RimWorld

RimWorld

Hell Bionics
113 Comments
CinTheMoth 13 Jul @ 11:40pm 
i want her inside me.
Joeythedudeguy 23 May @ 11:33am 
I think the idea of a buff after shield break is interesting but the explosion just kinda works against it, maybe have some kind of buff to the character, like the effects of gojuice for a short amount of time after a break or something, since a pawn with shield spine would likely be melee, and so the shooting pawns behind them would just get blown up.
ANNOProfi  [author] 23 May @ 11:22am 
In the HediffDef, under <explosionOnShieldBreak>. Though honestly, I'm debating on removing it altogether, or at least changing the damage to not ignite.
Joeythedudeguy 23 May @ 11:10am 
Is there a config to disable that? As cool as it is, it burned down a quarter of a test world and likely more had it not rained.
ANNOProfi  [author] 23 May @ 11:04am 
If a shield spine is breached, then it explodes, otherwise there is nothing from me here.
Joeythedudeguy 23 May @ 9:23am 
Yeah when the pawn engages in combat, it gains a second orange ring around it like the shield spine, which will cause an explosion after being hit and then the ring will disappear. Is that supposed to happen?
Joeythedudeguy 23 May @ 9:14am 
also the jaw implant isn't causing the explosion, it just seems like my pawn will explode after being attacked for some reason. Are there any implants from this mod that would do that?
ANNOProfi  [author] 23 May @ 9:02am 
of course it's CE, good to know.
Joeythedudeguy 23 May @ 8:23am 
Turns out it's combat extended that's causing the bionics to vanish.
Joeythedudeguy 23 May @ 7:22am 
I used prepare carefully, I do have other mods so it could be some kind of incompatibility I just don’t know what mod would cause it.
ANNOProfi  [author] 23 May @ 1:19am 
@Joeythedudeguy I tested it with dev-mode, prepare carefully and character editor and it works fine for me.
ANNOProfi  [author] 22 May @ 10:24pm 
@Joeythedudeguy Do you add the implants with prepare carefully or something similar, or do you reset the pawn until one generates with it?
Joeythedudeguy 22 May @ 9:33pm 
I did notice that the flame breath ability just causes an explosion, like I read in an earlier comment, that's why i guess that it's because they are starting with the implants but I just hoped there was some way i could test them that way
Joeythedudeguy 22 May @ 9:30pm 
Like starting a new colony with a pawn already having the implants
ANNOProfi  [author] 22 May @ 9:21pm 
@Joeythedudeguy How do you spawn the pawn in?
Joeythedudeguy 22 May @ 9:05pm 
Actually he doesn't spawn with no arms, he just has both of his arms vanish when he tries to attack something. I've tried with hellsaws, hell cannons, and reaper blades and only the hell cannons didn't disappear.
Joeythedudeguy 22 May @ 9:02pm 
When I spawn a character with hellsaws on his arms, he just spawns with no arms. I assume it works if you attach them normally but i'm just trying to test out the mod and don't feel like progressing a new colony all the way to hell bionics just to test it out.
ArchTerran 4 Mar @ 8:17am 
Thank you for the mods & storing the different versions so people can play the game flexibly.
ArchTerran 4 Mar @ 8:14am 
With how often I end up starting a new game to switch between what mods I got this change hardly effects me especially since I normally get my can kicked in from all the monstrosities & techbros out in the wild ready to wipe my people out that the buddy I stream to on discord has to debate if I'm just bad or if all the mods just make life for my people difficult. To which the answer is both but I tell him it's just the mods & my bad luck. :pointless:
ANNOProfi  [author] 3 Mar @ 12:29am 
1. Who said I wasn't going to update this?
2. I didn't know this would ruin saves and only one person has come forward with that problem, but I wanted to give people the option of continuing their old saves, hence the github download.
qur 2 Mar @ 9:04pm 
why would you permanently ruin peoples saves to change the framework of a mod your literally not going to update anymore dude
ANNOProfi  [author] 21 Feb @ 3:25pm 
ATTENTION ATTENTION! BIG UPDATE!
The framework used has been changed, please make sure to download the new one!

Additionally, the shield spines should now reactivate after a short time.
AlteredBeast 17 Feb @ 8:48am 
sick art.
ANNOProfi  [author] 16 Jan @ 12:34am 
1. I get it less than you might think.
2. Thanks.
3. It isn't made to be, but I haven't tried them together, so it could be.
自Smeengie由 15 Jan @ 3:49pm 
I know you must get this a lot but I have to ask. Is it CE compatible? your mod looks really sick! But my crippling addiction to CE limits me.
ZZZMETA 13 Jan @ 9:57pm 
A chain themed prosthetic would be cool. Imagine wrapping a raider in a lasso made of red hot chains. That would hurt a ton
FelipeGames2000 11 Jan @ 4:39am 
I just came in to report the Shield Spine not regenerating... but I guess someone beat me to it lol
ZZZMETA 10 Jan @ 5:11pm 
@ANNOProfi as far as I’m aware, no regeneration of the shield is completely depleted. Other than that, it regens as normal
ANNOProfi  [author] 10 Jan @ 3:10pm 
@ZZZMETA Found the issue, optimising a fix now.
ANNOProfi  [author] 10 Jan @ 2:52pm 
But the plasma regenerated as intended?
ZZZMETA 10 Jan @ 2:33pm 
Depleted by damage, and was left unregenerated for a week. It seems a workaround is just reinstalling the spine itself
ANNOProfi  [author] 10 Jan @ 2:22pm 
@ZZZMETA See comment below, it should regenerate, as long/as soon as the pawn has plasma, specifically 0.075 plasma per tick for maximum recharge. The spine itself produces 0.05 per tick, so it should regenerate on its own basically instantly.

Was it hit by an EMP, or just depleted by damage?
ZZZMETA 10 Jan @ 12:53pm 
If the infernal shield is depleted, how long does it take to recharge? It’s been off for a couple days now
Friendly Demogorgon 5 Jan @ 1:06am 
In other words: not a bug. Just my own idiocy.
Friendly Demogorgon 5 Jan @ 1:00am 
FOUND IT! It Apparently I (somehow) spawned the actual dash thing (labelled as HB_PawnDasher) and that is what caused the never ending, unburning fire.
Friendly Demogorgon 5 Jan @ 12:47am 
odd...
ANNOProfi  [author] 5 Jan @ 12:45am 
@Friendly Demogorgon It means two things:
1. This isn't the original error, look for the one with the same ID as the [Ref], should be relatively close by in the log.
2. What I think is happening is that a pawn used its dash ability, but somehow got stuck mid-dash, so your infinite fire is not actually infinite, but being constantly reapplied. Doesn't make sense that it doesn't spread though.
Friendly Demogorgon 4 Jan @ 7:04pm 
the error I keep getting in the dev console is this btw:
Exception ticking HB_PawnDasher1826995 (at (106, 0, 200)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref CAB8FF1D] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

I have no idea what it means.
Friendly Demogorgon 4 Jan @ 6:59pm 
got a bug thats related to the mod, and that bug is a FUCKLOAD of fire in the bottom left corner of the map that can't be put out and doesn't spread. (and before you ask, yes I have tried everything, ranging from using console commands, attempting to use firefoam and even reconfiguring all of my mods and the order they are loaded. It has not helped. The fire is still there.)
ANNOProfi  [author] 9 Nov, 2024 @ 1:08am 
@Oozily It's supposed to recharge, if you've got enough plasma. On its own, it generates enough for itself and it works for me.
Did something happen that could've messed with it, like an EMP or something?
Bonnie the Bunny #B4B 7 Nov, 2024 @ 7:07pm 
i dont know if its a bug with just me but the shield spine wont recharge
TheRedPriest 24 Oct, 2024 @ 10:25pm 
Posting so there's a follow-up for others that see this: The bug in question was caused by a weird interaction between HAR and Alpha Implants that has since been patched. Everything works as intended now.
TheRedPriest 27 Sep, 2024 @ 10:57am 
hmm, probably something in my modlist fucking things up then. Sorry for the bother.
ANNOProfi  [author] 27 Sep, 2024 @ 8:46am 
@TheRedPriest I have tested it on multiple xenotypes from B&S and all the bionics that should be installable, are installable. The only instance where I can't install a bionic is when the pawn doesn't have the required body parts, like a leg onto a snake tail.
TheRedPriest 27 Sep, 2024 @ 6:16am 
Big and Small genes ones
ANNOProfi  [author] 27 Sep, 2024 @ 1:50am 
@TheRedPriest which HAR race/races exactly?
TheRedPriest 27 Sep, 2024 @ 1:16am 
Hmm I notice these don't seem to be able to be installed on HAR races...any chance of a patch?
ANNOProfi  [author] 7 Sep, 2024 @ 9:20am 
I have made a discord server, to better deal with the growing popularity of my mods, so head on over for bug reports and ideas.
Flockerkill 31 May, 2024 @ 10:49pm 
i will look into it soon...
Hamacelos 30 May, 2024 @ 5:48pm 
weird request , but any chance for compat with integrated implants and its extra arms? it be pretty dope to run arround with pawns with 4 chainsaw arms