RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
930 Comments
acerew2436 26 Sep @ 1:53pm 
@FSF, thanks!
FrozenSnowFox  [author] 25 Sep @ 4:54pm 
@acerew2436
The error for the Detoxifier Lung is probably due to another mod messing with it. I'm not aware of any other mod that removes the recipeusers section from it. I'll put out an update to modify the patch so it checks for the node before attempting to remove it. That should safety proof it for other people messing with it.

As for the other error its saying <hatRenderedFrontOfFace> has been put in a node where it shouldn't exist. Not sure who is doing that but they've messed up either some XML or a Patch. I'd suggest asking on the unofficial Rimworld discord for help with the other errors if you can't figure them out. I find dealing with troubleshooting related to my own errors troublesome and time consuming enough.
acerew2436 25 Sep @ 4:41pm 
The other three are for gas mask, NVGs, and another set of goggles:

XML error: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><bodyPartGroups><li>Teeth</li><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Headgear/GasMask/GasMask</wornGraphicPath><hatRenderedFrontOfFace>true</hatRenderedFrontOfFace><layers><li>EyeCover</li></layers><tags><li>IndustrialAdvanced</li><li>IndustrialMilitary</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags></apparel>

There's more after this for each error related to the Unity Engine stacktrace, but it doesn't fit here. Thanks!
acerew2436 25 Sep @ 4:39pm 
FSF, I'm getting errors on load. Not sure how critical they are, but wanted to post to see what you think and if I've misconfigured something or if a fix is needed. One is for detoxifier lung:

[[FSF] Advanced Bionics Expansion - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[defName = "DetoxifierLung"]/recipeMaker/recipeUsers"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=5
XmlExtensions.OptionalPatch(key='FSFABEBionicsTableOn', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2006925330\1.6\Frameworks\XML Extensions\Patches\Bionics_Table.xml
FrozenSnowFox  [author] 20 Sep @ 4:18pm 
@舟
That issue has come up before but I don't think its something I can actually fix. It's a mod related issue due to having children with servitors. When I tested it I was unable to reproduce the issue in the vanilla game or with any of the pregnancy and genetics mods I use.

Some mod is changing how child birth is being done. Also for whatever reason its using the PawnKind Defs. Which in this case, the ones I added for servitors contain a bunch of information so they spawn at the correct age with the appropriate skills and bionics.
20 Sep @ 4:04pm 
(From machine translation) A bug occurred during slave childbirth. For example, you set the crafting skill range of a crafting slave to 10~20, but the game was unable to assign crafting skills to the baby. Additionally, the bionics you configured could not be applied to the baby either.
FrozenSnowFox  [author] 16 Sep @ 1:06pm 
@Gizmoooofox
As per the description this mod includes Vanilla Bionics Expansion. So you only need this mod active.
Gizmoooofox 16 Sep @ 3:03am 
Hey, so do I only download this mod? Or this and vanilla version? Sorry if it says so in the descp., i just don't understand it :(:gearthumbsup:
Shikimori ❤ 14 Sep @ 10:58pm 
thankyou for the response! i appreciate it, i think ill just use the normal bionic mod for now i totally forgot theres that version you have
FrozenSnowFox  [author] 14 Sep @ 2:56pm 
@Shikimori ❤
My mod kind of excels in giving pawns stats that border on absurd. Archotech bionics especially are intended to be rather broken. If you're only interest is the hp and durability it might be better to try to find another mod. As for your question it's not something I plan to do. As for other mods I don't know any off hand however there are mods that allow you to mess with the cap. Normally they're intended to make it higher but you might be able to use them to make them lower.
Shikimori ❤ 14 Sep @ 11:32am 
Okay this might sound weird, but is there anyway i can stop or cap the bionic effect stats? For example i have a colonist with like 2 archo legs which is cool until she literally has the walking speed of the flash with the movement speed at like 412% in her info tab. Which i assume the bionic spine also attributes too. Is there anyway for me to go about setting a hard cap on the stats llike moving, manipulation etc.. say like even with a fully bionic build the max any category can be is 175%. Or is this something thats not really controllable? My biggest thing about bionics honestly is the hp buff and durability i can give my soldiers lol
FrozenSnowFox  [author] 13 Sep @ 9:11pm 
@Pamparampampamparam
With the Vanilla Expanded Framework it just lets a person resurrect endlessly. With Anomaly however it uses the regeneration code from Anomaly. Which basically prevents death even if a person loses their head and heals everything deemed a bad condition. So it should very quickly remove any bad conditions they incur even from ageing.
Pamparampampamparam 13 Sep @ 8:01pm 
Does the Immortality Core also negate the effects of advanced ageing?
Pamparampampamparam 13 Sep @ 5:44pm 
CE itself has yet to be updated to 1.6 but once it does I'm sure the comp patch will be updated as well.
FrozenSnowFox  [author] 13 Sep @ 5:43pm 
@Pamparampampamparam
I don't use the mod so I don't make compatibility patches for it. As far as I'm aware CE has a compatibility patch for it but to my knowledge it was outdated. I'm not sure if they've updated it since.
Pamparampampamparam 13 Sep @ 5:41pm 
I'm sorry to do this, but I must...

Is this mod compatible with Combat Extended?
Asteroid 25399 13 Sep @ 7:35am 
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321123 11 Sep @ 11:55am 
Player faction. I can control and use the vanilla adrenal heart i have on them.
Just in case tested it before responding only with core and all vanilla dlcs and it still did not show up as an ability like the adrenal heart does. Thanks for response.
FrozenSnowFox  [author] 7 Sep @ 3:00pm 
@321123
That would be a bug. Are they your ghouls or are they with an NPC faction? I'll have to look into why that isn't working.
321123 7 Sep @ 11:55am 
Is ghouls not being able to use bionic abilities intended or a bug? Like acid jaws or the medic arms.
FrozenSnowFox  [author] 4 Sep @ 8:43pm 
@FloralVera
I personally haven't tried it but there shouldn't be any conflicts. There might be some overlap of bionics for some things but you could use Cherry Picker to solve that.
FloralVera 4 Sep @ 8:43pm 
Nevermind, just checked, apologies for the question.
FloralVera 4 Sep @ 8:40pm 
Does this mod work okay with Integrated Implants?
FrozenSnowFox  [author] 4 Sep @ 7:43pm 
@Ebonyte
If you read the description of the EMP Shield it explains why that happens. On the technical side the reason that happens is because I don't have a better method to prevent the EMP effect with XML alone. So what happens is it triggers but then its immediately removed. The side effect is your pawn gets technically downed for a moment. I forgot that gear dropping might be an issue since I always use mods to stop that happening.
Ebonyte 4 Sep @ 7:37pm 
So, this is probably a mod interaction, but I have a pawn with EMP Shield. Automatroids from Dead Man's Switch keep using ECM to zap me unconscious and dropping my gear for a second, a brain shock that lasts an eyeblink. Shouldn't the EMP Shield make it a non-issue entirely?
Schnarf 2 Sep @ 4:21pm 
Thank you! I love playing with insanely broken colonists
FrozenSnowFox  [author] 2 Sep @ 3:11pm 
@Schnarf
Unlike the Healing Mechanites the Immortality Core prevents death completely. Even if your colonist's head gets blown off it'll regrow. I left the regeneration value at the same because it already seemed extremely overpowered.

Anyway the changes when Anomaly is loaded is in the file following file.
/1.6/Ludeon/Anomaly/Patches/FSFABE_Anomaly_Replacements.xml
Schnarf 2 Sep @ 11:30am 
i find myself disappointed with the performance of the immortality core, with the exact same performance as standard healing mechanites, theres no reason to buy them off of the rare trader that has one on hand. I set out to solve this issue myself, but i ended up not being able to find the value for the anomaly regeneration, only the 'lives left 1000000' thing, so if you could please tell me where i could find and adjust this value it would be greatly appreciated
FrozenSnowFox  [author] 1 Sep @ 2:34pm 
@Alex_
I don't handle combat extended patches. I believe there was one included for this mod in CE but I'm not sure if the patch is up to date. If there's an issue you'll have to talk to them.
Alex_ 1 Sep @ 2:27pm 
combat extended?
Starempire42 29 Aug @ 3:02am 
Well damn, wasn't expecting a answer that quickly, thank you for the answer!
FrozenSnowFox  [author] 29 Aug @ 3:00am 
@Starempire42
The Positronic Brain replaces the brain preventing conditions that affect it like that. Of course the downside is it prevents you from installing brain implants. There's nothing directly for frail. However if you have the Anomaly DLC I believe the Healing Mechanites should heal everything considered a bad condition.
Starempire42 29 Aug @ 2:55am 
Just a question, any of the brain "implants" permanently deal with ailments (IE if I install one it will stop dementia/alzhiemers from happening from birthday events) Like a permanent solution? Like for example, you have a colonist that gets bad back, you install a bionic spine, the colonist can no longer get Bad back to trigger on birthdays.

Also sorta similar question, is there also a bionic/implant replacement that deals with frail?
Luckspeare 28 Aug @ 7:03pm 
My bad. Using DRM-free version, and didn't realize I was out of date. My apologies for the false alarm, and thanks for quick response!
FrozenSnowFox  [author] 28 Aug @ 6:18pm 
@Luckspeare
The second issue seems to be down to load order. As for the first issue with the preventVacuumBurns I can't reproduce it with/without YAPEM Core or with/without Odyssey DLC. I get the feeling your copy of Rimworld is not up to date. That stat might only be with the new patch so its throwing an error because it does not exist in your files. Try rebooting your steam client and it should check for updates.
Luckspeare 28 Aug @ 6:02pm 
Errors in interaction w/ YAPEM Core.

https://pastebin.com/Yq524JAe

If YAPEM is loaded before ABE, we get 2 errors.

XML error: <preventVacuumBurns>true</preventVacuumBurns> doesn't correspond to any field in type HediffStage. Context: <li><statOffsets><ArmorRating_Sharp>1.0</ArmorRating_Sharp><ArmorRating_Blunt>0.5</ArmorRating_Blunt><ArmorRating_Heat>0.7</ArmorRating_Heat><DecompressionResistance

[[FSF] Advanced Bionics Expansion] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationReplace(/Defs/ThingDef[@Name = "BodyPartArchotechBase"]/graphicData/color)) failed
file: C:\Games\Indiv\RimWorld\Mods\2006925330\1.6\Ludeon\Core\Patches\FSFVBE_Vanilla_Recolor_Archotech_Base.xml

If ABE is loaded before YAPEM, we get only the preventVacuumBurns error.
FrozenSnowFox  [author] 27 Aug @ 7:51pm 
@Schadenfreude
I'm not clear on the restrictions fore initiating a breakup. However the Servitor module uses the same system as Trauma Savant. When fully conditioned they are completely unresponsive to relationships.
Schadenfreude 27 Aug @ 7:48pm 
I've had a pawn in a relationship just before I turned him into a Servitor, how I understand it Servitors are not supposed to be social, yet he initiated a breakup with their significant other.

Is this supposed to be possible? It's not a big deal, but I wouldn't expect Servitors to engage in such activity, just a bit immersion breaking.

For vanilla camparison I remember having Trauma Savants in relationships forever and they never cared to engage in similar actions, maybe I was just lucky about that.
Schadenfreude 26 Aug @ 6:28pm 
@FrozenSnowFox
Alright, thank you.
FrozenSnowFox  [author] 26 Aug @ 5:25pm 
@Schadenfreude
The reason some implants work is because they are probably not technically implants but hediffs. A bionic replaces the body part, an implant attaches to a fleshy body part and a hediff is just a health condition that can be added. If you have implants in a fleshy part then replace the part it will remove the implants when it replaces it. Not sure what's going on with install order working probably something else happening.

As for the mod I don't use that kind of mod so I don't know of any offhand. I do know there's a couple floating around the workshop somewhere. When it comes to that stuff as I recall specific apparel meets specific title requirements. Also they can want A B C so just having A or C might not be enough to fully satisfy the requirements. So you'll need to check items that fulfil the title and fit within the clothing layers you have.
Schadenfreude 26 Aug @ 5:17pm 
@FrozenSnowFox
That's interesting, I can equip boots and gloves without issue already.

I was vaguely remembering a mod like that and was gonna look for it, thanks for the hint.

I figured the Brain was a replacement (since it's listed on the body part on the left side of the hediff), but it's still weird then that I can put certain implants into it, and others not (they are listed on the right side of the hediff).

I also noticed that there's a certain order to the brain implants (not bodypart replacements) to make them work together, some will throw out other already installed implants, but if you instal those afterwards again they will fit in with each other.

Slight tangent:
I also seem to remember a mod that lets you stop pawns from requesting Title specific apparel or get a mood debuff, would you happen to know about that as well? I dunno why, I am decking them out in eltex gear and they still whine about their apparel.
FrozenSnowFox  [author] 26 Aug @ 2:51pm 
@Schadenfreude
The way Rimworld's bionics is designed to can't install bionics on bionics. The Positronic Brain is a brain replacement so you can't install anything else. This should be mentioned in its description. As for the jewellery issue that's also vanilla Rimworld. Bionics don't actually have multiple parts they are just one piece, an arm only has a shoulder and nothing more. You can grab the mod Prosthetic No Missing Body Parts to fix that. It allows you to equip boots and gloves with bionics and it should work fine with jewelry I think.
Schadenfreude 26 Aug @ 2:32pm 
I also noticed that when I have pawns with Bionics from this mod they no longer count as having fingers for the sake of wearing rings from the Jewelry mod, anything that can be done about that?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3203280763
Schadenfreude 26 Aug @ 9:55am 
I can't instal Psychic Attuner (native to this mod) and Psychic Reader (Royalty) onto a Positronic Brain.

Is this intended behaviour?

Side Note:

I can however instal a Neurostimulator (from RBSE mod), yet I can't instal other modded brainimplants (like Glitterlink from Ushanka's Glittertech Expansion) onto that brain.

Is there a way to make these compatible, or does this need to be handled on their side?
Agaros007 25 Aug @ 11:33pm 
terrible lovin is vanilla, after finding out that the love enhancer is vanilla a googled and after a while i just stumbled above a post. If the reproduction Organs are getting old and they get impotent they get terrible lovin, so they need new reproduction organs, thanks for helping me and guiding me in the right direction :) have a nice day
FrozenSnowFox  [author] 25 Aug @ 3:24pm 
@Agaros007
This mod does not add the love enhancer nor does it change anything to do with it. This sounds like a mod issue because I'm pretty sure terrible lovin isn't in the vanilla game.
Agaros007 25 Aug @ 3:13pm 
Hello its me again, both of my colonists have the Love enhancer but they still have terribly lovin :(
Apraxas 25 Aug @ 5:44am 
Dear Fox , appreciate the answer. Thank you so much :D
Cutiegorgon 25 Aug @ 1:03am 
@FrozenSnowFox ikr! Glad to be of help with the suggestion :steamhappy:
FrozenSnowFox  [author] 24 Aug @ 11:31pm 
@Cutiegorgon
Having it all in one tab is a good idea and much cleaner than the alternative of having it spread between the two.