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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.
Also sorta similar question, is there also a bionic/implant replacement that deals with frail?
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.
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.
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.
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.
Alright, thank you.
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.