RimWorld

RimWorld

Integrated Implants
1,858 Comments
Dark Luminary 1 hour ago 
With the mod Error Checker active, this error appears on startup.
I dont own anomaly incase that matters

https://pastebin.com/DpyyEH2L
What does the cellular adaptor do?
Skrungii 14 hours ago 
"likes to fight up close and personal. his accuracy is greatly increased in melee combat, but he'll be very unhappy if asked to CARRY a ranged weapon" hes not carrying it, its mounted to his back. also its an OPTION that im requesting. i just want to create Yautjas
Gerewoatle 20 hours ago 
@Skrungii - People keep requesting this on various mods that add turret packs/shoulder-mounted weapons and it makes no sense. It's still a ranged attack, which Brawlers shun and dislike. It doesn't matter if the ranged attack is in their hands or attached to some other part of their body. Brawlers want to punch, chop, rip and tear... not shoot.
Skrungii 13 Jul @ 2:56pm 
could you create an option that disables shoulder turrets from conflicting with the brawler trait?
Rukka 13 Jul @ 10:24am 
I just dropped an Archotech voice box in-game and am trying to find the surgery in the drop-down list of surgeries. Is the reason I can't find it because it's been disabled? Was really excited to see it in the list of quest rewards, but now I'm just experiencing sadness.
Alerios 13 Jul @ 5:07am 
As of now, the Athena Framework leads to a never ending red error after shooting if Vanilla Expanded Weapons are installed. I'm happy that Integrated Implants has disabled it because I don't think this framework (Athena) will ever be updated.
Flockerkill 12 Jul @ 10:51pm 
as they depend on the vanilla expanded stuff and for now is in 1.6 the mod integration stuff is disabled
kiraam 12 Jul @ 9:53pm 
Shoulder turrets don't exist anywhere at all in-game (none in research, crafting bills, even in dev mode, etc.)
Ano 12 Jul @ 7:55pm 
wonder if I can replicate the same augmentation as the Combine from Half Life
Kaden Ha 12 Jul @ 6:11am 
There's an error in this mod. Here's the log [gist.github.com]
moo 10 Jul @ 3:37pm 
Nice update.

Next one, likely a incompatibility with Stray Bullets? Drops this log 3x for every shot of the shoulder turret:

Exception ticking LTS_Bullet_ShoulderChargeTurret78339: System.NullReferenceException: Object reference not set to an instance of an object at StrayBullets.HarmonyPatch.PostFix_CheckForFreeInterceptBetween
Molay 10 Jul @ 5:43am 
You're a saint, LTS. Does LTS stand for Long Term Support? Because you're wearing your name with pride.
Rambling over.
LTS  [author] 10 Jul @ 3:48am 
'Aight, levitator fixed.
Dizzy 10 Jul @ 12:22am 
As has been pointed out, the namespace for the Psychic Levitator needs updating
Darkgills 9 Jul @ 7:00pm 
@Molay I was able to just switch the namespace to the correct one myself cause it was annoying me lol. Thanks for pointing me in the right direction!
Darkgills 9 Jul @ 6:33pm 
Ahh I see. I completely missed your comment just before mine lol. I do have vanilla expanded framework active as well and yeah it seems broken in some way. I tried finding the hediff with character editor as well and it’s not there. I guess I’ll just have to cut my losses for now then lol.
Molay 9 Jul @ 6:19pm 
That's because floating is not a base rimworld feature, it's part of vanilla extended. But it's not referenced correctly (or no longer exists? I think it does), so it doesn't work. Glad to hear you can still install it and not crash the game though!
Darkgills 9 Jul @ 6:17pm 
Nothing happens when i install a psychic levitater on someone
Molay 9 Jul @ 3:32pm 
Just want to echo this here, as I'm having the same:

Two log notes isolated to this mod:
- Could not find type named AnimalBehaviours.HediffCompProperties_Floating from node <li Class="AnimalBehaviours.HediffCompProperties_Floating" MayRequire="oskarpotocki.vanillafactionsexpanded.core" />
- Config error in PsychicLevitator: Verse.HediffCompProperties: compClass is null

---

Vanilla Expanded Framework changed their namespaces, so your mod needs updating for that
Kaden Ha 7 Jul @ 7:55pm 
This huglib log [gist.github.com] shows some issues in xml
::Maethendias:: 7 Jul @ 4:57am 
does this mod lag mechanoids when drafting or is that form somewhere else
FelipeGames2000 4 Jul @ 5:41pm 
Whenever I install a Hemogenic Microcompressor on a Sanguophage, they get 150 Hemogen as intended, but after I load a save, it goes back to 100

I have also installed the Hemogenic Activator, and after I made her feed, she went from 72 to 78

I don't know if this is just a visual bug or if it's incompatibility issues. More testing necessary on my part
Travioli 3 Jul @ 2:46pm 
@armouredstrife in my case, it might have been because the limbs weren't in storage and I'm using RocketMan (performance optimizing mod), or I just missed it in the slew of surgery bills available to me.

In your case try, assuming you're not running MSE2, making another world and going into dev mode, troubleshooting by enabling/disabling mods based on how problematic you think they are. Before you play with your modlist, you should see if you're just missing it: go into another world with the same mods, spawning the limb in a storage zone, and seeing if the bill to install it pops up. Also, make sure you're doing it with a limb you can install an extra of.
Armoured Strife™ 3 Jul @ 10:15am 
@Travioli what did you do or how did you find it? I cannot see the option for it on my game.
Travioli 2 Jul @ 3:43pm 
Nevermind
Travioli 2 Jul @ 3:41pm 
Not using MSE2 but can't find the extra arm surgeries?
moo 2 Jul @ 1:07pm 
Two log notes isolated to this mod:
- Could not find type named AnimalBehaviours.HediffCompProperties_Floating from node <li Class="AnimalBehaviours.HediffCompProperties_Floating" MayRequire="oskarpotocki.vanillafactionsexpanded.core" />
- Config error in PsychicLevitator: Verse.HediffCompProperties: compClass is null

---

Vanilla Expanded Framework changed their namespaces, so your mod needs updating for that
Tyler111762 2 Jul @ 6:03am 
so i love this mod to death, but i have to suggestions/questions.

1. Could the mechantor implants be designated as "prosthetic teir" so they show up on the prosthetic's workbench if you have EPOE/EPOE-forked installed and that option enabled? it would be nice to be able to turn down the inevitable "fifty billion machining table options" that happens otherwise.

2. Maybe not as a feature of this mod, but some kind of bionics "loadout" menu ala CE loadouts.

you build out a list of what you want every one of your colonists to have installed (maybe with a filter for only things you have/can produce), with a tab in the menu that shows what you need to make and who needs it.

i definitely find mid to late game it is a bit of a chore making sure everyone has the standard issue cybernetics load out i want.
Travioli 2 Jul @ 12:04am 
Any way to disable the bionic faceplat texture with RIMMsqol?
ozfresh 1 Jul @ 9:12pm 
What is the "Vanguard Accelerator" and why isnt it in the list?
화밀 wMil 29 Jun @ 8:51am 
I wish psychic shield could work with only this mod enabled, was looking for it but turns out it required another mod(and it is not updated for 1.6 yet)
Captain Frost20 27 Jun @ 6:17pm 
Theres an incompatibility with something in my modlist that I cant pin down that's making the worldgen break in the same way it use to with the Athena mod. The game throws me into a never ending world gen failed into a generating world loop and because of that I cant pull up the dev log to check. Is there a way for me to check the dev log externally after the failed world gen?
Tarbarian 27 Jun @ 5:22pm 
It appears the remote activation implants, the Brain Shocker and Brain Detonator, don't actually apply the slave suppression offset that they say they do in the description. Is there a reason for that? It looks like the lines for the effect is just commented out in the .xml files.
poeles 27 Jun @ 4:00pm 
It seems like the Tick() function of the hediff is trying to access something that's null after the pawn is inside the pod. Adding some null checks (e.g. for pawn, pawn.health, or hediffSet) might fix the issue.
poeles 27 Jun @ 3:47pm 
When a pawn with the Psychic Agonizer hediff enters a transport pod, the game throws the following error and the hediff is removed from the pawn

Exception ticking hediff (PsychicAgonizer brain ticksSinceCreation=901388) for pawn Maxwell. Removing hediff...
Exception: System.NullReferenceException: Object reference not set to an instance of an object
titanatora 27 Jun @ 12:13pm 
Ok so I love the mod I just, had one suggestion. Using the vanguard accelerator with mind-numb serum from anomaly allows you to basically have unlimited vanguard mode. I think that's fun! Very fun. But I think that the vanguard accelerator needs... Something, to keep it from being something you spam just for the workspeed increase. Maybe it could damage your spine if you're at max psychosis and still using it?
LTS  [author] 26 Jun @ 10:44am 
@Raith
Implantation of the psychic beguiler and using psychic beguiler on a pawn both remove all cube hediffs from a pawn. Otherwise, you have to wait it out. In the next update to this mod, both of the above conditions will also prevent a pawn from gaining new cube hediffs

@chainlinc3
Looks like VFE has changed/removed their code for pawns interacting with terrain difficulty in 1.6. Now that they've updated the framework, I'll have to sort out compatibility with the new version
chainlinc3 26 Jun @ 8:20am 
There's some sort of startup error being thrown with a minimal list of just Harmony, Vanilla Expanded Framework, and this mod on 1.6. I'm assuming that it just has to do with things still updating to 1.6, but on the off-chance that VEF changed something you needed, I figured I'd post it.

Could not find type named AnimalBehaviours.HediffCompProperties_Floating from node <li Class="AnimalBehaviours.HediffCompProperties_Floating"
Config error in PsychicLevitator: Verse.HediffCompProperties: compClass is null

No hugs log because it hasn't updated and seems to be borked on 1.6.
Pink Lion Gaming 26 Jun @ 3:28am 
@Visoth I assume it's just following the way Ghouls interact with abilities. For example an Impid Ghoul loses their ability to spew flames and a Sanguophage Ghoul completely loses all Hemogen related traits. Although I was also devastated by the disappointment of my army of Sandevistan Ghouls.
Raith 24 Jun @ 7:43pm 
I don't know if this has been answered before, but what do you do with the cube interest once you make a psychic beguiler? as far as I know, it just puts the pawns into a coma if they are away from it for too long.
Flockerkill 24 Jun @ 7:22pm 
asfar as i know the base game blocks that stuff
Visoth 24 Jun @ 4:04pm 
Is it intended that ghouls cannot use the abilities that originate from this mods bionics? For example, giving a colonist Vanguard accelerator and turning them into a ghoul, the ghoul itself is incapable of activating the ability.

I'm not sure if I am doing something wrong, or if that is indeed intended to be impossible for a ghoul, for balancing purposes.

I tried making a giga-Ghoul and failed spectacularly.
Deimos kai Aischylos 22 Jun @ 7:19pm 
I am so happy I'll have this and your Void-Touched mod upon 1.6 dropping. Ever since you dropped Secret Doors, you've added delightful added flavors. I miss those secret doors.
LTS  [author] 18 Jun @ 1:02am 
@門
All implants in 1.6 with external mod dependencies will be disabled until their respective mods are updated.
18 Jun @ 12:59am 
Was the shoulder-mounted turret removed?-1.6
LTS  [author] 17 Jun @ 11:47pm 
@Toxic_Sewage
1.5 or 1.6? Also, please post the log.
Toxic_Sewage 17 Jun @ 3:21pm 
IDK if there's an incompatibility but when I have this mod active, it errors when loading my save, quoting it failed to generate a new map.
LTS  [author] 17 Jun @ 12:41pm 
@Hamacelos
Neat, thanks for letting me know.
Hamacelos 17 Jun @ 12:20pm 
just an small fyi, hacking is a core stat on 1.6