RimWorld

RimWorld

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Integrated Implants
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Mod, 1.5
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5.053 MB
15 apr @ 9:19
4 jun @ 7:15
138 ändringsnotiser ( visa )

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Integrated Implants

Beskrivning
Archotech:


Bionic:


Prosthetic:


Sanguophage:


Mechanator:


Dark Archotech:


Ghoul:


Surgeries:


Feel free to comment any implant or balance suggestions.

FAQ:

Q1: Literally anything isn't working
A1: 75% of the time it's because steam hasn't automatically downloaded the fix. Try re-downloading first.

Q2: The research doesn't show up with EPOE
A2: User BlackAngel states the research is at the far right of the EPOE research tab

Q3: Add mpreg
A3: Download RJW

Q4: What hair is used in the previews
A4: Roppoi hair and Gradient hair

Q5: I can't find the surgery to install extra arms
A5: The extra arms install and remove surgeries are disabled if you're using MSE2, to prevent bigger issues

Q6: (mod)'s arms aren't showing up as extra installable options
A6: Making extra limbs for other mod's limbs is mostly just data entry. I'll probably do some for the more popular ones eventually. In the mean time, anyone is free to open the XML and make their own, either for personal use, uploading as their own compatibility patch or for sending to me to add to this mod as a compatibility

Q7: Will you be adding CE compatibility when it gets updated.
A7: I don't know what adding CE compatibility entails, I have never played with CE and I've received enough rude comments from CE users that I doubt I ever will. Similarly to extra arms, anyone is free to try to make CE compatibility for this mod if they want.

Q8: The anomaly research screen is empty except for a 'this category of research has not been discovered' message even though I've activated my monolith.
A8: Anomaly research tabs only check whether or not they should be unlocked when the monolith changes level. If you've added this mod later into an anomaly run, you can either level your monolith up to unlock it or use dev mode to reduce then restore the monolith level, if that's not an option.

EPOE forked extra arms compatibility, courtesy of Pahanda[HDL]
anima bodies - forked, Obsidia Expansion and RBSE extra arms compatibility, courtesy of Flockerkill

Big thank you as always to those in the Rimworld discord mod-development channel
Huge thanks to Chicken Plucker for offering to do that amazing preview picture.
Huge thanks to pphhyy for his amazing work on the ghoul power plating textures
Huge thanks to Visandar_the_Unliving for his awesome artwork
Big thanks to Elseud for his beautiful venom tail textures

Final note: I will normally only reply to questions or bug reports but your kind words are very much appreciated.
Populära diskussioner Visa alla (1)
7
6 jun @ 13:18
Extra arm compatibility
Flockerkill
1 002 kommentarer
Flockerkill 8 timmar sedan 
Or locking the research behind tech prints, like from the imperium
Flockerkill 8 timmar sedan 
The first step for the turrets may be to reduce the shot count down to 1
LTS  [skapare] 12 timmar sedan 
@Nuff
At this point, the non-athena version of the implant has caused enough headaches that it's on the chopping block when I move into my new house. Installing athena framework should fix the issue as it loads alternate code.

@Xyllisa Meem Paradox Station
I see. The ability for it to shoot while moving is intentional. It's current overall power should be roughly half that of a machine pistol, but I've recieved a fer reports that it can get out of hand with highly skilled/augmented pawns. I'll have to look into it further.

@Felonious Yeeting
not easily, but I'll give it some thought.

Also, this is comment 1000.
Nuff 13 timmar sedan 
Hey there's a bad patch in your WithoutAthenaFramework assembly. Your Harmony Prefix for Pawn.PreApplyDamage() just returns false, which breaks any mods that rely on that method (like mine).

[HarmonyPrefix]
public static bool PreApplyDamage_Prefix()
{


return false;
}
Hi, I commented on the shoulder turret a while ago and forgot to reply. Mainly why it seemed too powerful is it seemed to work while moving and no matter what, and it could be due to vanilla combat reloaded. I slapped it on a few colonists with very high shooting skill + sight/manipulation bionics and it essentially turned them into two soldiers in one.
Felonious Yeeting 12 jun @ 15:16 
Would it be possible to make the lacto-stimulator also increase breastmilk production? Got a xenotype with very bad metabolism and she cannot keep her two infants fed. Could also be useful for a designated 'nanny' pawn whose nursing all the colony's kids so a more important mother isn't tied up so much.
Ikevin 12 jun @ 14:53 
@LTS
Legend, thank you very much.
LTS  [skapare] 12 jun @ 14:24 
Ah, mechanoid personal shields. I'll look into it. In the mean time, I'd recommend installing athena framework, as when it's detected the mod uses alternate shield code that's less likely to cause conflicts.
Ikevin 12 jun @ 14:19 
@LTS
The personal shield like what the tunneler has (like a shield belt). I do have some mods that add more mechs which were also affected but ones that had an expanded radius shield were unaffected.
LTS  [skapare] 12 jun @ 7:20 
@Ikevin
Could you be more specific with what mechanoid shields you're talking about?