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RimWorld

[FSF] Advanced Bionics Expansion
 This topic has been pinned, so it's probably important
FrozenSnowFox  [developer] Jan 9, 2023 @ 10:25am
Feedback and Suggestions
If you have suggestions for adding new bionics, adding new bionic abilities, making changes to existing bionics or their balance/sounds/icons list them below. There are a few caveats, please read below before posting.

  • Any suggestions are merely suggestions. There's no guarantee I will implement any of them. This is just a thread to draw ideas from.

  • I can't code, so any changes or additions need to be within the limits of what one can do with xml. For an idea of what's possible look at what's in the game already that doesn't rely on special coding.

  • Bear in mind any bionics or abilities will likely be used by the AI. Thanks to the 1.4 update the AI can use quite a lot of abilities. There's nothing like being surprised by a raider using his shocker arm to instantly down your unstoppable colonist.

  • As much as I love "install everything" I also quite like "difficult decisions". The arms and mechanite serums are a good example, you can't have all of them at once and they are all good enough to be useful and comparable.
Last edited by FrozenSnowFox; May 12, 2024 @ 6:49pm
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Showing 1-15 of 66 comments
Ros[É] Jan 9, 2023 @ 9:15pm 
Arm cannons plz!
The Lady Waffle Feb 3, 2023 @ 6:35pm 
So, it seems to me like bionic, advanced bionic and archotech legs would be capable of being modified to house things like Knee Spikes. Is it possible to make it so you could install both at once? Or is that not possible?

I am also coding inept, so I have no clue if it's at all a thing you can do. That being said, I am able to install multiple things on certain parts. Maybe remove the "replaces parts" piece from the Knee Spike, Hand Talon, and Elbow Blade? Or is there a mod that does that already?
FrozenSnowFox  [developer] Feb 3, 2023 @ 6:50pm 
Originally posted by The Lady Waffle:
So, it seems to me like bionic, advanced bionic and archotech legs would be capable of being modified to house things like Knee Spikes. Is it possible to make it so you could install both at once? Or is that not possible?

I am also coding inept, so I have no clue if it's at all a thing you can do. That being said, I am able to install multiple things on certain parts. Maybe remove the "replaces parts" piece from the Knee Spike, Hand Talon, and Elbow Blade? Or is there a mod that does that already?

Unfortunately due to how bionics are made the only body parts that allow stacking bionics are the torso and brain. Normal human body parts are made up of many small pieces but bionics are technically one single giant piece. You also can't attach one bionic to another although I think there were some changes with Biotech that might help with that a bit. This causes a lot of limitations and the only way to get around it is to use a mod like Medical Expansion which overhauls how the bionics function.

If you wanted to make any of the bionics you listed provide advanced or archotech arms/legs you'd need to make a unique variant of it and you would be unable to attach another bionic to that area without replacing the existing one.

While Medical Expansion is nice in terms of customisation, due to the increased complexity I haven't had much interest in it. To support it to the fullest I think you'd want to design your mod around it. There's patches for bionics mods to work with Medical Expansion but I'm not sure if anyone ever patched my mods for it.
Last edited by FrozenSnowFox; Feb 3, 2023 @ 6:52pm
BOMBSHELL Mar 25, 2023 @ 5:07pm 
Opium from the Vanilla Factions Classical mod doesn't seem to be affected by the Addiction Assistant implant
FrozenSnowFox  [developer] Mar 25, 2023 @ 6:49pm 
Originally posted by BOMBSHELL:
Opium from the Vanilla Factions Classical mod doesn't seem to be affected by the Addiction Assistant implant

That's more a bug than a suggestion so it'd be better in the bug thread. Anyway I've added support for VFC Opium and uploaded a fix. Unfortunately that implant requires manually adding every single drug based need and many mods use their own unique drug need.
Lysidas Mar 29, 2023 @ 7:50am 
I just bought Royalty in the Steam sale, and the advanced bionic parts that I'd been able to research freely in the last few colonies now require techprints. I'm more inclined to continue playing without Royalty than to deal with that new-to-me limitation, so would you consider making that a mod option? 😅

In any case, thanks for the great mod! I really like the advanced bionic and archotech power arms for melee fighters.
FrozenSnowFox  [developer] Mar 29, 2023 @ 2:04pm 
Originally posted by Lysidas:
I just bought Royalty in the Steam sale, and the advanced bionic parts that I'd been able to research freely in the last few colonies now require techprints. I'm more inclined to continue playing without Royalty than to deal with that new-to-me limitation, so would you consider making that a mod option? 😅

In any case, thanks for the great mod! I really like the advanced bionic and archotech power arms for melee fighters.

The whole techprint thing fits in line with the Royalty bionics so I hadn't really had any intention of removing it or adding an option to disable that. My mod is also not the only one that makes use of techprints so you might encounter more of them.

Having said that if techprints annoy you then you can simply use a mod to disable them. My tweaks collection has an option to disable all techprints, I'm not sure if there's mods that do finer control.

To specifically remove them from my mod open the file below in notepad and remove this <li> block. The changes will likely be overwritten if I update the mod though.

<li Class="PatchOperationAdd">
<xpath>/Defs/ResearchProjectDef[@Name = "FSFABEResearchBase"]</xpath>
<value>
<techprintCount>1</techprintCount>
<techprintCommonality>1</techprintCommonality>
<techprintMarketValue>2000</techprintMarketValue>
<heldByFactionCategoryTags><li>Empire</li></heldByFactionCategoryTags>
</value>
</li>

FSF Advanced Bionics Expansion\1.4\Royalty\Patches\FSFABE_Royalty_Patch_For_Royalty.xml
Last edited by FrozenSnowFox; Mar 29, 2023 @ 2:05pm
Lysidas Mar 29, 2023 @ 3:07pm 
Ah, thanks very much! I'd probably be quite happy with disabling *all* techprints and will look for mods along those lines. I could be willing to put up with requiring techprints (at least in principle) for things that are new in the Royalty expansion, but I'm less inclined to do that for technologies added by mods I'd already been using for some time with those requirements disabled.
Oddbase Nov 5, 2023 @ 9:19pm 
mostly a balancing suggestion but maybe lower some of the prosthetic organs efficiency to be closer to lets say a prosthetic arm which has 50% efficiency things like prosthetic eyes and organs should be lowered to 70 to 60 so that you have more of a reason to get bionics
Oddbase Nov 5, 2023 @ 9:20pm 
also you might want to make the toxin filter a lot more expensive to make up for the detoxifier kidneys lungs that are around.
FrozenSnowFox  [developer] Nov 6, 2023 @ 1:08am 
Originally posted by Oddbase:
mostly a balancing suggestion but maybe lower some of the prosthetic organs efficiency to be closer to lets say a prosthetic arm which has 50% efficiency things like prosthetic eyes and organs should be lowered to 70 to 60 so that you have more of a reason to get bionics

also you might want to make the toxin filter a lot more expensive to make up for the detoxifier kidneys lungs that are around.

The vanilla prosthetic heart has an efficiency of 80% which is what the other prosthetic organs are based on. That being the case I don't intend to lower it below the vanilla values. The prosthetic eye could maybe be lowered slightly but I didn't want to make it too low as eyesight is very important for everything. This mod has bionics at 125% efficiency so its quite a big bump from prosthetics. Natural body parts are a good alternative if you're simply looking for a replacement though as it doesn't require research or materials.

The detoxifier lungs and kidneys provide a 50% bonus in part efficiency which is a pretty massive bonus in breathing (movement) and blood filtration (immunity gain). I based their cost on the specialised limbs which is is a +50% component cost. Based on what the chest implants do and their cost compared to other parts I think they're about right. The Environmental Filter is sort of a different technology in a different direction.
Oddbase Nov 6, 2023 @ 12:27pm 
Originally posted by FrozenSnowFox:
Originally posted by Oddbase:
mostly a balancing suggestion but maybe lower some of the prosthetic organs efficiency to be closer to lets say a prosthetic arm which has 50% efficiency things like prosthetic eyes and organs should be lowered to 70 to 60 so that you have more of a reason to get bionics

also you might want to make the toxin filter a lot more expensive to make up for the detoxifier kidneys lungs that are around.

The vanilla prosthetic heart has an efficiency of 80% which is what the other prosthetic organs are based on. That being the case I don't intend to lower it below the vanilla values. The prosthetic eye could maybe be lowered slightly but I didn't want to make it too low as eyesight is very important for everything. This mod has bionics at 125% efficiency so its quite a big bump from prosthetics. Natural body parts are a good alternative if you're simply looking for a replacement though as it doesn't require research or materials.

The detoxifier lungs and kidneys provide a 50% bonus in part efficiency which is a pretty massive bonus in breathing (movement) and blood filtration (immunity gain). I based their cost on the specialised limbs which is is a +50% component cost. Based on what the chest implants do and their cost compared to other parts I think they're about right. The Environmental Filter is sort of a different technology in a different direction.
ah i see well thank you for explaining a little bit
Oddbase Nov 7, 2023 @ 10:24am 
was messing around with the immortality core and ♥♥♥♥♥♥♥♥♥ that is ungodly unbalanced. honestly i would consider removing it and sticking with the resurrection core instead because thats insane to have that many lives
FrozenSnowFox  [developer] Nov 7, 2023 @ 11:56am 
Originally posted by Oddbase:
was messing around with the immortality core and ♥♥♥♥♥♥♥♥♥ that is ungodly unbalanced. honestly i would consider removing it and sticking with the resurrection core instead because thats insane to have that many lives

Yeah, its intended to be broken as hell. To be honest if I could I would set a resurrection time for those items so it takes a day or two. Unfortunately the resurrect code available is the one used for the Owl critters from Alpha Animals that have nine lives and resurrect immediately. I'd need to tweak it to rely on another mod but I don't think there's currently one that would work as I need.
Oddbase Nov 28, 2023 @ 7:38pm 
maybe consider replacing the positronic brain item with an "brain simulator chip" of some kind that keeps consciousness at 100 this way you could have brain implant and a good way of keeping consciousness up
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