Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
A pair of archotech lungs [+28% each] and archotech skin [+45%] will be enough to reach 101% vacuum resistane and therefore be safe in space without a suit.
Ig the only interesting parts would be stuff like bionic noses boosting breathing, for example.
Btw, this one looks really interesting.
I was wondering tho if there is a way to add vacuum resistance to the archotech skin since the flavour text says it should do. (I know it would be op but i guess archotech is supposed to be op)
TLDR: at BEST the patch was doing nothing, so I removed it
'[Yet another prosthetic expansion mod - Core] Patch operation Verse.PatchOperationReplace(Defs/BodyPartDef[defName="Tongue"]/beautyRelated) failed
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run'
Changes:
-Removed the biological body part replacements, I was honestly waiting for 1.6 just for a chance to get rid of them. Also because of that, the VE framework mod is no longer required for this mos.
-Added mod settings, for now just 2 checkboxes that are off by default. They're basically just two ways of making ultratech bionics craftable. XML Extensions isn't required anymore.
I think everything should be functional
I might be wrong cuz it's been ages since I've touched this mod, but do check the mod options
It's been so long I feel like I have asked this question in this thread already multiple times, But i just want to make sure I am heard
It kinda evolved into a massive mod with, at the time of me writing this, 300+ implants. The main gimmick/features is that said implants can be installed on bionics, so a gun arm implant and a bionic arm can be both installed on the same arm.
I'm trying to shove it a bit to the side cuz it has been eating up my time and I'd like to actually release some small mods too hah
Tho before I get around to doing it, I wanna finish up my cyberpsychosis mod cuz it's like 85% done
I still see a lot of people holding out a wait for certain mods to update/come out before starting mega-playthroughs
There are some changes I wanna do which would probably break people's saves or cause bugs if I were to release it as an update.
I had an opportunity for that when 1.5 came out but it's kinda too late now :/
There are mods that change that, if you'd prefer if this did not happen [if for example it prevents the pawn from wearing certain clothes]. I sadly do not remember what mods those are
issue with Ultratech Jaw still here :(
I'll try to finish up whatever I'm doing and release the fix
seems like you also installed Yet another prosthetic expansion mod - Animals. If you unsubscribe from it, problem would solve.