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Error while resolving references for def NIM_ImplantInstall: System.MissingFieldException: Field 'RimWorld.BodyPartDefOf.Neck' not found.
[Ref 89F3B59A]
at NeuralInterceptMatrix.Recipes.ImplantInstallSurgery.ResolveReferences () [0x00001] in <312335ba62ef467289c3e4b00e037d07>:0
at Verse.DefDatabase`1+<>c__DisplayClass15_0[T].<ResolveAllReferences>b__0 (T def) [0x0002f] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
Error while resolving references for def NIM_ImplantRemove: System.MissingFieldException: Field 'RimWorld.BodyPartDefOf.Neck' not found.
[Ref A321CCB]
at NeuralInterceptMatrix.Recipes.ImplantRemoveSurgery.ResolveReferences () [0x00001] in <312335ba62ef467289c3e4b00e037d07>:0
at Verse.DefDatabase`1+<>c__DisplayClass15_0[T].<ResolveAllReferences>b__0 (T def) [0x0002f] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
pls fix it
Error in Neural Intercept Matrix, assembly name: NeuralInterceptMatrix, method: ImplantSurgery:ResolveReferences, exception: System.MissingFieldException: Field 'RimWorld.BodyPartDefOf.Neck' not found.
seems like we lose an body part named 'RimWorld.BodyPartDefOf.Neck' in the game.
maybe it is useful for anyone who want to fix this
@言霄
I don't know how. I don't code. I'm sorry.
If there's someone out there with the know-how to fix it, though, let me know. I'll... let you fix it, I guess.
:D
Also, sorry the mod isn't more intuitive for operating the implant, tower, and fences; I'd like to have the menus reworked, but I don't have the budget to hire a programmer to continue development.
@NeoNoNe 1.5 coming right up.
For anyone in the future reading this, feel free to contact me via Discord. Same name, I'm also in the Rimworld Discord server.
What I mean is, by using Expanded Biotech Style Genes Framework , you can make genes that put implants in. It alright if I do that with your mod via optional compatibility?
Well, it works now (actually, got it to work about 10 days after the previous comment, just forgot to comment here)
The mod list was the same, I did the exact same stuff... so, no clue what changed, but hey, don't look a gift horse in the mouth!
will expirment some more, and maybe even try it without even the mods that logicly should have no effect (such as Prepare Carefully or Color Coded Mood Bar)
Though, how exactly is the fence supposed to work, and how exactly does the tower work? (Just so I can see if it might be an issue with just understanding it)
Thanks!
@Inerael I'm glad you like it. Currently, there are no plans for this mod to add an implant for that function, but I'm absolutely positive there are some out there already.
@CTH2004 Shouldn't be an issue, this does work on colonists, slaves, and prisoners alike. It's likely something else, but I couldn't determine what that might be. Do you have any other mods? Perhaps one that adds, removes, or alters the body parts pawns have?
Was wondering if there is an Implant to remove needs like "sleeping" ...
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch6 (string)
Verse.DefDatabase`1<NeuralInterceptMatrix.Buildings.TowerDef>:ErrorCheckAllDefs ()
Would it be possible to get an option or version that instead of subtracting part efficiency by 10000%, instead caps Movement or Manipulation to 10% (or varying number in options)?
Instead of using it on prisoners, I'm thinking of putting it on heavily bionic'd colonists as a form of "Limiter."
I havn't found any other mods that have a similar concept, and mechanically this mod is the closest to what I had in mind, although I was unable to figure out how to edit it via rimsqqol or the xml.
Any consideration would be greatly appreciated, thank you!
@[+DG+] Sir_Castic Maybe an addition in the future could take that name.
@whenwe.srpski.65 Is that the Fallout: New Vegas DLC you're referring to? I should check that out one day. Never played the DLC for NV.
@Kokorocodon , @Narlindir I'm glad you guys like that. I think a bit of lore helps make mods more appealing. Bland mods that are all just switches and buttons feel like I'm just in dev-mode or something. Future projects of mine will be held to the same standard or better.
@Black Adder I've gotta use it like this now, but for Gourmands. They're getting the implant from now on.
@Velxra Interesting idea. I'll keep this one in mind.
@Sera That could be an interesting setting/feature. Like some sort of "transmission" that arrests the brain's signal at the N.I.M. and replaces it for a new one that "tells their legs" to go somewhere else.
@pointemorte. (≧◡≦) I'll throw some of those ideas around in my head, and we'll see what comes out.
@Latex Santa Thanks, I'm glad you like it. Sinister is what I was going for. I was leaning into Orwell's "1984", Huxley's "A Brave New World", and especially Vonnegut's "Harrison Bergeron”.
@BOBBINS Well, stick around and spread the word. The more attention this gets, the more this can expand.
a) Work/health implants that only work in the range of the radio tower. When pawns step outside of it, their bodies will slowly cease to function.
b) Implants with batteries so pawns can spend several days outside of the radio tower range
OR
c) Battery mechanism/apparel which prevents implant shutdown