RimWorld

RimWorld

Anima Bionics - Forked
97 Comments
dagoonite 22 Jul @ 7:39pm 
Thank you for letting us know!
Victor  [author] 15 Jul @ 9:29am 
I'm waiting Anima Gear to update.
Barosz Gádžožrút 902 01 15 Jul @ 9:27am 
1.6?
KILLERS EZ 2 PLAY 1 Jul @ 3:54am 
friggin dope
Victor  [author] 21 Jun @ 5:41am 
Yeah, it adds the anima fiber that is used in the recipes.
Virtuous 21 Jun @ 3:49am 
Is the anima gear a hard requirment?
Victor  [author] 28 Mar @ 8:44pm 
What is the problem with the legs?
The God Particle 28 Mar @ 4:30pm 
@Victor The carrier leg has the same problem
Blinsin 19 Feb @ 4:21pm 
@victor Thank you! The arm appeared in the No Missing body parts list, so it seems to have fixed the problem!
Victor  [author] 19 Feb @ 2:38am 
@Blinsin fixed, also added anima ears.
Blinsin 18 Feb @ 6:28pm 
This is a question about the crawer arm within the mod.

Why is it set for the install site to be arm instead of shoulder like the gauranlen arm?

I only noticed this because the 'Prosthetic - No missing body parts' mod doesn't recognize it as a valid arm replacement, thus it doesn't fix the Rimworld issue of missing body parts when bionics are installed and I have to go in manually to fix the problem. I'm not 100% sure if *that's* the problem or if it's something else within my mod list.
NightCreature 9 Feb @ 9:22pm 
oh damn ok my bad
Seti  [author] 6 Feb @ 1:57am 
@The_Creature Anima in general is royalty...
NightCreature 5 Feb @ 10:31pm 
why does this require royalty?
Victor  [author] 2 Feb @ 4:47pm 
Everything in this mod is Neolithic tech level
TheJes85 2 Feb @ 4:35pm 
is this compatible with medieval tech level? trying to make a medieval only game and i wanted to add some anima mods, since there's not much anima content in the base game.
Skot Waffles 14 Jan @ 1:43pm 
Hey, I wrote a tiny addendum to this that adds anima ears. If you would like it @Victor I'm happy to give it you. I effectively just copy-pasted your code.
bagelhe 5 Jan @ 2:23am 
some authors do say that though on discord. so i am not going to risk it.
xml extensions are not in my mod list.
Victor  [author] 4 Jan @ 7:21am 
Yes it is required, but don't worry, XML Extensions won't break your game.
bagelhe 4 Jan @ 3:24am 
is it ok to use this without xml extensions? I am worried about xml extension messing things up with a relative big mod list.
Tyrant 8 Dec, 2024 @ 10:31pm 
Would it be possible to make the wood requirement to "woody". That way we could use modded wood, like bamboo, ironwood and such. Desert runs makes normal wood a rarer commodity.
MDiddy 5 Nov, 2024 @ 2:07pm 
If I were to allow a faction with total control to use these "bionics and implants" what is their label?
It has got to be Advanced, Poor, or simple? I wish it had it's own label! I want the Elders faction to have them only!
Bard 18 Aug, 2024 @ 5:44pm 
Do these count as bionics or natural limbs?
xkuripuri 28 Jul, 2024 @ 4:01am 
There a chance this could work with Quality Bionics? Would be fun to make someone use all these with Legendary quality for even more psionic potential
Victor  [author] 31 May, 2024 @ 11:33am 
Interesting, but Anima Wood would be much harder to get, do you think it'd be better to relace wood entirely for a few pieces of the material if the mod is active, or perhaps add a new tier that requires that mod? Hmmm I quite like that idea of having dryads producing special wood...
POMAL 31 May, 2024 @ 10:51am 
There's a mod that adds anima wood to trees and converts wood produced from woodmaker dryad to anima wood. Can you make these bionics buildable with anima wood as well? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2923819601&searchtext=anima+wood and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885824184 for reference
Pilot#1159 20 May, 2024 @ 1:37am 
No more aniheart? And why can't I have the mind dryad and benefit from luciferium? It's kinda stupid as that's the only benefit from luciferium. Basically what happened was this:

Dude gets a scar on his heart, incapacitating him. I start administering luciferium to get him back up. I implant him the mind dryad to boost his psy-abilities, he loses the only meaningful benefit of the luciferium anymore.
Icaro 14 May, 2024 @ 3:17pm 
all work fine for me a compatibility patch with Elite Bionics Framework can be cool .nice mod:winter2019neutralyul:
Feel Tesco Co-op. 13 Apr, 2024 @ 9:29pm 
Thank you for the update so much! One of mine favorite mods!
Auld 13 Apr, 2024 @ 2:44pm 
Thank you for the update!
Nooctae 11 Apr, 2024 @ 7:10am 
Any chance for an update to 1.5 ? I really like this mod for low tech tribes. It's well balanced too.
Dragon of Desire 31 Oct, 2023 @ 4:35pm 
Excuse me, I have a balance question. Why are the brain implants the only implants with downsides? I can understand either having the implants have downsides, or them not having such, but only having the brain implants having them makes the brain implants useless compared to the others.

Mostly, the problem lies with the downside of Melee Dodge Reduction and Conciousness cap. Especially Conciousness Cap, which is effected by even basegame things like the Neural Supercharger, having that cap makes the brain implant useless. And a massive -15 to dodge chance makes them user pretty much worthless in melee.

Was that intended? It makes me not want to use the brain implants at all, and just wait for Bionics.
Philadelphus 11 Oct, 2023 @ 8:07pm 
@Lienn Ah, thanks, that makes sense; I've got that mod enabled.
Yaveton 10 Oct, 2023 @ 11:59pm 
@Lienn Oh, that makes sense. I'll try to test it out without any other mods, just have to make sure I got the ModList right lol
Lienn 10 Oct, 2023 @ 4:13pm 
I had the same issue, turns out "research reinvented stepping stones" gates every "install part" behind penoxycyline and prosthetics. There's probably other mods that cause the same issue.
Victor  [author] 10 Oct, 2023 @ 6:19am 
Which implants? Can you reproduce it with a minimal modlist? Please send me a hugslib log too when you do it.
Philadelphus 10 Oct, 2023 @ 1:21am 
I'm having the same problem: having researched these in my game and created a few, none of them show up under available operations.
Yaveton 26 Sep, 2023 @ 10:48am 
Okay, I can't seem to find any answer - I don't have an option to instal the replacements..
Beep 5 Sep, 2023 @ 10:42pm 
Okay, I appreciate the clarification. I'm probably not going to use it if it intentionally prevents you from benefiting from a supercharger, but the other ones are nice.
Victor  [author] 5 Sep, 2023 @ 5:15am 
@Poised you don't need to change the game code, everything is written in .xml files, I edit it with Notepad++, you can find them in the mod folders inside the Defs folder. Just remember to make a local copy of the mod as if this gets updated, Steam will overwrite your changes when downloading the new version.
@Beep This is intended, bear in mind these are Neolithic bionics. What you can do is install a Joywire and Circadian half-cycler in your pawn and there won't be any drawbacks.
Beep 4 Sep, 2023 @ 9:26pm 
The mind dryad seems to prevent your consciousness from going over 100%. My colonist can't benefit from his neural supercharger from Ideology because the mind dryad locks him at max 100%.

If I understand correctly, what you wanted was for the mind dryad to compensate for brain damage, but not to bring consciousness over 100% by itself. If I am correct, then I'm not sure how you would go about fixing that.
avml7 30 Jul, 2023 @ 8:20pm 
@אַבְרָהָם The OG should be compatible according to comments
אַבְרָהָם 27 Jul, 2023 @ 3:59am 
Would be great to have the original's original values for the bionics (in a separate mod ofc). Unless of course the OG is compatible with 1.4 then apologies :missing:
Poised 1 Jul, 2023 @ 3:51pm 
How do you change the efficency of prosthetics in the games code?
Seti  [author] 8 Jun, 2023 @ 10:17pm 
@player.dispel 5f00896d I would personally modify what you dont like, its not hard, although i understand your problems with the mod, its up to Victor to change it or not and i trust him with the mod
Pervinthir [CZ] 8 Jun, 2023 @ 2:14pm 
I personally dont really like the changes you have made here. IMO it was a bad idea to nerf them. I use this mod only in medieval runs, because in high tech there are simply easier and better bionics from other mods. I think it would be better if they were like 110% atleast, maybe changed the -25% fire resist in barkskin implant into like -10%, or giving it bigger boost of other bonuses, and either adding a third brain bionic that gives extra consciousness, or changing mind dryad back into its original version. I was super dissapointed, when i found it, it caps your consciousness at 100, even tho its not written anywhere in the description.
MercxHaze 16 Apr, 2023 @ 7:27am 
@Nooctae in vanilla the industrial level enhancement arms (drill arm, field hand, power claw) only affect the arm/hand and not the shoulder, and bionic arms in vanilla affect the shoulder. its just following the trend of how it is in vanilla
Nooctae 2 Apr, 2023 @ 4:52pm 
I don't know if it's intended, but only the guaranlan arm replace to the shoulder, the clawer arm only replaces below the arm.
Meaning a pawn that got his shoulder destroyed can't use the clawer arm.
Triel 1 Apr, 2023 @ 8:04am 
Would be cool if the bionics here used anima wood if you have that mod
Seti  [author] 13 Feb, 2023 @ 8:02am 
@hottt3 sorry im not subbed to the thread so i didnt see this until now, elite bionics framework is compatible, all it does is allow for more functionality for bionics, such as increasing the health of a body part