RimWorld

RimWorld

[FSF] Vanilla Bionics Expansion (For 1.3 Use Other Version)
33 Comments
JDub 15 Jul, 2021 @ 7:22pm 
Ah I see
FrozenSnowFox  [author] 15 Jul, 2021 @ 2:31pm 
@JDub
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.
JDub 15 Jul, 2021 @ 8:13am 
If this requires "Royalty" DLC it shouldn't be called "Vanilla"
FrozenSnowFox  [author] 13 Jun, 2021 @ 2:26pm 
@KOBKED-X
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.
KOBKED-X 13 Jun, 2021 @ 10:56am 
What is the best Mod for Animal bionic options?
Owlchemist 16 May, 2021 @ 7:41pm 
Regarding my post below, I cobbled together a small patch in the meantime for myself. I published it in case anyone else is in the same boat: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2489645889

The dev of this mod is welcome to package it officially, if desired.
Owlchemist 16 May, 2021 @ 3:10am 
It's maybe worth noting in the description that this isn't compatible with Save our Ship 2, as this adds archotech bionics too but with different stats and defnames.
TheGoodyShop 25 Mar, 2021 @ 6:20pm 
No problem thanks! I actually posted this on the wrong Mod of yours I use (I use advanced bionics framework), but I assume the answer is the same.
FrozenSnowFox  [author] 25 Mar, 2021 @ 2:29pm 
@TheGoodyShop
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.
TheGoodyShop 25 Mar, 2021 @ 9:05am 
Hey First this mod is amazing! I don't play without it. This is a small request - Is it possible to add a brain bionic that adds a trait like great memory? I'm thinking an implant that is a counterpart to the learning enhancer that slows skill degradation by ~25%. Thanks!
FrozenSnowFox  [author] 24 Mar, 2021 @ 5:03pm 
With 1.3 coming in the future I've been looking at how to deal with handling DLC for my mods. I know requiring DLCs is not something everyone likes and having a mod for each DLC is cumbersome and bloats the mod list. By using LoadFolders it looks like I can make folders for DLC and load them only if the DLC is owned. So VBE will load all vanilla content then if Royalty is enabled it will also load all Royalty content.

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.
Acuru 1 Mar, 2021 @ 7:16am 
Nice mod! Hoverer Save our Ship 2 has pretty much this same implemented, so i am unsubscribing from this. But it is still nice if someone dont want mentioned mod :)
FrozenSnowFox  [author] 13 Feb, 2021 @ 3:36pm 
@Owlchemist
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.
Owlchemist 13 Feb, 2021 @ 3:20pm 
Would adjusting the "commonality" stat help? Only dabbled in modding a little bit myself, that's about all I could think to look at regarding trading.
FrozenSnowFox  [author] 13 Feb, 2021 @ 1:32pm 
@Owlchemist
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.
Owlchemist 13 Feb, 2021 @ 9:47am 
Thanks for making this mod. I prefer it over the other big-name prosthetic mods!

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.
InertFurry 8 Jan, 2021 @ 9:38am 
Complex organs on bionic tier makes sense, but prosthetic eyes and lungs are a little strange, since that's being built on industrial tech.
FrozenSnowFox  [author] 5 Dec, 2020 @ 6:40pm 
@Balotrosis
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
OrmTheViking 5 Dec, 2020 @ 6:34pm 
is there a version of this without royalty
FrozenSnowFox  [author] 22 Nov, 2020 @ 5:12pm 
@Simmin
I'd have to take a look at it when I have time and see what's going on there.
Simmin 22 Nov, 2020 @ 5:10pm 
Save our ship 2 adds the same archotech body parts with more features (such as the lungs letting you be in a vacuum) would it be possible to patch yours out when sos2 is enabled?
FrozenSnowFox  [author] 10 Nov, 2020 @ 5:11pm 
@Jalordon
Oops I thought I checked through that. Thanks for letting me know I've uploaded a fix.
Jalordon 10 Nov, 2020 @ 4:36pm 
Elite Bionics Framework patching fails to patch your added archotech bionics.

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.
FrozenSnowFox  [author] 6 Nov, 2020 @ 3:33pm 
@Ashe
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.
Ashe 6 Nov, 2020 @ 3:23pm 
Noticed something off, is the prosthetic foot meant to have 0.80 efficiency (same as wooden foot)? I'd imagine it was meant to be set to 0.85 to match the efficiency of a prosthetic leg.
FrozenSnowFox  [author] 4 Nov, 2020 @ 1:01pm 
I personally don't see the point of hands and feet for the higher stages. If your doing that your better off just replacing the entire limb. Adding them just adds more bionics that will see seldom use and dilute the reward pools. They also become unusable if your colonists lose their arm or shoulder.
Un-Gamer 4 Nov, 2020 @ 9:13am 
Just wondering, how come there are no bionic or archotech hands or feet? I think it kind of sucks to have to use a less efficient prosthetic hand or foot when I have the capabilities to produce a bionic one. And the archotech ones would just be fun to have a useful item to get from quests.
Jarl Ballin 2 Nov, 2020 @ 9:08am 
Oh, sorry about that. Forgot the Steam Workshop search is still booty for such a large platform. Thank you for your time and effort.
FrozenSnowFox  [author] 1 Nov, 2020 @ 11:18pm 
@Apfelbari
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.
Apfelbari 1 Nov, 2020 @ 11:14pm 
Is the Royalty DLC requiered for this mod to work?
FrozenSnowFox  [author] 1 Nov, 2020 @ 3:44pm 
@NordLord
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
Jarl Ballin 1 Nov, 2020 @ 3:28pm 
Couldn't you have kept an unmaintained Vanilla copy of the mod up on the workshop? Seems weird to intentionally take it down.
FrozenSnowFox  [author] 30 Oct, 2020 @ 6:37am 
I put off doing some Royalty changes for a long time but I've finally decided to to make some changes. It's more work to maintain two versions and I honestly have no desire to maintain both. To that end I'm discontinuing the vanilla version of my mod and continuing it with this Royalty version. I understand this may annoy some people but considering the content Royalty adds to Rimworld I personally don't see a reason to ever play without it.

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.