RimWorld

RimWorld

Cybernetic Organism and Neural Network
37 Comments
Doug  [author] 11 Jul @ 2:07pm 
Sure, I did an initial update for 1.6 but not much testing. If any issues found let me know.
Alerios 11 Jul @ 10:57am 
Is it possible to put it for 1.6? It says it's still for 1.5. Thanks for still being here!
Doug  [author] 10 Jul @ 2:59am 
I fixed the error just now, let me know if any other issues come up, sorry for the delay!
SanDimas 3 Jun @ 11:54am 
same just got the below error and couldnt make a pawn
Xebakyr / Jammi 14 May @ 4:28am 
Managed to reproduce but seems to be unrelated to any player actions. Hugslog here: https://gist.github.com/HugsLibRecordKeeper/bba720400c0ab0d5c9f20fd6b41b09c4
Xebakyr / Jammi 13 May @ 2:51am 
Also getting the same error as the comment below - can't provide a HugsLib log myself as i'm not sure exactly how to reproduce the error. However, happened very early on in my colony. As in, within the first 5 minutes. No bionics or anything on my own colonists. Will update this if I can reproduce
Mr. Krill 12 May @ 7:50am 
Is the error not from your mod?

Exception ticking hediff (CONN_hediff_NeuroEnhancer мозок ticksSinceCreation=7500) for pawn Morozov. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EE08F6BB]
at CONN.HediffCompRecreationGiver.CompPostTick (System.Single& severityAdjustment) [0x00065] in <457ccb09d52c4673942e32373f317ec4>:0
- TRANSPILER Krkr.RocketMan.Soyuz: IEnumerable`1 Soyuz.Patches.HediffComp_Patch+HediffComp_GenHashInterval_Replacement:Transpiler(IEnumerable`1 instructions)
at Verse.HediffWithComps.PostTick () [0x00024] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00068] in <630e2863bc9a4a3493f2eff01e3a9556>:0

https://gist.github.com/HugsLibRecordKeeper/b27585fc2f40d8bac5cbe72a1c01c79a
Doug  [author] 16 Feb @ 11:03pm 
Sweet Kippy :)
Kippy 21 Jan @ 7:00pm 
my cpu is a neural net processor
Lord Fuzzle 3 Nov, 2024 @ 8:09pm 
Ivanik the other two added still work just use outer blades instead
Doug  [author] 3 Oct, 2024 @ 11:30am 
Published, thanks @theothersteve7
theothersteve7 2 Oct, 2024 @ 11:05am 
Created PR to get toxic env resistance instead of tox resistance for shadowrunner
Azraile 13 Sep, 2024 @ 3:32pm 
Tried to create a texture from a different thread.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
..........

some one said that "Yea, some class is trying to load a texture when its not running in the main thread
textures should be loaded in the main static class, this may be trying to do it in an instance-class" but yah error tracked down to this....... error log is to long to post here in full though
Destroyer902 29 Jul, 2024 @ 6:13pm 
unfortunately crashes my game during launch
Kcancaro 1 Jul, 2024 @ 9:51am 
Thank you!
Heikkkinen 11 Jun, 2024 @ 4:54am 
Thank you for forking, you good man.
Ivanik 4 Jun, 2024 @ 4:12pm 
not sure if this is an issue from the original mod or this one but the power arm doesn't seem to actually do anything it states besides increasing manipulation, i got one on my pawn but he didn't get the extra carry weight or damage increase
Ranger Dimitri 3 Jun, 2024 @ 10:14am 
Hope you can get the Shadowrunner Lung Implant to have Toxic Environmental Resist along the Toxic Resist it currently has. Thanks for keeping this amazing mod working by the way.
Hamacelos 22 May, 2024 @ 12:12pm 
the energy link , doesnt do anything, the stat no longer work, but there is a similar or on ve framework
Doug  [author] 16 May, 2024 @ 4:41pm 
I'm open to PRs being created against the github repository.
spartandued 14 May, 2024 @ 3:39pm 
I agree with @Atari Sorceress, making those two mod work together would be awesome.
Atari Sorceress 7 May, 2024 @ 3:29pm 
Have you considered adding Quality Bionics compatibility? Patching in the StatPart_Quality class (along with everything that entails) would add so much depth to your mod.
@ilyvion's mod isn't compatible with Elite Bionics Framework yet, but if you collaborated with him I'm sure it would require a lot less effort on both your ends.

Either way, I love your mod! It makes building cyborg colonists much more fun and impactful. I can't imagine playing without it. :needy_heart:
Simonhez 27 Apr, 2024 @ 7:35pm 
You’re so awesome thanks so much!!
Doug  [author] 26 Apr, 2024 @ 11:41am 
@Cato if you tried using the original version on 1.5 you would get errors. I had to update classes inheriting from CompUseEffect, amongst other changes. You can review the changes made by clicking the github link and seeing the commits I made to my repository.
Cato 26 Apr, 2024 @ 12:44am 
What work has been done to make this 1.5 compatible? Please can you add some details to the description.
Tri-Enclave President CEO 25 Apr, 2024 @ 9:20pm 
That would be RJW :kodp_skull:
Pickle Peterson 25 Apr, 2024 @ 1:56pm 
cybernetic orgasm
MrCashew 25 Apr, 2024 @ 7:35am 
Based
Pyl 24 Apr, 2024 @ 8:28pm 
I came here for cybernetic organsm, and I found cybernetic organsm.
Zadkhiel_TV 24 Apr, 2024 @ 9:41am 
You're a champion for bringing this to 1.5.
TheNecromancerWendigo 23 Apr, 2024 @ 1:54pm 
@Alerios, Because it's listed as a requirement on the original page :steamfacepalm: and apparently you don't even NEED to use it so ssh
Alerios 23 Apr, 2024 @ 11:24am 
Why putting something else as a requirement? It was better without it, no errors. Especially with a Framework like this which can cause numerous error messages with mods adding bionics not using this Framework. But thanks anyway for the 1.5 update.
Doug  [author] 21 Apr, 2024 @ 4:00am 
I guess I'll add it as a requirement since its pretty good to have it for the +HP that the bionics give.
Doug  [author] 21 Apr, 2024 @ 3:29am 
@BICK its not a requirement but it would be good to use with this, yes.
ReaperXGen 21 Apr, 2024 @ 3:23am 
Huge respect
HIM🐀 21 Apr, 2024 @ 2:16am 
Thank you!
...so...do you still need Elite Bionics Framework as a requirement?
Wolf 20 Apr, 2024 @ 8:15pm 
nice