RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
Showing 71-80 of 195 entries
< 1 ... 6  7  8  9  10 ... 20 >
Update: 11 Apr, 2024 @ 5:36pm

- Reduced the MortarMissRadiusFactor on the Marksmanship Module from -0.25 to -0.125. The stat itself increases by 0.025 per shooting skill level, so the original bonus gave 10 levels. This halves the bonus making it 5 levels which matches the +5 to ShootingAccuracyPawn stat.

Update: 30 Mar, 2024 @ 1:44am

- Fixed an issue where non hostile abilities were unable to be used on people incapable of violence.

Update: 29 Mar, 2024 @ 4:37pm

- Changed the way the Bionic Jaw patch is done. It will now replace the comps field if it's found. This should solve problems with mods like EPOE adding duplicate fields. If this causes issues in the future I'll look into reworking the patch to be less intrusive.

Update: 29 Mar, 2024 @ 1:22am

- Added Advanced Bionic Acid Jaw (Requires Biotech DLC).
- Added Advanced Bionic Flame Jaw (Requires Biotech DLC).
- Recorded all progression stat change logic in FSFABE_Base.xml for reference.
- Added Armour Penetration to Bionics, Advanced Bionics and Archotech Bionics with the following logic. Bionics 0.25 AP, Advanced Bionics 0.5 AP, Archotech 1.0 AP, Combat Bionic Basic Attack 0.25 AP on top of bionics tier, Combat Bionic Special Attacks 0.5 AP on top of bionics tier (Example, Advanced Bionic Acid Jaw 0.75 AP Basic, 1.0 AP Special)
- Note on damage changes. Human Fist is 8.2 DMG and Bionic Fist is 12 DMG. Following ABE's tier progression Advanced Bionics should do a extra chunk more damage. Human Bite is 8.2 DMG, Bionic Bite does not exist but logically should be 12 DMG. Based on the numbers and following ABE's tier progression Advanced Bionics bites should do signifcantly more damage than they originally did.
- Changed the Elite Bionics Framework patch for the Bionic Jaw to conditional and fixed an error.
- Added bite damage to the Bionic Jaw.
- Reduced Bionic Breaching Arms armour penetration from 1.0 to 0.25 and increased the damage from 20 to 24.
- Reduced Bionic Drill Arm damage from 18 DMG to 16 DMG.
- Increased damage of Advanced Bionic Fist attacks from 14 DMG to 16 DMG.
- Increased damage of Advanced Bionic Bite attacks from 10.2 DMG to 16 DMG.
- Increased Advanced Bionic Combat Arm attacks from 30 to 32 DMG.
- Increase the Advanced Drill Arm damage from 18 DMG to 20 DMG.
- Changed the Advanced Field Arm attack label from knuckle to fist.
- Increased Archotech Bite attacks from 10.2 DMG to 24 DMG.
- Changed Archotech Power Arms cooldown from 1.5 to 2.0 and changed the damage from 40 to 48. Note: Despite increasing the damage the overall output is lower, it now matches the new tier progression. This was the only bionic with a differing cooldown I've changed it so bionics have a matching cooldown across the board.

Update: 27 Mar, 2024 @ 4:34pm

- Fixed an error with the Resurrection Core's required research.

Update: 25 Mar, 2024 @ 3:01am

- Added rulesStrings for all ABE research projects which are used for generating schematic descriptions.

Update: 23 Mar, 2024 @ 3:30pm

- Fixed duplicate Crafting requirement on the AI Assistant Crafting Module.

Update: 21 Mar, 2024 @ 6:40pm

- Added AI Assistant Modules for Construction, Crafting, Social, Intellectual and Mining.
- Changed the sound played when using AI Assistant stuff.

Update: 21 Mar, 2024 @ 2:19am

- Redesigned how the Assistant brain implants work. There is now a single bionic implant, the AI Assistant Microcomputer, this item acts as the core and can be simply installed by hand. All the former assistants are now software modules that require an AI Assistant Microcomputer to use. The software modules can be installed by hand and upon doing so their bonuses will be added to the AI Assistant Microcomputer. This allows you to stack bonuses as before at a cost and makes more logical sense than jamming a dozen microcomputers in a person's head. AI Modules cost 5 Plasteel and 1 Advanced Component. The main cost of modules is crafting time and crafting skill. Modules require 10 Crafting skill and 10 skill in their specific expertise.
- Added AI Assistant Microcomputer and 1-2 Modules to be stocked on Orbital traders that sell bionics and Bases and Orbital traders that sell Empire Implants.
- Added Item Category for AI Assistant Modules.
- Added Item Category for Mechanite Serums.
- Added Hunting Stealth bonus to the Ethology Module.
- Added Gastronomy Module.
- Renamed Targeting Assistant to Marksmanship Module.
- Reverted the Royalty DLC specific change that turned the Research Advanced Brain Implants into Combat Implants.
- Removed some redundant Royalty DLC patches.
- Removed the Brain Wiring research requirement from the Positronic Brain.
- Fixed Advanced Bionics research overlapping with Biotech DLC Archogenics.
- Changed the research requirements on Royalty DLC and Biotech DLC Bionics research to require Advanced Bionics. Note: The items themselves already required this so you could research them then be unable to build them.
- Changed the research requirements for the Resurrection Core from Advanced Brain Implants to Mechanite Serums.
- Changed the research requirements for Bionic Power Arm, Bionic Construction Arm, Bionic Drill Arm and Bionic Field Arm to require Bionics and Specialised Limbs.
- Added Organ Decay to the list of things Immunity-Enhancing Mechanites can block.
- Removed stacking from Mechanite Serums.
- Renamed several research defs.

Update: 19 Mar, 2024 @ 9:26pm

- Moved the Disassembly results for FSF made Prosthetic and Bionic items from Patches to Defs as its now part of VBE.
- Changed the the tag on the disassembly patch files from ABE to VBE to signify its now a VBE file with no special modifications for ABE.
- Fixed the Bionic Drill and Bionic Field Arm not requiring Advanced Components despite the intention that they should.