RimWorld

RimWorld

[FSF] Advanced Bionics Expansion
789 Comments
P90 USER 30 minutes ago 
steam download a old version of this mod,which 1.6 folder is missing.delete local files and resub does not work .sad, same thing happened on The Dead Man's Switch as well.1.6 folder missing.steam is screwed +1.
FrozenSnowFox  [author] 4 hours ago 
@nex
Unsubbing and resubbing doesn't always delete the files properly. So it's best to delete them manually then try to verify the game.

I've had quite a few reports of people having issues at the moment and apparently steam has been downloading mods people aren't even subscribed to. So suffice to say right now steam is quite screwed.
nex 5 hours ago 
after a full verify and unsub/resub i still have no immortality core and healing mechanites in the character editor to add. oh well i have other alternatives for now. just though i'd mention it.
Imagine12 5 hours ago 
LOL, hmm yes let's just overlook that newest update
FrozenSnowFox  [author] 5 hours ago 
@Imagine12
Yes it does, and I definitely didn't just add that now after your comment because I forgot to do it earlier.
Imagine12 5 hours ago 
I see here that the Synthetic Skin Gland (Requires Royalty DLC)
- Armor Rating Sharp +100%
- Armor Rating Blunt +50%
- Armor Rating Heat +70%
- Beauty +1
- Decompression Resistance +1 (Requires Save Our Ship 2).
Has a SOS2 Decompression resistance, does it also have vacuum resistance when Odyssey is loaded?
nex 5 hours ago 
will do thank you.
FrozenSnowFox  [author] 5 hours ago 
@nex
The only requirement is the Vanilla Expanded Framework. Considering the slew of reports I've gotten in the last few hours I wouldn't be surprised if steam switched out your mod files for old ones. Try deleting the mod folder and then verifying your game files.
nex 5 hours ago 
i can't see the immortality core or the healing mechanites? are they still disabled? or do i need another dependancy mod besides VEF?
NuanKi 5 hours ago 
Yeah, verifying files fixed the problem, thanks
FrozenSnowFox  [author] 6 hours ago 
@✠Remilia✠Ecarlate✠
Try deleting the folder then verifying the game files. Someone on another mod an hour later it was working. I don't know what's going on with steam at the moment seems there's a lot of issues.
Still didn't work i tried deleting the file and re-downloading it still no 1.6 folder.
FrozenSnowFox  [author] 6 hours ago 
@✠Remilia✠Ecarlate✠
Someone had that earlier with one of my mods for some reason. Try verifying the files that should fix it.
There is no 1.6 folder in the files.
FrozenSnowFox  [author] 13 hours ago 
@radiox
Oops, I'll have a fix uploaded shortly.
radiox 13 hours ago 
Some of your items is trying to add stats that dont exist on odyssey
Could not resolve cross-reference: No RimWorld.StatDef named VCEF_FishingYieldFactor found to give to RimWorld.StatModifier (null stat)
Could not resolve cross-reference: No RimWorld.StatDef named VCEF_FishingSpeedFactor found to give to RimWorld.StatModifier (null stat)
Wintermist 2 Jul @ 9:45pm 
@FrozenSnowFox Gotcha, I just wasn't sure what it did and if I should keep my age down lol. I love the buff though. The description made it a bit unclear if you could just swap the brain to a new body and keep on trucking, which in itself would be a very cool feature. Get the new genes, but keep the personality kinda thing.

Resleeved is a more convenient way to do that I suppose ;) But yeah, I got the impression it was something I could do with the positronic brain.
FrozenSnowFox  [author] 2 Jul @ 9:09pm 
@Wintermist
I'm afraid its just a brain replacement intended to help deal with brain conditions like Alzheimers and dementia. If you want to do the whole body jumping thing I suggest you look into Altered Carbon 2: ReSleeved.
Wintermist 2 Jul @ 8:42pm 
Hmm, does the positronic brain make them live forever? Like if the body dies you can put it in a new body?
FrozenSnowFox  [author] 28 Jun @ 12:52am 
@Niks101
There shouldn't be a problem with adding it midgame.
Niks101 27 Jun @ 11:54pm 
Can i add this mod midgame?
FrozenSnowFox  [author] 21 Jun @ 3:03pm 
@[VME]SoundWave{soldier}
I'm not sure how it could cause such issues that something like that would happen. Anyway you'll have to talk to the EPOE dev they've been maintaining a compatibility patch on their end.
[VME]SoundWave{soldier} 21 Jun @ 10:24am 
The mod is no longer compatible with EPOE, because when I put this 2 mods together the game doesn't even open
sheltrer 15 Jun @ 9:57pm 
oh thats goated thanks bro
FrozenSnowFox  [author] 15 Jun @ 4:50pm 
@sheltrer
Unfortunately fixing that would require coding which is something I can't do. One thing you can do is use Fuu's Useful Terror to stop Slave Rebellions. The Servitor module is set to give 100 terror with the mod.
sheltrer 15 Jun @ 4:35pm 
gotta make the servitor module stop slave rebellions
FrozenSnowFox  [author] 6 Jun @ 2:54am 
@粉红战车
Glad to hear that fixed it. Steam has been causing a lot of issues with its slackness when it comes to mod updates.
粉红战车 6 Jun @ 2:41am 
Hey! It worked! The issue was indeed caused by Vanilla Skills Expanded! I didn’t realize I was using an outdated version of it. After I unsubscribed and resubscribed to get the latest version, the problem disappeared! Thank you so much for patiently helping me troubleshoot this!
FrozenSnowFox  [author] 5 Jun @ 3:35pm 
@粉红战车
I'm afraid that idea would require quite a lot of coding and it's beyond my abilities to implement it.

As for the bug you encountered, I checked the xml for errors and tested on a stripped down mod with VE Skills and Compact Hediffs however I couldn't reproduce the issue. I also haven't encountered it before and you're the first person to report the issue.

With that in mind I can only conclude the issue is most likely coming from another mod in your modlist. As you said it could be to do with the localisation mod so I'd suggest checking that first. If that's the issue you'll have to report it to get it fixed. I'm not great at reading logs when it involves harmony patches like this but as far as I can tell there's nothing helpful there to identify what's causing the issue. It's simply something to do with the inspect tab stuff not finding what its looking for.
粉红战车 5 Jun @ 1:15pm 
I'm using Compact Hediffs, but I don't think it's the cause of the issue, since other entries display just fine. The error only occurs when I move the mouse over the Crafting AI entry. The log indicates that a NullReferenceException occurred while rendering the health tab.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffStatsUtility+<SpecialDisplayStats>d__0.MoveNext()
粉红战车 5 Jun @ 1:13pm 
Oh, and there's also a bug — after I implanted the Crafting AI, the entire health tab disappears whenever I move the mouse over its entry. This doesn't happen with other types of AI. When checking the item details, all the other AI modules correctly display their attributes, but the Crafting AI doesn't show anything. I'm not sure whether this is an issue with the mod itself or if it's caused by a mistake in the localization mod I'm using.
粉红战车 5 Jun @ 1:08pm 
I have an idea — you could design an AI Modification Station, where a character operates the station to modify the functions of an AI chip. I'm not sure how technically difficult this would be. I'm currently using a very good mod that features a tactical implant which can switch between different functions. In earlier versions, switching modes required using an item — though the item wasn’t consumed. It simply brought up an interface where you could select the active mode.
Moth 4 May @ 5:46pm 
I know, and you're amazing for it. I just wish there was a mod that improves some of the gizmos, making them minimalist or at least more compact.
FrozenSnowFox  [author] 4 May @ 4:49pm 
@Moth
Gizmo clutter is a bit annoying but it can be hard to avoid. I specifically design my implant gizmos so its only when undrafted and its a button press to open up more options to avoid overly cluttering things. That opened up menu then lasts for about an in game hour before reverting to the one button press.
Moth 4 May @ 4:46pm 
That works as well, thank you!
I usually avoid the Psychic Attuner because of the gizmo (it's kinda annoying how it stays there forever, if your pawn has a shield belt, a title, puppets from the Puppeteer mod, mechlink, etc, it gets super cluttered).
The Psychic Levitator from Integrated Implants might behave weirdly with the sensitivity changing so dramatically but that's probably the best solution to this issue, I'll take it.
FrozenSnowFox  [author] 4 May @ 4:36pm 
@Moth
The psycast one isn't really possible considering the variety of psycasts and most of it would likely require coding which I can't do. You can protect against a lot of them by using an Archotech Psychic Attuner make a pawn physically dull temporarily. There's also the Psychic Foil Helmet in game which you basically never see ever.

As for the Shocker Arm/Jaw that's fully intended. My mod actually includes an EMP Shield to protect against stuff like Brain Shock from brain implants. It did not protect from Shocker Arms/Jaws but I've patched that and changed the description of the EMP Shield a bit. I also added support to the Electric Shock hediff from the Shocker Arms so the EMP Insulation from Integrated Implants protects against it too. So, now you have a way to avoid getting your people instantly downed, if you have the right implant to protect them.
Moth 4 May @ 7:19am 
Great mod, and thank you again for putting it up. Only thing I wanna ask is: change how shocker implants work. It's so annoying how even the most feeble pirate with 2 peg legs, two lungs of asthma and a bad back can down a pawn with a body full of archotech implants if they have a shocker jaw (or any other shocker implant).
Maybe change it from "Consciousness: Max 1%" to, say, "Movement: -100%".
Integrated Implants has an implant that gives "EMP insulation: +100%", so maybe you could use this "EMP Insulation" attribute to decide how affected by shocker implants pawns are?

Also, if possible, is an Implant that protects the pawn from Enemy Psycasts (especially those from VPE) doable? Or would you have to check each psycast to see how they work, check their code, etc?
Dirty Thirteen 3 May @ 7:53pm 
Oh I see, Thank you. I'll try it now.

As for the boost, I think its only appropriate. It is still a game and any upgrade should reflect that.

If it does bother, I think an option to sort of toggle that in the Mod-Menu may be a better approach? So the players themselves can reflect what may be better.
FrozenSnowFox  [author] 3 May @ 4:49pm 
@Dirty Thirteen
I changed that months ago so people stop asking me that. Try unsubscribing and resubscribing or verifying your game files so the mod files update. As for the reason the stats like drilling get a bonus from limb efficiency. So even though the number shown is lower its actually slightly higher if you check the information page. I long held the belief that it was more balanced if it didn't get the massive boon from the efficiency. I changed that months ago so now you do get a big boost from higher bionic tiers although I'm still not 100% sure which is the better decision.
Dirty Thirteen 3 May @ 4:20pm 
Is there a reason why Bionic and Advanced bionic sometimes are the same in value?

Like Advanced Bionic Drill Arms are the same as the Bionic Drill Arms
Dog With a Machinegun 2 May @ 8:17pm 
Fair, thank you for the response
FrozenSnowFox  [author] 2 May @ 7:13pm 
@Dog With a Machinegun
I honestly don't know. I don't have any compatibility patch for it and it's one of the only bionics mods not listed in MSE2's compatibility section so there's a good chance its not compatible.
Dog With a Machinegun 2 May @ 6:39pm 
Is this compatible with Medical System Expansion 2?
FrozenSnowFox  [author] 28 Apr @ 3:23pm 
@fosuster
I'm glad that improved things. I'm still not sure why that's a problem but then Rimworld has always had weird performance issues like that.
fosuster 27 Apr @ 6:51pm 
can confirm the new update no longer drop kicks tps down to 70 till the trader leaves, incredibly good mod and very cool mod dev for actually trying something to alleviate performance issues especially for people with poor self control skills when it comes to mods, very cool !!!
FrozenSnowFox  [author] 27 Apr @ 2:25pm 
@Leutian Kane
I don't use github, but even if I did I'd still note things down and put it in the change notes tab because I can't stand it how people never list what's changed in updates.
Leutian Kane 27 Apr @ 3:48am 
THANK YOU for posting your changenotes in the changenotes tab here, instead of making us do the github or outside webpage thing for them.
FrozenSnowFox  [author] 25 Apr @ 10:19pm 
@fosuster
The children (Blanks) also have a slightly different variant of the Servitor Module which can be gained by installing it on babies. You'll see different thoughts if you check their thought panel.

Since you reminded me and I'm not busy I'll go over the numbers quickly to make a slight fix to this issue. It won't resolve it but less slaves should result in less performance drop.
fosuster 25 Apr @ 9:55pm 
to anyone else having this problem but still l want to make use of the ultratechtrader, I made a workaround where I changed the xml defs for the trader to remove all offerings for slaves but bumped up the amount of servitor modules the trader usually offers, apparently the slaves the trader offers are servitor moduled slaves which I didn't know before hand, I thought was pretty cool !!
fosuster 24 Apr @ 5:00am 
@FrozenSnowFox
oh I see, glad to see its not my abysmal mod managing, thanks for the heads up!!