RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
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Update: 28 Apr, 2024 @ 8:29pm

- Reverted the relabelling of the Psychic Heatsink in 1.4. Note: Instead of removing it which could cause Issues I decided to simply relabelled it so it would install as a Psychic Attuner. This apparently didn't work for some reason and I'm not entirely certain why. Since we're on 1.5 though and the item no longer exists fixing this issue would be too troublesome so I've simply reverted the changes to avoid issues for anyone using 1.4.

Update: 27 Apr, 2024 @ 5:44pm

- Followup change to the Psychic Attuner. Made the various modes remove all other hediffs of their type. This seems to prevent a pause glitch that allowed stacking the hediffs.

Update: 27 Apr, 2024 @ 5:35pm

Notice: This update will likely cause some one time errors to appear if you had a Psychic Attuner installed on anyone.

- Made it so Immunity-Enhancing Mechanites can block Metalhorror Implantations. Note: This required patching MetalhorrorImplant with a RemoveIfOtherHediff comp.
- Redesigned the Psychic Attuner to prevent it from removing itself. The main implant now provides no bonuses and only gives the controls ability. Using this ability allows you to select the active mode. Note: I'm sorry but due to this necessary redesign to fix a serious issue you will have to use dev mode to correct any existing Psychic Attuner implants. Turn on dev mode, click on God Mode (Face symbol), go to health tab of your pawn, click the red trash icon for any existing Psychic Attuner hediffs, then click Dev Tool, Add Hediff, Psychic Attuner, then select Brain. That will readd the implant and give you the ability for Controls which can be used to change the mode.

Update: 20 Apr, 2024 @ 2:44am

- Fixed an issue where the Psychic Attuner Heatsink mode would remove itself causing the bionic to vanish.

Update: 18 Apr, 2024 @ 3:12pm

- Fixed an issue on 1.4 where if the Bionics worktype was not enabled the workgiver for doing bills at the bionics table was missing the Bionics Table as a bill source.

Update: 15 Apr, 2024 @ 4:58pm

- Re-enabled the Anomaly patch for the Healing Mechanites. It works fine on a clean game. Any mod related issues will require a log to fix.

Update: 15 Apr, 2024 @ 3:05pm

- Temporarily disabled the Anomaly patch for the Healing Mechanites since it's causing issues. I'll fix it later.

Update: 15 Apr, 2024 @ 2:33pm

- Fixed an issue where if the Bionics worktype was not enabled the workgiver for doing bills at the bionics table was missing the Bionics Table as a bill source.

Update: 15 Apr, 2024 @ 1:56am

- Added a patch that loads when the Anomaly DLC is loaded. It replaces the regeneration code on the Healing Mechanites from Vanilla Expanded Framework with the regeneration code from the Anomaly DLC. This allows the Healing Mechanites to regenerate scars, organs and lost limbs. This is how I originally wanted this bionic to function.
- Added a patch that loads when the Anomaly DLC is loaded. It replaces the resurrection code on the Resurrection Core from Vanilla Expanded Framework with the resurrection code from the Anomaly DLC. This allows you to pick when to resurrect a person, it also takes some time and has some side effects.
- Added a Entity Study Rate and Study Efficiency bonus to the AI Cognitive Module.

Update: 15 Apr, 2024 @ 1:44am

[Auto-generated text]: Update on 4/15/2024 6:44:27 PM.