RimWorld

RimWorld

Greyscythe Bionics Catalogue - Adopted
44 Comments
pretty princess 18 Oct @ 1:30pm 
THANK YOU!
哔小哔  [author] 7 Oct @ 11:46pm 
Yes sir. I should make a balance patch later. Added into my plan list. :missing:
Alerios 7 Oct @ 4:49pm 
Btw, it's just a detail but while comparing the plasteel ribcage and the organ exo-shell which is normally a superior variant. Shouldn't you add also an incoming damage multiplier x80% (the plasteel ribcage has 90% whereas the advanced one which is the exo-shell has nothing concerning the damage reduction). But for the rest, everything works well.
Pepperoncino 25 Sep @ 4:03am 
ah, I thought this was planned change. I understand if it is knowledge gap. No worries. I just wanted to raise my point.
哔小哔  [author] 25 Sep @ 1:45am 
I can't say this is a change but a compromise, since the original 1.5 mod has a C# file that defines this, but it is hard to me to extract it (or rewrite), 'cause I do not know things about C#. I'd say I will make this feature back soon but I am busy at this moment. :dexter: I think in Early November I can start to dig in (After the deadline of Early Applications). Sorry for that.
Pepperoncino 24 Sep @ 10:58am 
> You cannot add implant onto a bionic

I dunno if I like this change. Like what is the point of nerfing how OP this is when you are using souped up implant gods only towards the later part of the playthrough where that should be reward and not punishment. Not to mention how easily pawns lose bodyparts. Really weird change.
哔小哔  [author] 23 Sep @ 6:06am 
是个,因为这个模组的ID和老1.5的是一样的。仅仅是原版的逻辑就是当它识别到2个同样ID的模组时,选择屏蔽一个。如果你同时订阅CE和CE实验版会遇到相同的问题,而且开游戏会蹦一个红字。如果大家很多人都同时订阅1.5的和这个,我过一阵子改一下ID。
妄想索塞罗 23 Sep @ 5:18am 
似乎同时订阅这个和旧的Greyscythe Bionics Catalogue时,rimsort会识别错误,导致我每次打开rimsort时都会把这个1.6版下掉换成旧版
哔小哔  [author] 11 Sep @ 3:36am 
等等吧。我回头自己做一个独立的,这样别的模组的也能搞上,直接成神。不过现在在申请大学,时间真的不多。可能十二月圣诞节左右就差不多了。请谅解。:dexter:
Niconicotine 10 Sep @ 10:27pm 
求大佬开发仿生体加植入体的mod…热爱机械飞升…跪谢
LetTheMossReclaimYou 8 Sep @ 9:01am 
Either way, the effort in maintaining and updating the mod is appreciated. If hooking into something that already exists makes it easier, or it can at least be compatible, then all the better. Good luck man.
哔小哔  [author] 8 Sep @ 8:00am 
This is a good point. If Combat Reloaded already has defined evasion chances, I can just simply use them. But it'll talk some considerable time since I actually never knew it before. Will need some test, in order to make sure this feature will only be enabled when Combat Reloaded is also in the mod list. Also need time to figure how that will work. But it's more doable than learning C# from scratch with the little time I have :dexter:
LetTheMossReclaimYou 8 Sep @ 7:02am 
If/when the new evasion gets added in, would it be possible to either make it optional, or have it be patched so that it's compatible with Vanilla Combat Reloaded's Evasion/Parry mechanic?
Ebonyte 7 Sep @ 6:19am 
Strange little thing, but when I replaced the Transformable machinegun arm, the icon for it remained on the menu when the pawn was drafted. It didn't shoot or anything, I just can't get rid of it. Any ideas?
哔小哔  [author] 1 Sep @ 9:23pm 
This implant install with bionic feature, as I know, was being done using a custom .dll file by the original author. I don't really plan to make this feature anymore since the stuffs in this mod is already very very op (considering the ratio of the cost and the effect of the bionics). That being said, torso is always available for installing multiple implants, because there is no bionic that replaces torso.
In fact, I tried to add a new bionic that replace torso, but it turns out that this is the core of everything of the pawn, replace torso means replace every component, which leads to a catastrophic issue. The pawn's head would just disappear.
Overall, I still think that torso-only is fine for now. But if more people want to have this feature, I can consider make that. However, I don't think it can be a switch that you can just enable and disable.:dexter:
Six Feet Under 1 Sep @ 8:30pm 
Can there be an option to let implants be installed with bionics?
哔小哔  [author] 14 Aug @ 5:54am 
Oh boy. Finally on my Senior year of high school. Gotta get ready for my College Application. Will postpone the plan of making the dll until November 1.
哔小哔  [author] 3 Aug @ 1:34am 
Just fixed. I think I forgot remove the formatting test in the early stage of fix. Later I find out the problem is in Chinese Simplified Translation doc so I forget it. :dexter:
Alerios 3 Aug @ 1:25am 
Config error in GS_Hediff_compressiontank: description has leading whitespace
Config error in GS_Hediff_compressiontank: description has trailing whitespace

Btw, there are these two red errors poping at the beginning of the game. Ngl, I'm just laughing at it since these are very small errors.
Alerios 2 Aug @ 5:26pm 
Everything works now. Thanks a lot. Btw, I think the resistances are redundant compared to vanilla. Same for the melee/ranged attack multipliers.
Wum 2 Aug @ 3:21am 
太棒了!我之前还在难过没有更新怎么办,现在总算是回来了,爱你~
哔小哔  [author] 1 Aug @ 5:45am 
Few hours earlier I did some experiment based on other modders' bionics code, did some own stat change and worked well. My first plan is to quickly get a function rewrite without the evade projectile, So I don't need to spend as much time doing C# and dll. :dexter::dexter:
Latex Santa 1 Aug @ 5:00am 
@哔小哔
Until that rewrite, I can't use it, sorry.
It has too many issues.
哔小哔  [author] 31 Jul @ 10:46pm 
Yeah, that is because of the dll setting issue somewhat bugged with 1.6. I'm planning on a rewrite. :dexter:
Kappa 31 Jul @ 2:25pm 
Just like Aleiros, I cannot open devmode with the mod enabled. Otherwise it's a brilliant mod :D
哔小哔  [author] 29 Jul @ 9:42am 
I actually might want to rewrite some of the contents, as I continued on learning C# and the basics of modding. It looks like that the unique thing the dll have to define are evade projectile and melee. These functions uses Harmony and has to be patched. So what I need to do next is figure out how to make a patch for this function. I think other stats of the bionics are already written in core, e.g., +xx% movement.
Knight.Chaos 28 Jul @ 6:32am 
o7,
哔小哔  [author] 24 Jul @ 10:49pm 
Oops. I just did more testing and found out the absence of the dll will also make the surgery menu unable to open. I think this is because the dll defined the pawn surgery for implants as mentioned before. Therefore I don't think it would be a good idea to just remove.
哔小哔  [author] 24 Jul @ 10:45pm 
Removing the GSCore dll will result the install implant recipe to be invalid. And I tested that the evade stuff surely won't work anymore. So I do need to rework on something to do with giving the pawn the job to install the implant, and any other important stuffs. Considering that I don't know C# nor XML, It would take up to a month for me, to learn C#, VS Code, etc. Sorry about this.
哔小哔  [author] 24 Jul @ 10:41pm 
Yes you are right. I just reproduced it. But for the GS_Core dll, I did test whether removing it will be what. It turns out the game is OK, but the evade projectile and melee chance are written in that dll. deleting the dll will result the function to not work. Which I consider this is one of the interesting function in the mod. So unless I can figure out how to replace this function, I won't delete it for now. I do need more time to work with one of the two possible solutions:
1. Modify the dll so it no longer asks irrelevant variables and dev buttons bug.
2. Delete the dll but add something else that can replace the evade function.
Alerios 24 Jul @ 11:03am 
You know what? If you want you can delete the GS_Core if it's the implant the problem. This error is not a simple red error, it prevent the devmode menu to open so I cannot modify what I want if I want to use cheat/console.
Alerios 24 Jul @ 11:01am 
To reproduce the error, just start the devmode by clicking on the top icons like you would do when development mod is activated (it's like a cheat menu).
哔小哔  [author] 23 Jul @ 8:28pm 
I just found that the original author left the source file in his cybergenetics mod, seems, like. So maybe if I change the file, and repack it to a dll, might fix all problems. But I know 0 C#, so it would take some time.
哔小哔  [author] 23 Jul @ 8:22pm 
The GS_Core.GeneGizmo is a part of the cybergenetics mod dll so I can't modify it, but it shouldn't be problematic. For other errors can you tell me how to reproduce these?
Alerios 23 Jul @ 2:03pm 
I cannot open devmod after activating this mod.
Alerios 23 Jul @ 2:03pm 
<51fded79cd284d4d911c5949aff4cb21>:0
at LudeonTK.DebugTabMenu_Actions.InitActions (LudeonTK.DebugActionNode absRoot) [0x00070] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
at LudeonTK.Dialog_Debug.TrySetupNodeGraph () [0x00040] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
at LudeonTK.Dialog_Debug.SwitchTab (RimWorld.DebugTabMenuDef def) [0x00000] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
<0x1550f5749a0 + 0x0013a> <unknown method>
at Verse.DebugWindowsOpener.ToggleDebugActionsMenu () [0x00013] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
at Verse.DebugWindowsOpener.DrawButtons () [0x000dd] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
Alerios 23 Jul @ 2:03pm 
Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type GS_Core.GeneGizmo_ResourceFuel has invalid vtable method slot 22 with method none
[Ref 78BE19F0]
(wrapper managed-to-native) System.RuntimeType.GetMethodsByName_native(System.RuntimeType,intptr,System.Reflection.BindingFlags,System.RuntimeType/MemberListType)
at System.RuntimeType.GetMethodsByName (System.String name, System.Reflection.BindingFlags bindingAttr, System.RuntimeType+MemberListType listType, System.RuntimeType reflectedType) [0x0001b] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.RuntimeType.GetMethodCandidates (System.String name, System.Reflection.BindingFlags bindingAttr, System.Reflection.CallingConventions callConv, System.Type[] types, System.Int32 genericParamCount, System.Boolean allowPrefixLookup) [0x00010] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.RuntimeType.GetMethods (System.Reflection.BindingFlags bindingAttr) [0x00000] in
Latex Santa 23 Jul @ 11:57am 
@哔小哔
Thanks very much for working on this mod and the other one.
I really do like them both and I appreciate your effort and time investment.
哔小哔  [author] 23 Jul @ 10:41am 
Typed a bracket wrongly. Thanks for telling.
Fellow Kriegsman 23 Jul @ 10:34am 
Did you intend to hyperlink the whole page?
哔小哔  [author] 23 Jul @ 6:56am 
When getting in to a save it will also repetitively showing Exception in BreadthFirstTraverse: System.MissingMethodException: Method not found: verse.TraverseParms.
Then I go search the files that are readable. None of them are related with this kind of error. But it is definitely related with the pawn. Once you delete every pawn in the world the error no longer shows up. So it is pretty odd.
哔小哔  [author] 23 Jul @ 6:41am 
The current problem with cybergenetics mod (and the reason why I choose to migrate some of its file) is because it doesn't work in 1.6. If you get to main screen, there's like 50 errors. Need some time to know why.
哔小哔  [author] 23 Jul @ 6:26am 
I kind of don't play with cybergenetics, But if I have time, yes. And I should also get one without the standalone bionics mod.
Latex Santa 23 Jul @ 6:23am 
Oh, thank God someone adopted it.
Any chance we might get Cybergenetics adopted as well?