RimWorld

RimWorld

Integrated Implants
1,961 Comments
Jack Daniel's 18 hours ago 
Same problem with many melee hits with one strike
Ash_103 18 hours ago 
Awesome mod, love it, it really adds implants that I wanted for a long time, but there's a bit of an issue, sorry if i'm not too clear on it.

Something about this mod is causing lag, there's a good amount of spikes and general TPS slowdown and according to Performance Analyzer, its due to some weird issues with calculating Fertility of pawns every tick or something ? maybe a weird compatibility issue
drunktrunkmonkey 8 Sep @ 2:55am 
I wonder if it is an interaction with Yayo's given I also have that mod.
drunktrunkmonkey 8 Sep @ 2:53am 
I encountered a bug, looks like I'm not alone. It makes pawns attack with inhuman (and inhumane) speed and stun locks enemies. It happens with both enemies and friendlies. Here's another users log:

https://www.reddit.com/r/RimWorld/comments/1l2vrra/bug_where_pawns_melee_attack_things_inhumanely/

Hoping for a fix, because I love integrated implants.
Sallivan4eg 5 Sep @ 12:22pm 
I encountered a bug. Hemogenic microprocessor basically makes itself useless when autosave process starts. All +50 max hemogen just vanishes.
I use Vanila expanded Sanguophages and my vamp uses hemopump from that mod, so his defalt max was 125. Then i installed Hemogenic microprocessor and it got to 175, until autosave triggered and it got back to 125 even before autosave process ended. Replicated this bug twice to be sure. Manual saving process for some reason doesnt triger this.

log file
https://gist.github.com/HugsLibRecordKeeper/060fb98607a1428f54c5963d45d6d244
XelNigma 2 Sep @ 11:21am 
Cellular Adptor gives the pawn stacking damage reduction the more damage they take. the effect wears off over time but after a fight that your pawn was hit a few times, check the implant, it should now say how much damage reduction its granting.
Peeping peacock 1 Sep @ 7:51am 
Any way to disable the forced bodytype change from emacification surgery? Causes display errors on some races that constantly refresh.
Allah's Strongest Soldier 31 Aug @ 11:12am 
i would also like to know what the cellular adaptor does
luanprf 30 Aug @ 7:56am 
so, what the actually cellular adptor does?
Mave 29 Aug @ 10:24pm 
Toggle turret action for some reason randomly disappear from pawn's actions.
Cpt. Yossarian 29 Aug @ 6:08pm 
I'm encountering an error on startup. It only shows while using Taranchuk's Mod Error Checker. Without it, i see no errors on startup and other error reporting mods do not seem to detect it. The only active mods are harmony, Mod error checker, and hugslog publisher.

The top line of the error: Error in Integrated Implants, assembly name: Implants, method: LTS_HediffComp_Dreadheart:GenerateFleshBeastSpawnList, exception: System.MissingFieldException: Field not found: System.Collections.Generic.List`1<Verse.PawnKindDef> RimWorld.FleshbeastUtility.AllFleshbeasts Due to: Could not find field in class
[Ref 2FB39F0E]

Hugs log: https://gist.github.com/HugsLibRecordKeeper/b53ca0c51623ff2eb2e2d2c66a091a11
lloki 29 Aug @ 2:13pm 
Hi, there's a fresh compatibility patch for YAPEM - you may want to link it in the description instead of 1.5 version :)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554011208
juako 27 Aug @ 12:30am 
great mod, i just made terrifying ghoul army with the new implants. it would be nice to add a self-harm ghoul implant so we can manually activate the chimera rage speed as it is useless in battle but would help a lot with them reaching targets.
JACK 26 Aug @ 2:29pm 
what does the voidlink do? I installed it in a pawn that interacts with anomaly stuff but it doesn't seem to be doing anything. do I need to be in monolith game mode for it to be active?
Mave 26 Aug @ 1:23pm 
Hey, love the mod, wish it worked properly with Reclaim, Reuse, Recycle.
Anyway, I'd love to have a shoulder mortar with EMP variation, I think it would be very useful and valuable tool
veoba 26 Aug @ 6:04am 
Author, pls look at error reports.
Etiological Myth 26 Aug @ 12:12am 
Addendum: Only seems to happen if the pawn's face type is narrow (normal, pointy, or wide), but is absolutely fine on the average face types.
Etiological Myth 25 Aug @ 11:04pm 
When a pawn is moving, or sleeping, the bionic faceplate slides around their face. When they're up and moving about it seems to only affect the image on the top bar, but when they are sleeping you can see the faceplate is sliding off. Can anyone else confirm?
Oh so foolish Jester 25 Aug @ 1:25am 
it does not show errors in dev mode, by the way
Oh so foolish Jester 25 Aug @ 1:22am 
remote dominator is unusable, any mech its used on spams a notification about it not being able to be used on superheavy mechanoids
Excel.exe 24 Aug @ 5:35pm 
the only bad thing about this mod is that there's not enough of it, I love turning my pawns into amalgamations of flesh and metal becoming a mere husk of what they once were
⦃Sค†คn⦄ 24 Aug @ 12:55pm 
Fleshbeast related issue. Red log
SERAGONDON 24 Aug @ 7:39am 
signal doesn't work with alpha mechs enabled, doesn't provide bandwidth
Omega13 24 Aug @ 2:33am 
What exactly does the cellular adaptor do?
Fenc 23 Aug @ 9:20pm 
i see that there is an archotech spine from this mod that isnt listed, are there any others i dont know of that arnt listed? (please say archotech lungs that give vac resistance lol)
zeus57007 23 Aug @ 4:24pm 
Can we get the psychic shield and other implants that require Athena Framework to require the updated Athena framework? I'm fuckin' tired of havin' to edit the files every time I validate files.
Aera 22 Aug @ 4:21pm 
Didn't see this in the FAQ, so thought I'd ask: are some surgeries gated behind research or something?

My tribals had a bunch of silver on hand when an exotic goods trader came by, and I bought a Synthmarrow. I even have a couple glitterworld meds with a medical skill of 13 or so, but don't get the option to install it. And when I check the 'install Synthmarrow' info page, it doesn't list any research requirements. Is there something I'm missing?
Molay 22 Aug @ 2:33am 
The pawn should automatically go fetch some steel to recharge them. Not sure if you can force it by right clicking steel with the pawn selected, perhaps?
V.O.I.D. Advisor L22B 22 Aug @ 12:37am 
Question: How to regain mechanoid grub charges?
[806] wake up its 2008 18 Aug @ 7:29am 
about that mechwomb, where do the mini mechanoids exactly come from???
Chara 17 Aug @ 7:23am 
signal booster doesn't give additional bandwidth, only signal radius
Unibot 16 Aug @ 3:29pm 
Great mod with lots of fun implants. Could you add a config toggle to allow multiple implants in on colonist (i.ep allowing mini turret implant, rocket swarm implant, AND shoulder mortar, or maybe multiple tails)?
elyaco1133 15 Aug @ 3:33am 
One of the best mods and a must-have. Absolutely love it!
Fries 14 Aug @ 9:18pm 
I used a translator.
The Deathrest efficiency bonus from the Deathrest Apparatus implant does not seem to be applied. Additionally, the slave suppression effects from the Brain Shocker and Brain Detonator implants are not functioning as intended.
Grimmas 13 Aug @ 11:35pm 
Mod Error Checker reports an issue with this mod, log here. [gist.github.com]
Gold Ship 13 Aug @ 7:35pm 
hey I may be dumb but what exactly does the cellular adapter do?
Dohard 13 Aug @ 1:08am 
Hi, first of all, thank you for this amazing mod, I've been really enjoying it so far. However I would like to ask one thing, would it be possible to hide the "natural" tails from xenotypes when installing a tail from this mod? It is a minor issue but it looks kinda weird in my opinion. Again, thanks for all the hard work!
beeem 12 Aug @ 4:50am 
I used a translator.
When running 'Mechanoid Upgrades' mod (and its submods) in parallel, the research lists of the 'Integrated Implants' mod will disappear.
beeem 12 Aug @ 4:32am 
Oh, is the research on Anomali-related transplants gone?
Noisy Koi 11 Aug @ 5:39pm 
any plans to add Odyssey implants?
-Vacskin: epidermal layer that protects the host from vacuum burns, however it is not thermally insulated
-Thermohancer: an internal generator that keeps the host warm even in the coldest of environments
-Vaclungs: lungs that eliminate the need to breath
-Navigation interface: improves the pawn's ability to captain/crew a gravship
this mod has been extremely fun to play with :D


however i discovered a minor bug as i was farming the metal horrors from the symbiote implant i noticed that the metal horror spawned at the bedside of the prisoner that i ripscanned instead of the ripscnner/corpse itself... causing a passing trader gang to launch a doomsday rocket in my ship, which triggered an unstable power cell, which made them all hostile, which created a in-ship battle, which created a surprisingly negligible lost of health and resources.
hope it can be fixed soon :< <3
Syre Behovs 11 Aug @ 8:08am 
Hello, first of all, thank you for your work on this amazing mod! But i did notice that even though there is extra arm support for (FSF) Advanced Bionics Expansion, normal and advanced bionic production arms do not have an extra variant to them, is this intentional?
Jetroid 10 Aug @ 2:33pm 
What's the inverted RimWorld logo that appears on some of the pictures, like the Shoulder Turret? It doesn't correspond to any of the DLCs and the description doesn't elaborate.

Does it correspond to some other mod? Do I need to install something else to use those features?
Mold 10 Aug @ 7:08am 
Howdy, I've noticed this mod adds several archaeotech bionics such as ears, hearts and spines without listing them in the mod description. Also not listed is the ability to harvest eyes/ears/jaws, etc. Could you please add these things to the description so people are aware? Thank you.
Ictiv 9 Aug @ 8:06am 
@RatAlchemist Good news! Intimacy just came out with a new expansion that might fit your needs!
Rat Alchemist 8 Aug @ 9:29pm 
i want mpreg
leonardo.2007.cometa 7 Aug @ 12:13am 
I would like to install this mod for my games, but after some research I discovered that it has compatibility issues with vanilla expanded and I would like to know if those errors have already been solved or if there are plans to resolve the errors in the future.Since I would love to install this mod (Sorry if there are spelling problems, this message was written with the translator)
Cal 5 Aug @ 6:52am 
Yep, needs an update.

Error in Integrated Implants, assembly name: Implants, method: LTS_HediffComp_Dreadheart:GenerateFleshBeastSpawnList, exception: System.MissingFieldException: Field not found: System.Collections.Generic.List`1<Verse.PawnKindDef> RimWorld.FleshbeastUtility.AllFleshbeasts Due to: Could not find field in class
Tal'Raziid 4 Aug @ 11:56pm 
Anyone having the issue of advanced research not being applied to LTS Anomaly techs? I have one selected but no progress appears to be added to it
shekel 4 Aug @ 8:26pm 
Have the same issue as @Maximus Autismus where Dreadhearts say rampaging fleshbeasts are going to emerge without them actually spawning. It's pretty OP without that constraint so I'm avoiding relying on it too heavily for now