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@DrHosinho I'm playing with this mod and Diseases overhauled without any problem:)
Not sure about CE, but works with CE:FastTrack (integrated support)
As prosthesis do not heal naturally (make sense :)) I wonder if it's possible to repair prosthesis on colonist, or only way is to remove it and install new? Can't find any way to repair prosthesis w/o removing it and adding new.
Think of building down, with arms you build a shoulder, and then attach modules to it from there. With legs you build a leg, and then attach modules to it from there.
If a colonist loses a hand, you can build a hand and attach finger modules to it, but later on build the whole shoulder set and upgrade the hand to a module then.
Final note, for the love of god make sure your colonists have no consciousness debuffs before organ surgery, they will die instantly. Stoned on smokeleaf will be your downfall haha.
Oh, and if it gets to 100%, organ (or limb) is destroyed. Just like carcinoma.
Reading the mod description, I thought I would be able to attach prosthetic feet to prosthetic legs, but maybe that only works for bionic and archotech limbs.
For information, it says the left femur/tibia/foot/toes are removed (this is normal since the colonist's entire leg was shot off before I installed the prosthetic leg).
Which mod was the problem mod I have no clue
Bionic hand, Bionic Foot, Bionic Claw, ArchoTech arm, ArchoTech Leg, Bionic arm, Bionic Leg
Any clue what could cause it and if it I can just ignore it?
I would send a hugslog but that isn't working right now
Config error in BionicHand: stages are not in order of minSeverity
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
On that note, one more thing to report - with latest Rah's Bionics and Surgery Expansion after installing advanced bionic arm, i get usual vanilla problem with missing fingers. Anyone have something like that happen to you?
Thanks for the hard and amazing work!
Do you have any idea if we can install "both" of say "natural arms" etc without any problems? Or should we stick to using only one specific set of the natural body parts if we use both QEE and your mod?
I would really prefer to not lose either one D:
https://steamuserimages-a.akamaihd.net/ugc/770601009121590631/C729B68356FE4017E01B28D2A829D705FD59A599/
https://steamuserimages-a.akamaihd.net/ugc/770601009121590993/14B0D28756B390C25E8231CCFB86164557BD8EA5/
https://steamuserimages-a.akamaihd.net/ugc/770601009121591160/DC7FCDD17005D483E97431401D71D34617E51A53/
https://steamuserimages-a.akamaihd.net/ugc/770601009121591293/6E8B57D8D160159792BC9D2B485377BE1AF96938/