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both arms or legs might give total of 120% movement. (I just realised that if 8% was real, in the end those joint and legs might be better that real bionic limbs. But. If 8% would be a future it would be weakened by the fact that bionic limb has no bleeding/pain and in addition bionic arm has boosted melee DPS.
In the end I think that 5% is a reasonable option (i thought of adding a joints and pair of tendons for each part like hand, forearm, shoulders and those bonuses would sum up and in total it would be about 160% so that would be unfair in contrast to normal, whole, "more advanced" implants.
So joints and tendons might be cheaper (not in plasteel i think) and "more effective" options. Also i think that body purist shouldn't be disapointed of them because those are very similiar, nearly identical to original counterparts but who knows, I didnt had body purist before with peg leg and would be sad of having attachment. Its just Rimworld
All joints and tendons (depends on body spot and they would be counted individually) might give 5%-8% bonus to movement or manipulation. For example having 2 bionic joints and 2 bionic tendons in
They should appear on any workbench that allows you to craft other components, like the fabrication bench.
Depends. It can heal the vanilla chemical damage conditions (ChemicalDamageModerate, ChemicalDamageSevere) on any part of the body, but no provisions are made for health conditions from other mods that call themselves "chemical damage".
If someone here could find a cause, I would very much appreciate it.
https://gist.github.com/HugsLibRecordKeeper/7f9c639d66910bca151a746b37d961a6
Good to hear, I think. I'll keep an eye on it anyways.
It's been a while since I've worked on this mod, but I remember the code for the meditative refresher being a little janky. I have a better solution for it that I'll upload whenever I get around to it, but just keep a lookout for any lag spikes related to it in the meantime.
I'll look into it. Any implants in particular? Could you send a Harmony log, so I can see what other mods you are using?
like meditative refresher, but with food. If you dont move.
I'll look into it.
@Олег Мерк
I'm not sure, I've not heard of Medical System Expansion 2. You're welcome to try it yourself.
None of the implants here are set up to cause brainshock, so they shouldn't be the problem.
The ophthalmic augment, however, causes optic shock, which reduces sight temporarily. The electromagnetic shield will reduce brainshock and optic shock to one-fourth duration.
Yes, it contains the HediffComps used by most of the implants.
You're right, thank you for letting me know. I've fixed it now.
I took this idea and refined it into the meditative refresher. I think this will work best, since it allows the pawn to benefit from their meditation area instead of just getting a flat psyfocus gain from their bed. Feel free to let me know what you think.
Yes. The full list of cured conditions is: carcinoma, alzheimers, dementia, and chemical damage.
I haven't tested it, and I'm not familiar with CE in general. But this mod shouldn't touch any of the same code that CE does, so it should be perfectly fine.
Good catch, must have been an oversight on my part. I've released a quick patch to fix it.