RimWorld

RimWorld

Expanded Prosthetics and Organ Engineering
Colonists Creating "Brick [Insert Advanced Bionic Type Here]" Which Deletes Itself When Completed. Bug?
I can't seem to be able to build any advanced bionics. Every time I do, my colonists start creating a brick version of the prosthetic instead of the usual plasteel. As soon as the creation process is finished, the product is missing and the resources are wasted.

Looking at the crafting details, it requires very specific materials, so how it gets brick added (which I don't even have, by the way) is beyond me.
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tg9 6.10.2018 klo 9.29 
Same issue here
Yes same here, the issue seems to be a mod conflict. Are you perhaps using RF Fertile Fields? That's only mod I have and know of that has Bricks in it.
BlaxChrom lähetti viestin:
Yes same here, the issue seems to be a mod conflict. Are you perhaps using RF Fertile Fields? That's only mod I have and know of that has Bricks in it.
I am, in fact. Would be a shame to have to dump it in order to make use of advanced bionics, though.
I haven't tested it extensively, but editing the Items_UnfinishedProsthesis.xml file in EPOE's Defs/ThingDefs_Items folder, and changing the

<stuffCategories />

line for the UnfinishedProsthesis def to

<stuffCategories Inherit="false" />

may correct this problem. This should prevent the unfinished prosthesis from trying to inherit the stuff type of one of the materials used in it's construction.
Viimeisin muokkaaja on Winter; 16.10.2018 klo 9.45
In version 1.0 of Rimworld this bug still exist and I can't upgrade any bionic
Carlos lähetti viestin:
In version 1.0 of Rimworld this bug still exist and I can't upgrade any bionic
If you're using the Fertile Fields mod, you might have to drop it and replace it with the Tilled Soil mod.
Carlos 20.11.2018 klo 22.42 
Only mod like this that I use is VTG but my issiue maybe is from Extended Woodcutting because unfinished bionics are made from wood

EDIT: Just checked and Extended Woodworking isn't a problem
Viimeisin muokkaaja on Carlos; 21.11.2018 klo 16.26
Aril 25.11.2018 klo 10.56 
In my case it seems to be caused by a mod 'Craftable Mutant' and 'Extended body Simulation'
Although those two mods claimed to compatible with this, it does not seem to be the case. And since I discovered this issue so late in my game I'm not all to keen on restarting. And turning off the mods with cause my pawns to loose limbs as I've enhanced them with items from mentioned mods. Hope someone knows a way to fix it.
You may have to have them fail any crafts in progress.
If you have a mod manager that allows making local copies of mods create a copy of EHBS and CM then look in them for defs folder , thingdefs_items folder and find the file items_unfinishedProsthesis.xml

I believe you should be able to edit it in notepad (might need notepad++) and delete the three list entries for stuff categories so that it is just an empy list.

Using the edited local copy might cure the issue.
Viimeisin muokkaaja on mike.epsilon; 1.12.2018 klo 20.52
Sorry for the confussion my versions were in-dev versions where we were trying to clean up some of the mess and untangle some of the mod dependancies by shifting things around.

Looking at public versions it appears to still be in the crafted mutants mod as Defs/ThingDefs_Items/Items_UnfinishedProsthesis.xml and will hopefully be fixed before being moved to Extended Human Body Simulation.
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