RimWorld

RimWorld

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Advanced Bionics Expansion - personal compatibility/balance patches
   
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Mod, 1.3
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200.570 KB
1 Aug, 2021 @ 12:39pm
1 Aug, 2021 @ 2:03pm
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Advanced Bionics Expansion - personal compatibility/balance patches

Description
A mod that changes some things related to archotech implants in the Advanced Bionics Expansion mod and/or other mods.

The aim is to make archotech implants/prosthetics from other mods work better together by changing part efficiencies to 200%, removing duplicates, etc.

Without any of the mentioned mods (besides Advanced Bionics Expansion) this mod will do nothing. Technically can be used without ABE.

It does work with More Archotech Garbage, any recipe for a removed item will be removed and the crafting costs will be changed to balance their buffs (obviously MAG is not required for this mod to work).

Changes
If Sos2 and/or Archotech++ are active:
-archotech organs (along with the spine, jaw etc.) from ABE are removed, the ones from Sos2/Archotech++ are given increased body part efficiency (200%) to keep it consistent with ABE
-archotech power core gets removed because it's not really needed when the archotech stomach from sos2/archotech++ does basically the same thing
-synthetic skin gets removed because the one from Sos2/Archotech++ does the same thing, plus they can't be installed together so you won't be stacking them any time soon
-archotech stomach from sos2/archotech++ no longer reduces the food need to basically nothing, the archotech stomach instead reduces food need to 25% (the same as the nuclear stomach, but without the drawbacks). A mood buff from a nice meal is good to have from time to time (forcing them manually is too annoying)

If Archotech++ is active:
-archotech cortex no longer removes a pawn's need to sleep, I personally found the lack of need to sleep more annoying than beneficial (they would miss a lot of mood buffs from having a nice bedroom, being comfortable....and frick fracking)

If Archotech Expanded (Prosthetics) is active:

-archotech organs (along with the spine, jaw etc.) from AEP get removed to avoid duplicates
-advanced archotech arms/legs get removed because they aren't needed (plus they are kinda OP)
-archotech membrane and brain melder get nerfed into a hopefully more balanced form, they still serve mostly the same function, except now they do it to a reasonable extent
-archotech obliterator and death claw's dps got severely nerfed (currently ~20-30, can nerf it further if needed)
-archotech obliterator and death claw have been given 200% body part efficiency to keep it consistent with AB


Planned patches:
- KEP:Toolbox Bionics once/if that gets updated to 1.3


Like the name says, the patch was mostly for my own use, but I decided to share it cuz why not? Still, let me know if any changes need to be made or if there are any other mods to make patches for






14 Comments
VelxraTV 21 Oct, 2022 @ 3:35pm 
Please update to 1.4
Torkkar 26 Aug, 2021 @ 8:55pm 
have you taken a look at Vanilla Expanded mods I know Vanilla Factions expanded Mechanoids has some new stuff might be worth it to look that mass cluster over
MrKociak  [author] 26 Aug, 2021 @ 1:39pm 
@r3xm0rt1s I can do a patch for that, thought I am taking somewhat of a break from modding for a little while (break is probably not the right word, basically I'm not going to be spending as much time per day working on my crappy mods as I usually do), so if you want a patch quickly then you might want to do it yourself, I'll do it sooner or later...but most likely later xd
r3xm0rt1s 26 Aug, 2021 @ 12:52pm 
So now that Elite Bionics Framework is updated for 1.3, which Advanced Bionics Expansion has a patch for, do you plan to introduce the hit point benefits for Save our Ship 2 archotech bionics? It would look weird if the bionics and advanced bionics were superior to archotech ones.

I suppose I am mostly asking for if I can avoid having to do it myself. Seems like a limited enough thing in scope I feel confident I could figure out how to implement it myself.
MrKociak  [author] 26 Aug, 2021 @ 4:56am 
@JustKazuma thanks for letting me know, I'll try looking for any possible errors, if anyone encounters any let me know.

Thought I doubt there's a high chance of there being any, most of the patches are directed at the other mods, and the only ones that effect stuff from ABE are patches that remove stuff, so worst case scenario you're gonna get an error from a patch that is trying to remove something that isn't there, harmless but still annoying.
JustKazuma 25 Aug, 2021 @ 8:09pm 
Author, FSF updated their Adv Bionics Expansion mod a day or so ago. There may be unforeseen issues ahead.
Pancake Hammers 9 Aug, 2021 @ 6:46pm 
Absolute. Legend.
MrKociak  [author] 3 Aug, 2021 @ 5:26am 
@• Kara • I was planning on nerfing the advanced legs/arms (the organs would still get removed, I don't want any duplicate items), but I couldn't settle on a value that would be balanced, while also being noticable, parts with more than 200% efficiency are tricky to balance. Plus an advanced version of an arm that's already supposed to be the most advanced thing on the Rim is kinda weird and makes little sense.

Also it's kind of a personal patch (like the name suggests), so while I can add small changes if requested, I'm not going to add big changes that I personally don't want, no offense. I shared this "mod" because there could be just a few people that would maybe want it too.
『Kara』 3 Aug, 2021 @ 4:33am 
I use archotech expanded prosthetics, I feel like this mod is kinda not useful cause I could just uninstall archotech expanded if I didn't want the prosthetics, maybe just nerf them instead of removing them?
Pydots 2 Aug, 2021 @ 4:55pm 
Thanks for the mod!