RimWorld

RimWorld

Cyber Fauna 1.6
236 Comments
Frank 21 Jul @ 12:36am 
For those who can't fix up your pets with prosthetics, there's a great and simple mod called Animal Biosculpter that helps heal em up (Also suggest something that lowers the amount of time it takes for biosculpters):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883571601
ミラッチェ 15 Jul @ 9:01am 
I've been waiting for this! Thank you!:LetiHeart:
DaLLaN  [author] 15 Jul @ 4:02am 
The official mod has been updated to versions 1.5 and 1.6.
VonArens 12 Feb, 2024 @ 5:36am 
Any plans for adding 'uncommon' animal parts like tentacles etc etc, for animals from the Alpha Animals mod ?



Yes my poor cleaning flesh blob hasn't moved since a Thrumbo ripped off 2 of it's tentacles, and I refuse to use heal mech serum on my flesh blob. :steamhappy:
GeekyRaptorStudios 22 Jan, 2024 @ 1:06pm 
is this able to be loaded with a dog said, animal prosthetics?
PHCGamer 8 Dec, 2023 @ 10:14am 
Can there be an option to disable the animal lab and just use vanilla workbenches to make stuff?
2962342497 27 Nov, 2023 @ 10:27pm 
Is it compatible with CE?
Ahbeh 27 Nov, 2023 @ 4:16pm 
have anyone tried it with pokeworld ?
ClapSteak 14 Nov, 2023 @ 9:18pm 
Nevermind i JUST read the thingy with the patching- my bad, great mod though, absolutely love it, Makes having pets worthwhile for more then hauling
ClapSteak 14 Nov, 2023 @ 9:16pm 
I love this mod, but, there's a slight problem- you see, While this helps with 80% of my current animal bionic needs, the battle boosters being an absolute FAVORITE- It does not have Claws. or Tails, I'm a fanatic lover of Alpha animals aswell, the Ripperhound being a favorite of mine- and the Echolocation organ, while VERY RARE to see in animals, That one is also unable to be replaced, leaving my poor ripper bois half STRONK, have potato, Anyone knows of a patch, fix, or addon that adds a little more to this great mod?
DaLLaN  [author] 26 Sep, 2023 @ 8:51pm 
You are now talking about archotech prosthetics. They are very difficult to find. And even their presence does not protect the animal from random one-shots.
MegaDeth 19 Sep, 2023 @ 10:07am 
This mod could have used a configuration pane.
The parts have ridiculously high stats, which in turn greatly lower the enjoyment of the game.
Instead of 150% part efficient, meaning a 50% boost, these can have 300% or more.
Instead of 12-15 damage these can have 70 or more.
玛卡巴卡的爹地 5 Aug, 2023 @ 9:19am 
It's too over power. I have 8 thrumbos fully equip with arco&bio prosthetic, their close combat stats are equivalent to a max out pawn with legendary persona weapons, that's fine. The jar dropping stats is that their movement speed, all are over 40tile/s. Enemies don't have a chance to shoot before they "teleport" in front of them.
Komyeta 3 Aug, 2023 @ 2:29am 
I just noticed the extra HP provided by the bionics, thank you! Now our pets are extra deadly in combat hahaha
anaris 9 Jun, 2023 @ 3:44pm 
I'm going around the cybernetics mods looking for anything that might be preventing installing new reactor parts on Androids from Vanilla Expanded! There's very little chance they count as animals so I think this one is a longshot, but is there any way this mod would remove another mod's surgery from the available operations list?
Malibloo 10 Apr, 2023 @ 11:27am 
Gonna have to +1 Sir Smellington here. My game also drags down the TPS into the mud with ProthesisHealth.PawnCapacityUtility_CalculatePartEfficiency_ParagonPatch:Prefix as the main cause. More specifically, the fact that it recreates a collection multiple times per tick (maybe cache it?).
Not sure if it's the combination of some mods, but I do know I didn't notice this issue before I installed the V.O.I.D mod. This in turn allowed creatures to get massive amounts of wounds, which I'm presuming the mod iterates through and makes everything slow.
Coin786 14 Mar, 2023 @ 5:46am 
this mod doesn't work with ce when an animal with an archotech or bionic leg attacks someone it removes the limb they used
Totsnuk 2 Mar, 2023 @ 8:40pm 
ProthesisHealth.PawnCapacityUtility_CalculatePartEfficiency_ParagonPatch:Prefix is causing a decent amount of tps lag. Wondering if this is a mod conflict.
Lord V 26 Feb, 2023 @ 5:49pm 
is this CE compatible?
Coin786 14 Feb, 2023 @ 5:41pm 
MasterOfGrey I would use the trading terminal from vanilla trading expanded that's how I got them
MasterOfGrey 12 Feb, 2023 @ 5:01am 
The first part of this mod description is a bit outdated, but I only noticed cause I came looking for the answer to a question because I love this mod and have been using it so much! XD

But now I have 2 questions:
- Any tips for getting archotech prosthetics?
- How come there are no archotech organs?
Marvun 6 Feb, 2023 @ 9:54am 
The mod "Vanilla Expended Framework" adds a new type of scar, the "acid burn scar" which is not curable like the other scars with your mod. Is that something you must add or is it the other mod's fault?
DaLLaN  [author] 9 Jan, 2023 @ 6:14am 
These boosters greatly increased the total amount of prosthetics an animal had, so the bonuses from paw boosters have been moved to existing combat boosters
BoundCNapalm 8 Jan, 2023 @ 8:34pm 
I noticed that there was Leg Battle Boosters in the files that look relatively completed but aren't enabled. I'm curious why they're not, though I haven't bothered trying them out myself. Is it because of incompatibility of the functionality of the Battle Boosters and Bionics?
Akirameta 3 Jan, 2023 @ 8:44am 
would it be possible for wing prosthetics?
苍白而蔷薇 14 Nov, 2022 @ 6:36am 
Can you add several animal prostheses to increase the temperature adaptability of animals? In extreme ecology, many animals will die of cold or heat, and then we can hardly raise animals to fight...(Machine translation)
杉杉可爱ww 6 Nov, 2022 @ 10:11pm 
emm is this mod compatible with CE, may I ask?
Lyra 5 Nov, 2022 @ 2:20pm 
I think there is a bug with "Cure Illness"? Costs only 20 cloth not synthread - way too cheap!

Is there an option in the game to change this cost?
Smaug 5 Nov, 2022 @ 12:40pm 
cool that this is updated.
Hallanvaara 25 Oct, 2022 @ 12:17pm 
Thanks man. I tried in the past editing it but didn't work, just deleting it never crossed my mind :D
DaLLaN  [author] 25 Oct, 2022 @ 7:59am 
Yes, just delete the text file Steam\steamapps\workshop\content\294100\1548649032\1.4\Patches
Hallanvaara 25 Oct, 2022 @ 6:08am 
Is there anyway to remove this mods items from trading or quest rewards? Starting new game on 1.4 and I remember having problem in the past of mods bionics flooding the tables
Rock Paper Pyro 23 Oct, 2022 @ 5:46pm 
Thanks for keeping this updated!
Cloud Strife 20 Oct, 2022 @ 1:53am 
awesome :D
DaLLaN  [author] 16 Oct, 2022 @ 5:12am 
The mod has been updated to version 1.4.
Scorpio 14 Oct, 2022 @ 5:20pm 
Ops realised now I was meant to say battle boosted legs and tails
DaLLaN  [author] 14 Oct, 2022 @ 10:40am 
This mod has nothing to do with it
Cloud Strife 14 Oct, 2022 @ 7:40am 
When my settlement is attacked, there are occasional non-death Pawns. Pawn who doesn't die still moves when their bodies are broken and their heads are blown away, and they don't die when the bleeding exceeds 2000%. And when my animals attack them, my animals' legs break and fall down. Is there a solution?
DaLLaN  [author] 7 Oct, 2022 @ 9:42am 
bionic paws also increase the HP of parts of the body
Cloud Strife 7 Oct, 2022 @ 8:38am 
Do you have any plans to install the battle booster on the animal legs? It is too easily destroyed in close combat.
Vectorial1024 2 Oct, 2022 @ 2:16am 
From what I have seen so far, both this mod (Cyber Fauna) and Quality Bionics try to modify the efficiency value, which means only one of them will get to use their wanted values.

For those that have problems with this mod and Quality Bionics, I suggest also installing Elite Bionics Framework. EBF is a mod that now provides compatibility between many different mods that modifies body part max HP, and currently it already includes Cyber Fauna and Quality Bionics.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1665403571
DaikiBat 7 Sep, 2022 @ 7:33am 
I believe this mod might have an incompatibility with Quality Bionics, in that it makes any quality act like a normal quality bionic. Do you think you could look into this?
AlexHunt 11 Aug, 2022 @ 3:21am 
It work with animals from android tiers?
Jath 9 Aug, 2022 @ 9:21am 
Understood, thanks. I saw them in the menu to select from for colonists and was like "Wait a moment..."
DaLLaN  [author] 9 Aug, 2022 @ 5:08am 
@Jath Operations from this mod do not affect colonists. If for some reason they work for you, then other mods are to blame.
Jath 9 Aug, 2022 @ 5:00am 
Is there a way to remove the "Repair body part" option on actual colonists? I am unsure if it works or not on people but I feel it shouldn't work on them at least.
bearhiderug 18 Jun, 2022 @ 10:13am 
3 times the health of body part..
2
and
2.5
were to much
A slight, ever so slight bump in hp would have been great. Now your mod just op and needs to be tuned, which i can do..
Those health percentages are too high.
Keep as is, I will be useing rimmsqol to adjust things to a better balance in relation tyo the game and other mods.
For those of you wanting unkillable animals. You can turn off player damage in dev mode fyi.
DaLLaN  [author] 18 Jun, 2022 @ 6:17am 
Update 6/18/2022

Bionic Prosthetics and Animal Organs now increase the HP of a body part by 2x.
Animal arch prostheses now increase the HP of a body part by 3 times.
Battle boosters increase the HP of a part of the body by 2.5 times.
Now there will be no situations when your panther lost the legendary archo-paw from an accidental hit by a rifle!
DaLLaN  [author] 18 Jun, 2022 @ 6:13am 
Unfortunately there is no such thing. But I plan to make a mod that will expand the number of trained animals and not only
Squeakyfish 18 Jun, 2022 @ 6:10am 
Is there any way to have any animal that is usually Trainability: None become Trainability: Advanced with an archotech brain for example?