RimWorld

RimWorld

Yet another prosthetic expansion mod - Core
373 Comments
Christineeeeeeeeeeee 8 Sep @ 10:29am 
@MrKociak understood, thanks a lot for looking into it!
MrKociak  [author] 8 Sep @ 9:44am 
@Christineeeeeeeeeeee sorry, I'm not familiar with MSE2, so I have no idea how to make a patch for that.
Last time I checked, I couldn't figure it out.
Christineeeeeeeeeeee 8 Sep @ 8:16am 
First time using this instead of the usual EPOE-forked-enhanced-original, may I ask if it would be possible to add a patch for Medical System Expansion 2? It's a shame that I upgrade to the advanced/ultratech/etc tier of bionics but lose the ability to further enhance or customize the bionic part by install modules. Much appreciated for your time and effort in the mod!
Bladebro79 4 Sep @ 8:01am 
@MrKociak Copy and thanks for the quick reply. I will see what i can figure out. Thanks again for the mod.
MrKociak  [author] 4 Sep @ 7:38am 
@Bladebro79 honestly, I dunno, I haven't used that mod in ages, I don't really know how it works at this point.
Bladebro79 4 Sep @ 7:35am 
@MrKociak Thanks for the reply.
That makes sense with the bloat thing. Just curious at those levels could it just be hands and feet or does it have to includes fingers and toes?
With the regenerating is there a way to stop it? I have some other mods that add prosthetics. I am also using this mod "Prosthetic No Missing Body Parts (Continued)", would this have anything to do with it?. Or do i just install bionic feet if they grow a foot back after installing a archotech leg? Any help or suggestion is appreciated.
MrKociak  [author] 4 Sep @ 2:05am 
@Bladebro79 I just didn't wanna bloat the quest loot table with archotech toes, that's pretty much it. I felt like in most cases, the player would prefer to get the whole arm from a quest instead of just the hand.
As for regenerating feet and arms with the medpod, that's just a quirk of how bionics work in rimworld. For example, when a pawn has a bionic leg installed, their foot and toes are considered "removed" by the game [it's also why, without mods that fix it, pawns with bionic legs can't wear shoes].
Bladebro79 3 Sep @ 7:42pm 
Love the mod. Just had a quick question, why no Ultratech & Archotech Feet and hands? Also i am using Medpod and after one of my colonist has a bionic arm or leg installed, they ten go to the Medpod and regenerate their feet or hands/arms. Is there a reason for this as far as you know?
Luckspeare 29 Aug @ 11:53am 
Awesome, ty sir.
MrKociak  [author] 29 Aug @ 11:49am 
@Luckspeare Nice, imma edit the about.xml then.
Luckspeare 29 Aug @ 10:03am 
For real. It's incredibly annoying we can't edit comments.

Yeah, it doesn't provide the error if ABE is loaded first. I was mostly thinking an enforced mod load order entry would be the solution.
MrKociak  [author] 29 Aug @ 5:43am 
*so
I can't type today, steam really needs to consider adding the option to just edit comments :U
MrKociak  [author] 29 Aug @ 5:42am 
@Luckspeare I'm guessing it's cuz this mod replaces the archotech item graphics, but FSF ABE is trying to change its color [but that node's gone cuz of my patch].
Could you try changing the mod load order to YAPEM is loaded after FSF ABE? It might solve the issue and if it works I'll edit the about.xml to make that order automatic.
Luckspeare 28 Aug @ 7:07pm 
Mod load order issue with [FSF] Advanced Bionic Extension.

Throws red error if YAPEM is loaded first.

[[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

Have reported to FSF ABE as well.

https://pastebin.com/Yq524JAe
MrKociak  [author] 28 Aug @ 7:18am 
@FotisP68n They should work perfectly fine when used together. Mods that add bionics/implants are very, very rarely incompatible with each other.
At worst they might simply both end up adding implants that serve the same purpose and that's it. Tho from the looks of it, that shouldn't be an issue in this case either, this mod focuses on adding "basic" bionics, while FSFAB appears to add more specialized ones, if that makes sense.
FotisP68n 27 Aug @ 3:21pm 
Is this compatible with FSF advanced bionics? What changes?
MrKociak  [author] 24 Aug @ 3:45am 
@Michigancubed yeah I'd recommend going with either one or the other, but both this mod and EPOE add the same kinds of things, so there's a lot of overlap.
Michigancubed 23 Aug @ 9:18pm 
would you consider this mod redundant if EPOE is installed? Looking for a ton more prosthetic mods to add to my eventual new playthrough.
ohhhhh 21 Aug @ 9:27am 
ok,Thanks for your help
Sorcia 20 Aug @ 9:23pm 
underrated to have the running gag be a postit note perpetually pile up over years.
MrKociak  [author] 17 Aug @ 3:23am 
@ohhhhh What version are you playing on? I'm asking cuz this kinda error happens when a description has an unnecessary space at the end, like this:
"placeholder text. "
But the thing is, the error doesn't show up on my end and it doesn't look like the description has anything that would cause the error.
I'd recommend trying the "verify integrity of game files" feature that steam has. Idk why it happens, but I'd sometimes get nonsensical errors that would get fixed by it.
ohhhhh 16 Aug @ 6:57pm 
Config error in BIE_SalvageAdvancedBionics: description has trailing whitespace
MrKociak  [author] 1 Aug @ 9:33am 
@Miss Bonafide I didn't feel like they fit very well.
I plan on adding a mod setting that re-adds them tho
Miss Bonafide 31 Jul @ 5:50pm 
Why did you remove the biological body parts? I really enjoyed growing organs in a vat :(
Firestorm 25 Jul @ 12:47pm 
Thank you!
MrKociak  [author] 25 Jul @ 6:37am 
Oh yeah also, some people in the past wanted a toggle for this mod's textures/sprites, so imma add a setting for that.
Some just prefer the vanilla boxes :catsack:
MrKociak  [author] 25 Jul @ 6:34am 
@Firestorm Sure, you can use them, I don't mind at all :p
Perfect timing too, cuz I'm considering remaking the textures [or at least adjusting them so they're not so freakishly large], so get yourself a copy of the pngs while they're still here.
Firestorm 25 Jul @ 1:49am 
Would you be ok with me using the textures for the boxes from this mod?
MrKociak  [author] 22 Jul @ 9:02am 
@leech yeah it should be fine
leech 21 Jul @ 6:04pm 
Safe to add to existing save?
MrKociak  [author] 16 Jul @ 8:24am 
@narotiedu3
There already are settings for that, two in fact :U
MrKociak  [author] 16 Jul @ 8:23am 
@Panderrific Must be caused by some kind of conflict cuz I never play with bionic icons and I'm not getting any errors
Callistron 16 Jul @ 8:00am 
@MrKociak Much appreciated. :)
Panderrific 16 Jul @ 4:17am 
Caught an error from this mod when launching without Bionic Icons installed, not sure if it would lead to issues, does it need to be added to mod requirements list?
narotiedu3 15 Jul @ 4:13pm 
could you make a version or a option in the mod configs to make ultra-tech craftable?
MrKociak  [author] 14 Jul @ 7:18am 
@Callistron Released the update just now. The skin implants and lung replacements should now give vacuum resistance [the higher the tier, the higher the amount].
A pair of archotech lungs [+28% each] and archotech skin [+45%] will be enough to reach 101% vacuum resistane and therefore be safe in space without a suit.
MrKociak  [author] 13 Jul @ 2:24pm 
@NuanKi I don't have one for this mod sadly. Tho, they all follow the same pattern pretty much, all important/losable body parts are covered and their strenght level is explained in the description.

Ig the only interesting parts would be stuff like bionic noses boosting breathing, for example.
NuanKi 13 Jul @ 1:59pm 
Do you have something like a spreadsheet or list with all the bionics and their bonuses? So we can compare with other bionics mods?
Btw, this one looks really interesting.
Callistron 13 Jul @ 11:23am 
@MrKociak Yaaaaay :D
MrKociak  [author] 13 Jul @ 10:49am 
@Callistron I can prob throw that in now that the DLC's out
Callistron 13 Jul @ 1:56am 
Hey first off i just wanna say this mod is amazing.
I was wondering tho if there is a way to add vacuum resistance to the archotech skin since the flavour text says it should do. (I know it would be op but i guess archotech is supposed to be op)
lloki 11 Jul @ 11:52am 
yaaay my favorite bionics mod :) thanks for the update
Knuti 11 Jul @ 11:41am 
@MrKociak Many thanks for the quick reply and the even quicker fix!
MrKociak  [author] 11 Jul @ 11:32am 
@Knuti oh yeah, that patch. I removed it just now. I wasn't getting the same error as you , but the way jaw replacements deal with tongues appears to have been changed somewhat, cuz pawn's weren't getting the "disfigured" opinion from having a jaw replacement even withouth the patch.
TLDR: at BEST the patch was doing nothing, so I removed it
Knuti 11 Jul @ 11:19am 
Thanks for the update. There seems to be an issue with "tongues"...

'[Yet another prosthetic expansion mod - Core] Patch operation Verse.PatchOperationReplace(Defs/BodyPartDef[defName="Tongue"]/beautyRelated) failed
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run'
turkler 6 Jul @ 4:34pm 
no xml extensions requirement is huge. thank you!!
Kokorocodon 6 Jul @ 12:49pm 
good stuff
MrKociak  [author] 6 Jul @ 2:50am 
@Has Pusspuss probably yeah, at some point
Grimaline The Weed Fiend 5 Jul @ 4:29pm 
Hey! just asking if there will be graphical updates to pawns when they have prosthetic, advanced bionic and ultratech eyes?
MrKociak  [author] 5 Jul @ 8:38am 
Updated the mod to 1.6
Changes:
-Removed the biological body part replacements, I was honestly waiting for 1.6 just for a chance to get rid of them. Also because of that, the VE framework mod is no longer required for this mos.
-Added mod settings, for now just 2 checkboxes that are off by default. They're basically just two ways of making ultratech bionics craftable. XML Extensions isn't required anymore.

I think everything should be functional