RimWorld

RimWorld

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[FSF] Advanced Bionics Expansion
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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4.994 MB
25 Feb, 2020 @ 12:53am
28 Aug @ 4:11pm
201 Change Notes ( view )

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[FSF] Advanced Bionics Expansion

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

This mod includes my other mod Vanilla Bionics Expansion which fills in all the missing vanilla prosthetics, bionics and archotech so it's not required. This mod expands the scope past the normal vanilla bionics. It adds a new set of advanced bionics with 150% efficiency and a number of different implants that can be installed in various locations. To craft them you must research new ultra tech research projects (Tech Prints are required if you have Royalty). Advanced bionics generally cost double their normal counterparts.

The vanilla Archotech that was previously at 150% efficiency is now 200% efficiency. It is now truly beyond human comprehension as the tooltips suggest. It's extremely powerful but also extremely rare and expensive.

List of Vanilla Bionics/Implants

This mod includes everything from my mod Vanilla Bionics Expansion which fills in missing prosthetics/bionics/archotech such as Nose, Ear, Eye, Jaw, Arm, Spine, Heart, Lung, Kidney, Liver, Stomach and Leg. It adds a new tier Advanced Bionics as well as a number of more unusual parts for Advanced Bionics and Archotech.

A full list of bionics/implants can be found in the pinned thread here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Elite Bionics Framework Additions

If Elite Bionics Framework is loaded alongside my own mod all bionics will have a HP bonus. This mod is not required it is simply an optional addition. Below is the logic of the HP bonuses.

Bionics +25% HP
Advanced Bionics +50% HP
Archotech Bionics +100% HP
Durable Bionics +25% HP on top of bionics tier (Total of +75% HP)
Fragile Bionics -25% HP on top of bionics tier (Total of +25% HP)

Vanilla Skills Expanded

If Vanilla Skills Expanded is loaded alongside my own mod the Bionics expertise will be added. This allows all bionics and bionics related items to be crafted faster.

Compatibility

This mod will likely run with other bionics mods like EPOE or Rah's Bionics but it is not recommended. Running multiple large bionics mods will result in duplicate body parts with differing stats. My mods are designed to be run on their own or in conjunction with bionics mods that simply add additional implants.

Recommended Mods

Prosthetic No Missing Body Parts
This mod changes how the game checks for hands and feet making it possible to wear items such as gloves, boots and rings on bionic limbs. Check your mod settings for it to ensure all possible bionics are enabled.

Elite Bionics Framework
THIS MOD IS NOT REQUIRED
This mod can be run alongside my own mod. If my mod finds it enabled a HP bonus will be added to bionic parts. To my knowledge and from my brief testing it can be installed and uninstalled without issue.

Xenobionic Patcher
While A Dog Said is the popular choice for animal bionics. Xenobionic Patcher makes bionics a one size fits all. You can install normal human bionics on your animals without crafting, finding or buying separate bionics.

Bionic Icons
Modifies the icons for bionic boxes so you can tell what they contain without clicking on them.

Credits

Made by FrozenSnowFox
A icons are from Game icons[game-icons.net] and were modified by me. They are used under the CC BY 3.0 Licence[creativecommons.org]
The Bionics Table texture was put together by FrozenSnowFox by gluing together Rimworld textures.

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (7)
143
26 Aug @ 3:06am
PINNED: Bug Reports
FrozenSnowFox
73
20 hours ago
PINNED: Feedback and Suggestions
FrozenSnowFox
4
28 Oct, 2022 @ 3:39am
Git repository
Annemie
900 Comments
Starempire42 29 Aug @ 3:02am 
Well damn, wasn't expecting a answer that quickly, thank you for the answer!
FrozenSnowFox  [author] 29 Aug @ 3:00am 
@Starempire42
The Positronic Brain replaces the brain preventing conditions that affect it like that. Of course the downside is it prevents you from installing brain implants. There's nothing directly for frail. However if you have the Anomaly DLC I believe the Healing Mechanites should heal everything considered a bad condition.
Starempire42 29 Aug @ 2:55am 
Just a question, any of the brain "implants" permanently deal with ailments (IE if I install one it will stop dementia/alzhiemers from happening from birthday events) Like a permanent solution? Like for example, you have a colonist that gets bad back, you install a bionic spine, the colonist can no longer get Bad back to trigger on birthdays.

Also sorta similar question, is there also a bionic/implant replacement that deals with frail?
Luckspeare 28 Aug @ 7:03pm 
My bad. Using DRM-free version, and didn't realize I was out of date. My apologies for the false alarm, and thanks for quick response!
FrozenSnowFox  [author] 28 Aug @ 6:18pm 
@Luckspeare
The second issue seems to be down to load order. As for the first issue with the preventVacuumBurns I can't reproduce it with/without YAPEM Core or with/without Odyssey DLC. I get the feeling your copy of Rimworld is not up to date. That stat might only be with the new patch so its throwing an error because it does not exist in your files. Try rebooting your steam client and it should check for updates.
Luckspeare 28 Aug @ 6:02pm 
Errors in interaction w/ YAPEM Core.

https://pastebin.com/Yq524JAe

If YAPEM is loaded before ABE, we get 2 errors.

XML error: <preventVacuumBurns>true</preventVacuumBurns> doesn't correspond to any field in type HediffStage. Context: <li><statOffsets><ArmorRating_Sharp>1.0</ArmorRating_Sharp><ArmorRating_Blunt>0.5</ArmorRating_Blunt><ArmorRating_Heat>0.7</ArmorRating_Heat><DecompressionResistance

[[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

If ABE is loaded before YAPEM, we get only the preventVacuumBurns error.
FrozenSnowFox  [author] 27 Aug @ 7:51pm 
@Schadenfreude
I'm not clear on the restrictions fore initiating a breakup. However the Servitor module uses the same system as Trauma Savant. When fully conditioned they are completely unresponsive to relationships.
Schadenfreude 27 Aug @ 7:48pm 
I've had a pawn in a relationship just before I turned him into a Servitor, how I understand it Servitors are not supposed to be social, yet he initiated a breakup with their significant other.

Is this supposed to be possible? It's not a big deal, but I wouldn't expect Servitors to engage in such activity, just a bit immersion breaking.

For vanilla camparison I remember having Trauma Savants in relationships forever and they never cared to engage in similar actions, maybe I was just lucky about that.
Schadenfreude 26 Aug @ 6:28pm 
@FrozenSnowFox
Alright, thank you.
FrozenSnowFox  [author] 26 Aug @ 5:25pm 
@Schadenfreude
The reason some implants work is because they are probably not technically implants but hediffs. A bionic replaces the body part, an implant attaches to a fleshy body part and a hediff is just a health condition that can be added. If you have implants in a fleshy part then replace the part it will remove the implants when it replaces it. Not sure what's going on with install order working probably something else happening.

As for the mod I don't use that kind of mod so I don't know of any offhand. I do know there's a couple floating around the workshop somewhere. When it comes to that stuff as I recall specific apparel meets specific title requirements. Also they can want A B C so just having A or C might not be enough to fully satisfy the requirements. So you'll need to check items that fulfil the title and fit within the clothing layers you have.