RimWorld

RimWorld

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Prosthetic Didgets (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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2. bře. 2020 v 13.44
12. čvn. v 2.05
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Prosthetic Didgets (Continued)

V 2 kolekcích od uživatele Mlie
Mlie's resurrected mods
954 položek
My Current ModList
263 položek
Popis

Update of Actual Trashs mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1507137970

- Cleaned up the code and made use of the vanilla definitions instead.
- Moved bionic-digits to Fabrication Bench (thanks younyokel)
- Added a medival tier with lower efficency
- Added Brazilian Portuguese translation, thanks Nem te conto!





[discord.gg]
[github.com]



Ever try to go toe-to-toe with a scyther, only to end up going stub-to-stub?
Confused on why you have to replace an entire arm just to solve the problem of a missing thumb?
Well boy howdy, I have the mod for you!


Prosthetic fingers and toes, the solution to a few missing didgets. Now craftable at your nearest machining bench for only a mere 10 steel and 1 component!

Credits to Arkamedes on the RW Discord for the preview image.

(bionic fingers coming soon™)

Non-steam: https://www.dropbox.com/s/y0rdf2o095akdyo/prosthetic%20didgets%20updated.zip?dl=0
B18 Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1293881397
B19 Version: https://www.dropbox.com/s/ts8od675igwzqgd/prosthetic%20didgetsb19.zip?dl=0

Patch Notes:

Update 0-
-Initial Release

Update 1-
-Fixed a problem where the mod would fart out errors on boot-up. Should not do that anymore.

Update 2-
-Bionic fingers!
--Craftable for only 10 plasteel and 2 components + their prosthetic equivelant.
--Only 110% efficent, this may be changed later.
-Added colors to the hediffs, very pretty.
-Bug-fixing!
--Everything should be properly craftable now.
--Changed base titles, this *should* mean the mod plays nicer with other mods now. Probably does nothing.

Update 3-
-Balancing!
--Increased market value of bionic prosthetics.
--Bionic fingers now have an efficiency of 100%, but give +0.4 manipulation. This means that a full hand should give about +20% manipulation.
--Bionic toes now have an efficiency of 100%, but give +0.4 movement speed. This means that a full foot should give about +20% movement speed.
-Misc Updates
--About file now displays version number.

Update 4-
--Updated to B19!

Update 5-
--Finally updated to 1.0.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: digits, fingers, toes
Počet komentářů: 51
Mlie  [autor] 27. čvn. v 22.07 
@charple hl2 I have no plans for that as the point of the mod was just fingers and toes. There are other mods that add those things already.
charple hl2 27. čvn. v 16.31 
I understand this is only a continuation, but are you ever planning on adding eyes/noses?
Selen 19. úno. v 4.54 
It worked!!!
It was actually quite simple to do! :D
Thank you for the encouragement.
Selen 11. úno. v 11.00 
Hmm! Thank you, i will try that.
Mlie  [autor] 11. úno. v 10.59 
@Selen Yes, it would. However, you can just use a local version of the mod instead. In fact, many do that to be sure updates do not affect their current saves.
You can download the mod from the github-repo releases section and extract it in your mod-folder. There you can modify it to whatever fits your playstyle.
Selen 11. úno. v 10.55 
Hmm! Is it simple enough for me to just go in and try to edit it to my liking? Wouldn't it break if you update something and it redownloads?
Mlie  [autor] 11. úno. v 10.54 
@Selen This is a simple xml-mod, there are no settings as that would require assemblies. The original description is shown as is, I did not write it so again, I cant answer for what omissions they might have.
Selen 11. úno. v 10.49 
I mean, the update notes above do not mention anything about rebalancing parts from 100% to 125%, unless it was omitted from them. And it doesn't explain the +4% either.

Since the original author is kinda not here anymore to maintain the mod, and i can't ask them, doesn't it become yours by default? Can't you at least add option to tweak the settings to those who are not knowlegeable with xml editing?
Mlie  [autor] 11. úno. v 10.43 
@Selen You would have to ask the original author about the design-choices as I just updated it.
Selen 11. úno. v 10.40 
I just noticed the behavior that @Nagnalt has described.
Regardless of what the point of the mod was, it grants us the ability to achieve more than archotec arms/legs levels of efficiency with much less investments. Craftable, even. This is kinda absurd when you consider the fact that bionic arms, logically, already come with a full set of bionic fingers on them (i know that this is not the case mechanically, but logically it is).

Why do bionic didgets give a flat bonus to manipulation/movement to begin with? Wouldn't just making them 125% efficient enough? I don't understand the purpose of that.