Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Except there were/are two versions of this mod a Vanilla version and a Royalty version. This is the Royalty version. With the 1.3 update I've managed to set up the Vanilla version so it only loads Royalty content if you have Royalty enabled. This entry of the mod is discontinued.
Personally I use the Xenobionic Patcher mod so I can use my own bionics on animals. It's especially nice to be able to give them skin glands and other crazy stuff. However A Dog Said is probably the most popular. Beyond that I can't really recommend anything, since I use my own bionics mods I don't really pay much attention to others.
The dev of this mod is welcome to package it officially, if desired.
Sorry but I have no plans to add new unique bionics with VBE. This mod is strictly to fill in the missing gaps and that's it. A bionic like that sort of fits but its moving in the direction on just adding in new stuff.
Since I have two workshop entries for VBE I intend to leave things as they are for now. When 1.3 drops I'll remove the Royalty VBE entry in the workshop and it'll simply be VBE from then on. If 1.3 brings some new DLC that needs some bionics updates that will be part of VBE and will load only if you have the DLC enabled.
That would maybe work, I've never really messed with traders much before though. Looking at the files it looks like archotech items are pulled from the same pool as all the other bionics. Personally from what I've seen in my game I think its rarity is about right so I don't intend to change it. Even if it is slightly more common than vanilla that is balanced out by less useful parts (ears, jaw ect) turning up instead of better ones. The price also makes them fairly difficult to acquire.
Glad to hear you like it. Archotech is probably slightly more common due to extra archotech items. There's nothing I can do about that. Friendly settlements tend to be fairly good for rare loot in general most likely because it requires you to actually take the time to travel to them.
The tech eras in Rimworld are quite broad due to there being so few of them. From what's available in them industrial is about what we have now in life. If you check google you'll see there's a lot of work on prosthetic organs of varying types these days. It's not much of a stretch to have decent internal versions of them before spacer era tech and it fills in a somewhat annoying gap in gameplay.
After a 6 year campaign I've one observation to make: I feel like I saw archotech stuff for sale on a fairly reliable basis from traders/friendly settlements. Perhaps the odds are more likely because there's more archotech defs being rolled in the probability table? idk, I just recall archotech being ultra rare in normal vanilla behavior.
Also a +1 to the comment below. Industrial era tech for certain complex organs had me wondering how that works exactly, hah.
The old vanilla version is at the link below. It shouldn't have any issues for 1.2 but I've discontinued it so it won't be getting updated.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1419675146
I'd have to take a look at it when I have time and see what's going on there.
Oops I thought I checked through that. Thanks for letting me know I've uploaded a fix.
This is because in [FSF] Vanilla Bionics Expansion/1.2/Patches/Modes/Elite Bionics Framework/Archotech_Patch.xml , you attempt to patch an archotech power arm, "FSFArchotechPowerArm", but this mod does not have that bionic exist so the patching sequence ends and doesn't touch the added archotech parts.
Honestly I think I added the foot because someone asked about why it wasn't there. At the time I completely forgot there was actually a wooden foot. Had I remembered that I probably would not have bothered adding it. I'll throw up a patch in a minute to change the efficiency to make it worthwhile. I might end up removing the prosthetic foot on the next big Rimworld update since its kind of worthless given the fact that wooden feet at 80% efficiency.
Yes this version of the mod uses Royalty. You can find a non Royalty version at the link below your comment however I am discontinuing the vanilla version.
I didn't take it down the old version is still available. I made a new workshop entry specifically so it doesn't interfere with anyone's ongoing game. You can find the original at the link below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1419675146
The update should not have any issues with existing saves. Although you will likely have to update your stockpiles to allow the new bionics.
Changelog
- Fixed combat sounds for Power Arm to use Power Claw sounds.
- Added Bionic Drill Arm and Bionic Field Arm.
- Changed Bionic Power Arm to require Royalty DLC Specialized Limbs Research.