RimWorld

RimWorld

Integrated Implants
1,883 Comments
Are the subdermal armors meant to be a direct upgrade from the royalty skinglands (or can they work together since one in under the skin and one is the skin)? Apart from the cost to make being higher would it be better to need techprints/the skin harderning research to unlock?
the alien 6 hours ago 
@derrakor it doesn't do anything unfortunately
Derrakor 13 hours ago 
ok, how does voidlink work if you dont have the monolith (ambient horror)
=>PR<= XxDEM0NIKSxX 14 hours ago 
add dih implant for RJW twin ❤️
☣GuakeTheAcinid☣ 16 hours ago 
Strange, but cannot reload shouler rocket pod. Tried to act with stack of: chemfuel, steel, uranium, plasteel, components both normal and advanced, but nothing can be used to reload. No errors, no logs..

Found a video to this mod and author says it's reloaded with chemfuel, but uhh.. maybe I miss something. There is no notes nor help about how to reload it in-game (and this workshop page lacks of rocket pod implant info).
Molay 20 hours ago 
Found a lovely interaction. If a melee pawn with a shield belt equipped has a shoulder turret installed and deployed, that melee pawn will now do hunting jobs in melee! :))
lohamigos 23 hours ago 
Hey, loving this mod! Wanted to ask if there is some mod that compliments extra arms? Want to wield weapons in each of them.
TheBronzeWarrior 21 Jul @ 10:01pm 
update: it was just because im a moron and forgot ghouls are too stupid to use abilities
TheBronzeWarrior 21 Jul @ 9:59pm 
i do run CE but i thought there was a patch out
TheBronzeWarrior 21 Jul @ 9:59pm 
hey uhh is the shoulder turret supposed to have an ability or something? i installed it on my ghoul and it just... didnt do anything.
BrenTenkage 21 Jul @ 7:37pm 
yeah curious bout the cellular adapation
DagonDraconis 21 Jul @ 5:53pm 
I second the question of what does the Cellular Adaptation implant do?

Also the "Brain Detonator" picture description is incorrect, it being the same as the "Brain Shocker" implant on the Steam page.

@DHDragon That's base Royalty content.
Freya 21 Jul @ 5:15pm 
I just wanted to say, I've been playing with this mod for quite a few months now, and it's probably my favourite bionic mod. Extra limbs are awesome, turrets and archoborn/womb have led to some of my favourite stories / characters. Great mod!!!
DHDragon 21 Jul @ 10:54am 
Can you specify/clarify the bonuses given by giving a pawn an extra drill arm/power claw/farm hand?
SaltyRocksPew 20 Jul @ 4:22am 
Is there some Athena framework out there that's updated to 1.6? I really miss the full functionality of this mod.
Soup Broth 19 Jul @ 11:04am 
I noticed an issue with the bionic tail implant where it is dyed (possibly to match the armour? I'm not sure) when zoomed in, but pure white when zoomed out. I messed around with the .pngs of the tail as well as the masking but I couldn't seem to fix it. Is this a known issue?
Thanks
Mike Oxlong 19 Jul @ 3:15am 
Bug report: Implants with abilities don't function properly with Anomaly's obelisk duplicates.

One of the obelisks has the ability to spawn duplicates of a colonist, who may or may not be hostile. Under normal circumstances, this clone is naked and stripped of any bionic limbs or implants, to prevent farming valuable gear/bionics, but does copy traits, psycasts, injuries and so on from the original.

However, if the colonist being cloned has a shoulder turret, shoulder charge turret, bionic womb, archotech womb or mechwomb, the clone will have the ability to fire the shoulder gun, control fertility and spawn grubs, just as if they had the implant.
(Disclaimer, I haven't tested other ability-implants.)
https://i.imgur.com/MAi94LM.png

It seems to be caused by the fact that the implants grant abilities, and the clones keep those abilities. This doesn't appear to be a mod conflict, as it occurs with only Harmony, Core, DLCs, VE Framework and Integrated Implants enabled, on version 1.6.
SadPlastic 18 Jul @ 4:04pm 
One thing: Immunity to brain shock? HELL YEAH
Rancher of Slimes 17 Jul @ 7:16pm 
this mod has started crashing my computer today. do you have any idea why that is?
tarantio 17 Jul @ 11:39am 
I have error with this mod, i asked chat gpt,and he gave me this ....

This is a critical error involving the mod Integrated Implants:

Error in Integrated Implants, assembly name: Implants
Method: LTS_HediffComp_Dreadheart:GenerateFleshBeastSpawnList
Exception: System.MissingFieldException:
Field not found: RimWorld.FleshbeastUtility.AllFleshbeasts
🔴 What It Means
The mod Integrated Implants is trying to access a field called AllFleshbeasts in a class called FleshbeastUtility from another mod, likely something like Biotech, Vanilla Genetics Expanded, or a similar mod that adds "flesh beasts".

That field (AllFleshbeasts) no longer exists, has been renamed, or was moved/removed in a newer version of the other mod.

This causes the method GenerateFleshBeastSpawnList() in LTS_HediffComp_Dreadheart to throw an exception on load.
DJCharlie 16 Jul @ 2:04am 
do you have any plans on adding more archotech organs? the only mods I have found that have lungs, kidneys, and livers either have a lot of over powered implants, or have a lot of duplicate implants with EPOE
Auratian 15 Jul @ 10:38pm 
Question: How do you recharge shoulder rocket swarms/mortars? I can't find an answer in your mod or in game to what they require to refill and no clear button to recharge with.
Jirki88 15 Jul @ 7:45pm 
I get the same error as Dark Luminary, and I have Anomaly.
BusyRaptor375 15 Jul @ 3:50pm 
is vanguard accelerator just sandevistan from cyberpunk? haha nice
MetaVandetta23 15 Jul @ 11:56am 
any plans on making implants that are Odyssey related or are you like done coming up with implants for this mod?
Guldflips 15 Jul @ 7:03am 
Is there any way to disable some visuals? Sorry if this comes across as rude, but with all the genes my colonist has it looks cluttered, yet other than the visual removing it would just be a waste, if not, could you add one?
Dark Luminary 14 Jul @ 2:00pm 
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 Jul @ 1:16am 
"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 13 Jul @ 6:42pm 
@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?
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.