RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
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Update: 27 Jan, 2024 @ 9:26pm

Update on 1/28/2024 3:26:29 PM.

- Added a patch for the Bionics worktype for Children for Biotech and VRE-Archon.

Update: 26 Jan, 2024 @ 7:04pm

Update on 1/27/2024 1:04:38 PM.

- Added a warning to the add Worktype mod setting.

Update: 26 Jan, 2024 @ 6:56pm

Update on 1/27/2024 12:56:42 PM.

- Fixed an error with the Bionics Table workgiver that prevented the Bionics Table from being used.
- Added MechTech items to the Disassemble Bionics Recipe.

Update: 26 Jan, 2024 @ 1:17am

Update on 1/26/2024 7:17:21 PM.

- Added the Immunity-Enhancing Mechanites to the list of disallowed bionics for the Disassembly recipe.
- Fixed an incorrect parentDef for the Healing Mechanites remove surgery and Psychic-Enhancing Mechanites remove surgery.
- Removed the Resurrection Core from the reward pool.
- Increased the Crafting requirement for Advanced Bionics from 8 to 10.
- Increased the Work To Make for Advanced Bionics from 26000 to 30000. Note: I detest doing this as they take too long to make already but they should take at least a little longer than normal bionics.
- Added XML Extensions Mod Settings.
- Added an optional mod setting for a Bionics Table workbench. The option also moves all Prosthetics, Bionics and Advanced Bionics to the Bionics Table and removes them from existing workbenches to prevent clutter. By default the Worktype is Smithing.
- Added an optional mod setting that adds a Bionics Worktype. When enabled it moves the Bionics task for the Bionics Table to the Bionics Worktype.
- Added an optional mod setting to move Mechanitor implant recipes to the Bionics Table.
- Added a texture of questionable quality for the Bionics Table by cobbling together vanilla assets. I'm incapable of art alright.
- Added recipes to the Bionics Table for Dubs Rimkit repair component and Reasonable Components craft component recipes.

Update: 25 Jan, 2024 @ 5:11pm

Update on 1/26/2024 11:11:43 AM.

- Increased the armour penetration of Advanced Power Arms Fist attacks from 0.50 to 0.75. Increased Edge attacks from 0.5 to 1.0.
- Increased the armour penetration of Archotech Power Arms Fist attacks from 1.0 to 1.5. Increased Edge attacks from 1.0 to 2.0. Reduced reward frequency from High to Mid.
- Reduced the cooldown of Archotech Power Arms from 2.0 to 1.5. The in game stats did not match the bionics writeup.
- Reduced the armour penetration of the Advanced Breaching Arm from 1.0 to 0.25 to bring it more in line with vanilla breaching weapons.

Update: 25 Jan, 2024 @ 4:40am

Update on 1/25/2024 10:40:49 PM.

- Added Immunity-enhancing Mechanites which prevents a variety of ailments including wild mechanite strains. This mechanite serum is not incompatible with others and can be used with one of the stat bonus ones. Lung Rot can't be added due to how the immunity functions on hediffs, so don't ask.
- Added a surgery success bonus to install Mechanite Serums surgery.
- Changed the remove Mechanite Serums surgery to require Mechanite Serum Research, 12 Medical, 10 glitterworld medicine and increased the time to remove them to 4 hours. Also updated the descriptions to mention the surgery is expensive and difficult.
- Removed the prevents lung rot tag from the environmental filter. The tag must prevent it on that specific body part which doesn't work for the environmental filter since its located on the Torso.

Update: 24 Jan, 2024 @ 11:46pm

Update on 1/25/2024 5:46:22 PM.

- The Servitor Module now causes mental breaks with a meantime of 1 day while the host is being reconditioned. During the first 20% of the reconditioning the mental break will be an Extreme mental break. The following 40% gives Major mental breaks while the final 40% gives Minor mental breaks. The further along in the reconditioning the more control the chip has to reign in their disobedient behaviour. Once reconditioned they will no longer suffer these random mental breaks. While Servitors are being reconditioned it might be wise to have EMP weapons on standby to disable them or better yet revoke their spine privileges.

Update: 24 Jan, 2024 @ 3:57pm

Update on 1/25/2024 9:57:10 AM.

- Merged the DLC Interaction patches into a single patch in Core that looks at MayRequire fields for patching.
- Added DLC Interaction for the Ideology DLC Neural Supercharger. When Biotech DLC is active it will gain a +25% bonus to Child Learning Rate. Note: This is slightly out of scope of this mod but I think this much should be okay.

Update: 21 Jan, 2024 @ 1:22am

Update on 1/21/2024 7:21:56 PM.

- Changed a load of patches success mode from Always to Normal. It's hiding errors and there's no excuse for it.
- Fixed some errors in the Royalty patch which were hidden due to the Always success mode. This fixes a number of problems due to the patch cutting out part way. The error itself was due to the big research requirement change I did.
- Shifted some disallow patch segments for disassembling bionics from Royalty and Vanilla Expanded Framework to use a MayRequire instead. It's cleaner and easier to track.

Update: 31 Dec, 2023 @ 5:31pm

Update on 1/1/2024 11:31:43 AM.

- Added a new bionic implant Synaptic Regulator, requires the research Bionics and Brain Wiring (with Royalty DLC). It locks consciousness at 100%, its intended to help people with brain injuries restore their brain functionality until they can be treated.