappeared and all the Description texts returned.
I have no fucking idea. whatever it was problem got fixed by reloading all the mods.