RimWorld

RimWorld

PWG Bioweapons
96 Comments
LansdowneSt 31 May, 2024 @ 5:59pm 
...1.5? This is one of the like 3 mods I'm still waiting on
Rockstar 17 Feb, 2023 @ 8:48am 
Thanks for your work on this mod!
Austinvonmonkeybutt  [author] 27 Dec, 2022 @ 2:35am 
so, to summarize since i tend to ramble in the notes, this mod is not explicitly compatible with ADS, since that requires it to be patched manually, however it IS compatible with cyber fauna, all of the cyber fauna parts should work with the animals from this mod. The animal parts from this mod however should not require Cyber Fauna to work. You should not need cyber fauna per se but i would recommend it since Cyber Fauna has some functionality that this mod does not have an equivalent version for such as early game prosthetics and biological part repair
Austinvonmonkeybutt  [author] 27 Dec, 2022 @ 2:25am 
yeah that's how it ended up being for both the legs and the jaws with this mod.
BoundCNapalm 27 Dec, 2022 @ 12:52am 
* The relevant locations were the legs. Sorry, that was unclear.
BoundCNapalm 27 Dec, 2022 @ 12:51am 
Oh, nice dude. How it was done with power claws in ADS was that power claws would be able to be installed on humans, as well as animals in the relevant locations if they exist. Regardless, thank you for this cool update!
Austinvonmonkeybutt  [author] 27 Dec, 2022 @ 12:13am 
just released an update, you should be able to install jaw implants in animals, and there should be a crafting recipe to convert an elemental arm to an animal leg version. do note that this works with single element bionics, so you should not be able to do so with legendary or reaver bionics.

as a side note, it isn;t intentional but you technically can install animal legs on your human pawns, i know how to make human only recipes, as well as recipes for body parts like tails and elytras, but i could not figure out how to make animal only recipes for body parts that share the same name between humans and animals, such as "leg"
Austinvonmonkeybutt  [author] 26 Dec, 2022 @ 10:29pm 
i would basically just need to add a new recipe file that would allow you to install the limbs in place of the animal equivalent limbs, i just need to track down what the animal limbs are called internally, since "shoulder" is used for pawns
Austinvonmonkeybutt  [author] 26 Dec, 2022 @ 10:24pm 
it's certainly possible, just more of a figuring out how issue
BoundCNapalm 26 Dec, 2022 @ 10:15pm 
Alright fair enough, please do inform if doing it is impossible
Austinvonmonkeybutt  [author] 26 Dec, 2022 @ 10:14pm 
it's supposed to have compatibility with cyber fauna in the sense of being able to add cyber fauna parts to the animals from this mod, as for adding extra animal versions of the bionics from this mod, i can look into it but i can't make any promises in regards to time frames
BoundCNapalm 26 Dec, 2022 @ 9:58pm 
Is it possible for you to add compatibility for mods like Cyber Fauna or A Dog Said? It'd be awesome to have a wolf which could actually take a mechanoid in a fight
Austinvonmonkeybutt  [author] 25 Oct, 2022 @ 5:17pm 
Mod has been updated, if you get an errror on world gen just back up a page and generate it again

some slight changes to how poison works with toxic sensitivity being replaced by toxic resistance but overall was a pretty simple update. DO NOTE HOWEVER, this mod has no intended interactions with anything in biotech, this is pretty much a duct tape patch to get the mod working in 1.4
Austinvonmonkeybutt  [author] 25 Oct, 2022 @ 4:25pm 
kind of, i'll try to take a look and see if it can be easily updated to 1.4
ASMR gaming 25 Oct, 2022 @ 7:12am 
1.4 update is needed if u are still active
Austinvonmonkeybutt  [author] 11 Oct, 2021 @ 6:31pm 
at the moment no, if you have any suggestions i will keep them in mind, but i mainly have elemental boomrats because there are elemental boomalopes, and in my first playthrough i had a colony based around breeding boomrats and drop-podding them on enemy bases.
ForwardHost 11 Oct, 2021 @ 12:21pm 
Can we do anything with the elemental boomrats?
Austinvonmonkeybutt  [author] 29 Aug, 2021 @ 4:31pm 
Should be available under PWG remote weapons
Austinvonmonkeybutt  [author] 29 Aug, 2021 @ 2:50pm 
so, i got a bit confused when it comes to talking about the mod update and i don't think i was making much sense. The infusion mod doesn't do anything that should cause crashes or anything with my mod, but i can't read the C# info, so if it doesn't apply the effects to my bionics, i don't know how to fix that. As for the extra mod i was talking about, that would be a mod that adds a bionic with the sleeping gas effect from remote tech, but requires both remote tech and PWG Bioweapons
Austinvonmonkeybutt  [author] 16 Aug, 2021 @ 1:02pm 
i will download that and take a look, but based on the info on the mod page, i don't see any major issues with compatibility, or making infusion related gear, it will probably be its own mod though and not an update to this mod.
Helldriver o7 16 Aug, 2021 @ 12:06pm 
you might want to take a look at "infusion" mod too which in his light version seems to support MP and CE
Austinvonmonkeybutt  [author] 16 Aug, 2021 @ 10:57am 
ive honestly never heard of infusion 2, i have been out of the modding game for a bit, but i'm always willing to listen to requests, i will take a look when i finish work for today, and see what's possible
Helldriver o7 16 Aug, 2021 @ 10:17am 
edit: [The implants....against the status they inflict depending of the tech tier of the said implant.]
For exemple counciousness threshold stat for sleep and pain threshold for lacrymal effect
Helldriver o7 16 Aug, 2021 @ 10:15am 
Hi there, there is an effect used by i think, remote explosive which is allow sleeping gaz, there also a tear gas effect. Don't know how it can be done but an anesthesic bite or poping a sleeping/tear clould gas around the pawn could be nice additions. The implants will get better resist stat again the status they inflict depending of the tech tier of the said implant.

Does your mod compatible with infusion 2 mod?
Austinvonmonkeybutt  [author] 1 Aug, 2021 @ 4:32pm 
yes, there are bionics, such as arms and jaws, that give your pawns the ability to inflict poison on whatever they attack. The poison used is the toxic buildup effect given by the toxic fallout event, cobras, and the royalty poison arm blade things
Action Bastard 1 Aug, 2021 @ 3:56pm 
So, I'm curious, this mod includes bionics that give elemental poisons on them? It seems interesting, but I don't think I understand what is going on here.
Austinvonmonkeybutt  [author] 24 Jul, 2021 @ 7:57pm 
should be updated now, if you want any of my other mods updated please let me know, i am in "upon request only" mode until i have the time/money/energy to get into ideology
Austinvonmonkeybutt  [author] 24 Jul, 2021 @ 5:35pm 
i passed, no promises on time frame, but assuming that the developer didn't change too much in regards to tags and/or overall structures, shouldn't take forever.
Austinvonmonkeybutt  [author] 22 Jul, 2021 @ 4:25am 
i will still update it either way but in the interrim
Austinvonmonkeybutt  [author] 22 Jul, 2021 @ 4:25am 
there were no compatibility issues transferring from 1.1 to 1.2 so it's entirely possible the same may apply, it won't reccomend that you run it but i'd still try it and if it works it works.
Austinvonmonkeybutt  [author] 22 Jul, 2021 @ 4:21am 
i am currently smack dab in the middle of getting my life and health insurance licence, taking the test today, assuming i pass it i will be willing to try to transfer it to 1.3 starting maybe friday. Full disclosure though, i haven't modded much in about a year, so i may be a bit rusty.
ASMR gaming 22 Jul, 2021 @ 2:20am 
1.3 update ?
Austinvonmonkeybutt  [author] 15 Jan, 2021 @ 3:40pm 
you're welcome, i'm happy to help in any way i can
«Wyvern» 15 Jan, 2021 @ 7:44am 
Hmhm That seems still complex, but its more clear already ^^
Thanks :P
Austinvonmonkeybutt  [author] 14 Jan, 2021 @ 3:23pm 
and one last item, the survival enhancer should allow you to remove a gland or spinal extension without killing the animal, it doesn't work on megaspiders but they survive claw removal already. Just install the survival enhancer AFTER you installed a gland condenser or spinal stabilizer, and it should remove the proper item and let the creature survive
Austinvonmonkeybutt  [author] 14 Jan, 2021 @ 3:21pm 
and i even screwed that up, forgot to switch the parentheses to brackets, reaver arms and jaws are the worst ones in the mod, and are installed on the arm and jaw respectively
Austinvonmonkeybutt  [author] 14 Jan, 2021 @ 3:14pm 
part of the problem with creating a visual tier list is that the images for all the items are all the boxes, as used in the base game, i'll think about how to get around that but i can write out a few.
parenthases means that the item within them comes from a different tree, square brackets denote tier and install location.

Bionic Arm -> Reaver Arm (T1)(Arm)

Bionic Jaw -> Reaver Jaw (T1)(Jaw)


Jaws: Boomalope+condenser -> gland (+ reaver jaw) -> Elemental Jaw [T2][Jaw]

Claws: Megaspider+claw-stabilizer -> Elemental Claw [T2][Arm]

Tails: Spelopede+Spine-Stabilizer -> Spinal Extension (+ Reaver Arm) -> Elemental Spine [T2]
[Spine]


Arms: Boomalope+condenser -> gland (+ reaver arm) -> Elemental Arm [T2][Arm]

Legendary Arms: Elemental Arm + Elemental Arm -> Legendary Arm [T3][Arm]
Austinvonmonkeybutt  [author] 14 Jan, 2021 @ 2:42pm 
i'll think about how i could simplify it, but to answer your other question, once you combine two arms they can not be combined again, you can only at most have two elements on a single arm, other bionics can not be combined, it's only arms
«Wyvern» 14 Jan, 2021 @ 3:36am 
By tiers, i mean concerning this mod only, not by comparison to vanilla or other mods.
We have glands which are the base of the implant, after that we have an elemental arm, and after that, we can combine arms, technically, the implant tier is getting better. But at the first eye drop, we only se a tons of colors with implants going a bit everywere. We can use glands, to have arms, we can have arms to have combined arms, after that can we combine combined arms to have even better arms ? This is something that has to be discovered by the player by looking at each implant, and by looking at their recipe. Theres a lot of implants so its a bit long and not veary easy to understand. That was what i was meaning by a "Tier tree", it could be simply done to understand faster and easier the implant process ^^'
Austinvonmonkeybutt  [author] 13 Jan, 2021 @ 6:07pm 
when it comes to the colors and all that, the red ones act like a plasmasword, purple ones like a zeushammer, yellow ones stun, green is toxic buildup, like the toxic fallout event, and blue induce hypothermia.
Austinvonmonkeybutt  [author] 13 Jan, 2021 @ 6:04pm 
there isn't really a tier system, from boomalopes you get the glands, which create elemental bionics, which are better than an organic limb, and deal the extra elemental effect. from spelopedes you get the crafting recipe for a tail, these tails act as an extra attack, and replace the spine. Finally there's the megaspiders, which are used to create claws, these claws are higher damage than the bionic limbs, but are worse in manipulation than a normal limb.

In effect, a fully kitted out pawn will have a boomalope based jaw, spelopede based tail, and the arms are a choice between whether you want maximum damage or manipulation, a melee fighter would probably have claws and a crafter would have bionics.

As for the elements, it's all based on what you want to do to your enemies, all of the effects on the attacks are effects already in the base game
«Wyvern» 13 Jan, 2021 @ 4:17pm 
All things seems good, but im a bit lost, theres a lot of colors and a lot of effects. I could understand things a bit better if i could have a tree of these implant under my eye, or if i could know the tier of each implants/prothesises :x
Considering basic glands as tier 0, we could understand in advance what kind of stuff we want, and starting to gather ressources. Currently, im doing everything as a blindman. Im making 1 of each, if i can, and i will see later. Thats not really my cup of tea but i will do with what i have for now :D:
Austinvonmonkeybutt  [author] 13 Jan, 2021 @ 3:09pm 
yep, the creastures should be breedable however, so i'd reccomend doing that first. The implants are strong enough i figured this was a good "up front cost"
«Wyvern» 13 Jan, 2021 @ 3:01pm 
Ah, so we have to tame them, making the replacement surgery, harvesting it, and making our "pet" incapacitated ? :D
Austinvonmonkeybutt  [author] 13 Jan, 2021 @ 2:27pm 
you implant the spinal stabilizer in an elemental spelopede, then remove it to receive the crafting ingredient
«Wyvern» 13 Jan, 2021 @ 11:28am 
My bad, only the stabilizer is craftable :/
«Wyvern» 13 Jan, 2021 @ 11:27am 
I recently wanted to start making new protesises from that mod but im stuck on a part. I need Spinal extensions, and only the Ice one is craftable. Have i done something wrong ?
Austinvonmonkeybutt  [author] 19 Nov, 2020 @ 9:36pm 
in addition, it's less, frequently dealt with, i honestly don't remember if it's up to date or not, but i do have an animal free version of this mod
Austinvonmonkeybutt  [author] 19 Nov, 2020 @ 9:32pm 
i reduced it to 0.08, i am unwilling to reduce it further in an official capacity, as you actually need the animals in this mod, whenever i tested it at 0.08 i got at most 5 of my animals on a particular map.

If you need to reduce it further, it's really easy, in my mod, in the patches folder is a file called creature spawning, just open it with wordpad, and you can use the find and replace tool to change the 0.08 to any value you want