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but later I ran into issue with stoneskin gland. On normal pawns the operation worked, but on ghoul it showed greyed out as if missing the item. after removing epoe I could augment my ghouls.
Am I having mod conflict or misunderstanding how the mod works? The colonist is not injured I just want to replace his natural arm.
edit: it let me install bionic forearm, and it shows in health tab as bionic arm, same as the other arm i installed before this mod. But the health bill to install bionic arm is still there, I have 2x Bionic Arm, but the doctor claims they're missing, I'm so confused.
The scyther blade is purely a weapons implant, so it does not affect efficiency or other stats, other than giving the pawn a new unarmed attack option.
@为世间无名之人
There is isn't a in-built way to limit usable medicine by potency, so any modded stuff that are weaker than herbal gets through unless specifically patched. This mod is kept to primarily using xml, with the only C stuff is surgery of removing scars.
@theArtist
More likely something else in your mod list broken. No files that this mod builds itself from in core files, had any changes.
the only thing I say was the neuro-cure framework, but I was wondering if their was a more permanent solution
This is no curse it is a fact.
It also happens when more than 50% of active players have a bugfree modlist
Can't really help you much if all that's being asked is "why is X operation not working?", as it is so inordinately generic - I'd sooner be able to tell you why Brits feel the need to eat food not fit for human consumption.
Is my pawn allowed to have proper meds? Does the doctor have access to the organ in question? Have I completed the research necessary to perform the operation? Are there similar operations that cannot be done, and what can I infer from that?
Once all the obvious things have been thoroughly combed through, you move on to copying your save file and trying to replicate the state you're in right now. If that doesn't point you in the right direction, you move on to testing possible mod conflicts.
After you have unequivocally identified the mod to be the culprit, only then should you file a bug report (with all the logs in tow).
It only activates when the shoulder is injured.
However, the bionic arm still activates when only the arm is missing.
Is this intended, or is this a bug?
That's because it has 3 different surgeries it allows, one of which lowers aiming by 10 and the other 15 (third is the melee one)
Lovely stuff, mate. Cheers!
I made a new mod Paint-N-Tweaks, that will take over for my old one, Paintable Spots & Objects.
I made some compatibility with your mod, so buildings or spots can be painted, just wanted to let you know.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536964873
The vanilla in-game mod manager would tell you either way. Usually modders add the Workshop dependencies as metadata as they should (which I ain't sure if it's a totally separate data shown here on the Workshop page itself instead of being auto-read by Workshop upon upload, but it seems it's separate), which you can confirm by checking the mentioned manager.
That surgery don't appear to be one of ours. If I have to guess though, it hints from being from Death Rattle? If that is the case, Death Rattle needs to be loaded after EPOE so it can find the parent node.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.XmlInheritance:GetBestParentFor (Verse.XmlInheritance/XmlInheritanceNode,string)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks ()
Verse.XmlInheritance:Resolve ()
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>,bool)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
For example, the Xenotype Pigskin comes with Trotter Hands, which negatively impacts manipulation.
If you install Prosthetic hands, the negative headiff should be removed too?
To not overshadow the advanced bionic or archotech eyes, the tactical bionic eye has less overall efficiency outside of combat.
Although the cornea version can combo with the optimizers for more bonuses combined than the bionic version, you give up being able to bleed, scar, feel pain and way more expensive overall, as a trade off.