RimWorld

RimWorld

Astraltech Bionic Implants
79 Comments
Lava_Lamp_Enjoyer 25 Oct @ 6:52pm 
the point of the mod is to be unbalanced if you want balanced have a look at "beyond our reach" for balanced stuff:steamthumbsup:
[Br] Nasid 24 Oct @ 1:55pm 
It's too unbalanced, I wish there was a simpler version.
Six Feet Under 17 Oct @ 1:59am 
The astraltech torso tries to replace the torso body part, resulting in the removal of every implants, seemingly including other body parts, since the other body parts are connected to the torso.

Also, the astraltech bionics like astraltech arm, astraltech legs, cannot be installed with the astraltech implants for the leg and arms, because they are bionics, and a body part with an installed bionic makes it so you can't install implants in that body part.
Morton 13 Oct @ 1:21pm 
Yooooooooooo :D That's such good news, I was waiting for this mod to update! Thank you!
LordRaziel  [author] 13 Oct @ 8:29am 
Developer Update – Astraltech Mod

Hey everyone,

The mod has been updated to version 1.6 !
We’re currently working on resolving the issues that appeared in the comments, and a fix will be included soon.

Thanks for your patience and continued support!
Six Feet Under 10 Oct @ 12:54am 
All of the implants are instead treated as bionics in the game.
[Br] Nasid 28 Sep @ 11:36am 
1.6
Kesh 26 Sep @ 9:55am 
it works on 1.6 !!!
renrical 22 Sep @ 5:07pm 
if you just change the version in the about.xml to 1.6 and load it as usual, It still works.
The Calcium Demon 20 Sep @ 1:38pm 
PLEASE COME BACKKKKKK!
Lava_Lamp_Enjoyer 19 Sep @ 2:42am 
best mod i ever played with cant wait for it to be updated to 1.6 <3
[WoF] .Sp1n? 28 Aug @ 5:25pm 
I love you, and i miss you, huuuuuuuuuuuuu :steamsad:
Saurfangx 15 Aug @ 5:05pm 
1.6? Pls
Ocychad 13 Aug @ 2:44pm 
need me that 1.6 update king
The Calcium Demon 24 Jul @ 10:09am 
1.6?
Tabu2684 17 Jul @ 5:40pm 
your mod is really good, pls update it 1.6
gunns22 12 Jul @ 5:07pm 
@LordRaziel
Any plans for 1.6?
hard erect balls :3 11 Jul @ 6:38pm 
1.6 PLS?
Thetaprime 11 Jul @ 3:05pm 
1.6 just landed. Update would be great!
Genocide 8 Jun @ 10:06pm 
These implants completely overshadow every implant mod- and they're the cheapest implants in the endgame comparatively Put the brain in, my pawn with 1 int was power farming 9000 research points in half a day
FelipeGames2000 25 May @ 4:01pm 
I wanted to write a comment, but Steam has a character limit for comments. I wrote a discussion instead
Shiro Nekuro 21 May @ 10:15pm 
Is there any way I can tweak the cost to craft these implants? Because in my playthrough the cost to craft these implants is way too cheap for their benefit.
OceanicOxen 17 May @ 5:47pm 
None of the implants can be installed in creepjoiners because they aren't technically human
adding
<li MayRequire="Ludeon.RimWorld.Anomaly">CreepJoiner</li>
to the recipeUsers in each of the surgery 'recipes' should solve this issue
Tone-DEAF 23 Apr @ 6:24pm 
i'm still having the problem with the addons not being compat with their required implants, I don't know how to get it to work
greensniperhat 25 Mar @ 5:42am 
Finally looked into the codes and yep, the Astraltech addons hediffs all use AddedBodyPartBase as the parent, when they should have ImplantHediffBase.
greensniperhat 24 Mar @ 6:07am 
Are the implants supposed to replace parts? The ones with the yellow boxes? I have EPOE, Xenobionic Patcher, and Prosthetics No Missing Bodyparts mods on.
StoneZilla 13 Mar @ 9:19pm 
for whatever reason the issue was from having rbse installed, not sure what exactly the issue was specifically but now i can install necks, torso, and torso augments
StoneZilla 13 Mar @ 7:37pm 
major issue with neck, installing astraltech neck results in deletion of any non astraltech body mods, but it also bugs out and removes the option to install anything in the head since it removes it. my colonist is alive without a head
StoneZilla 13 Mar @ 7:26pm 
im also having some weird issues where it deletes the face when i install any astraltech torso based implant
StoneZilla 13 Mar @ 6:00am 
Encountering the same issue as slepslif even after re-installing to force an update.
Installing a torso removes all other implants, leaving the colonist with only an installed torso.
LordRaziel  [author] 11 Mar @ 10:11am 
Developer Update – Astraltech Mod

Hey everyone,

I've removed the problematic code that caused the issue mentioned by @Slepislif. I will try to reintegrate the changes in a future release.
Slepislif 10 Mar @ 10:51pm 
Astraltech Neck implant also conflicts or removes other head parts such as the skull, brain, eye, nose, ear, and associated add-ons
Slepislif 10 Mar @ 10:22pm 
Suddenly having trouble with Astraltech Torso implants. After the operation, all other body parts become removed except for the torso implant.
LordRaziel  [author] 10 Mar @ 7:43am 
Developer Update – Astraltech Mod

Hey everyone,

I've fixed the issue where the body part wouldn't heal after installation. Now, all bionics will properly replace the corresponding body part. I'll be working on other requests soon. Stay tuned!
Santtinen 3 Mar @ 10:08am 
On another note, are you planning on giving the Astraltech bionics extra health using Elite Bionics Framework in the future? The implementation doesn't seem to be hard as I managed to do it with some simple copy-paste from another mod that utilizes it.
Santtinen 3 Mar @ 10:03am 
Regarding the Spine Healing Issue:
Found the reason. In the XMLs the headiff and surgery extend the implant classes Hediff_Implant and Recipe_InstallImplant, making them act like additions to the natural spine, not replacements. I tried switching them to Hediff_AddedPart and Recipe_InstallArtificialBodyPart and now they seem to work as expected, replacing a shattered spine without a fuss.
n4plike 2 Mar @ 8:34am 
i like the bionics but the price makes it kind of insane 10-40k each ...just creating a ticking bomb with a 200k pawn :D
CTH2004 26 Feb @ 10:08am 
Here’s a question:

Any plans for Save our Ship compatibility (if it’s there and I missed it, my bad)?

Basically, SoS2 adds in some archotech implants that allow a pawn to just go in space (the use the trace atoms in space, or make it via mass-energy conversion, iirc), the skin prevents decompression and cold, and I feel like there was a third needed (and the stomach is basically a vanometric generator, removeing the food need)

Also, I’m still curious about how it relates to archotech, as in being as less advanced (so between bionics and archotech), more advanced, or parallel (similar in strength, but developed separately and have differing uses, makeing them equal, but not the same)
Toby.Tcg 16 Feb @ 6:30pm 
Are there any plans on adding an astraltech womb or voice?
LordRaziel  [author] 13 Feb @ 10:14am 
Developer Update – Astraltech Mod

Hey everyone, thanks for your feedback and reports!

Spine Healing Issue:
I’ve noted the issue where the Astraltech Spine can’t be installed on a fully missing spine. It looks like the game requires the spine to be "healed" first before replacement. I’ll be looking into fixing this in an upcoming patch and checking if other body parts are affected by the same issue. This patch will be worked on when I have time available.

Animal Implementation:
While this won’t be part of the next patch, I’m keeping it in mind for future updates. If you have any ideas on how Astraltech implants could integrate with animals, feel free to share!

Thanks for your support and patience!
Purple Pikmin 4 Feb @ 4:21pm 
Could you make it to where they can be installed on animals?
CTH2004 25 Jan @ 8:33am 
Just a quick question, lore wise are these supposed to be as advanced, more advanced, less advanced, or something else to archotech?

I know in-game it's scenario-dependent, but just concept wise, I'm curious.
Santtinen 16 Dec, 2024 @ 9:15am 
@4kAtlas Yeah I just full healed the missing spine with Character Editor as well and then I could replace it with the Astraltech spine.

Tried and couldn't even replace the missing spine with the Astraltech spine in Character Editor until it was fully healed so something is going on there.
Hearts_Desire 16 Dec, 2024 @ 5:33am 
@santtinen figured it out, for me my guys spine wasn’t fully healed once it was “back to normal” (i had to heal it using character editor) i was able to install the spine
Hearts_Desire 16 Dec, 2024 @ 5:12am 
@santtinen did you figure it out i just ran into the same problem
Santtinen 15 Dec, 2024 @ 10:48am 
Recently added this to my mod list and I noticed that I can't install the Astraltech Spine on top of a fully missing Spine. I could however install the eye and leg implants on top of missing parts. Is this intentional design or some kind of bug?
璃璃音 11 Dec, 2024 @ 5:43pm 
Oh Love your mod
LordRaziel  [author] 11 Dec, 2024 @ 2:02pm 
Hey everyone!

We’ve released a small update for the Astraltech Bionic Implants mod focused on balance and accessibility:

- Backstory Adjustments : Minor debuffs for certain adult backstories to improve balance.
- Bionic and Implant Tweaks : Slight reductions in power for some parts to maintain fair gameplay.
- Price Adjustments : Lowered market prices for many implants and bionics to make them more accessible earlier in the game.

⚠️ Note : With reduced part prices, your colony’s wealth calculations may change, potentially affecting raids and events. Plan accordingly!

These updates aim to keep gameplay engaging and balanced while letting you enjoy the powerful tech of Astraltech. Thanks for your support, and let us know what you think!
LordRaziel  [author] 21 Oct, 2024 @ 5:32pm 
Hey everyone, just a quick update: I'm a bit busy at the moment but I see all of your feedback and suggestions. I'll be looking into them and working on integrating the changes as soon as possible. Thanks for your patience!
Creux 12 Oct, 2024 @ 6:58am 
Easiest way to make money, buy the materials for cheap and then sell the bionics for 20k-50k a piece.