RimWorld

RimWorld

MIM - WH40k Augmetics
53 Comments
emitbreaker  [author] 4 Aug @ 7:33am 
@ccle I don't have steamdeck so I didn't recognize that. But fit it to steamdeck sounds like not fit to normal monitor... Let me think about it. And I do recognize the rendering issue, so I'll handle them when I start design refactoring of this mod.
ccle 4 Aug @ 6:37am 
Also I noticed that the reticule eye placement on pawns with the hulking body type (such as a space marine) is lower down and towards the center of the face causing the actual pawns eye to still be visible, but seems to be correctly placed for pawns that are a normal body type. I'm unsure if bionic eyes actually move for pawns when their body type changes to the hulking size since I use a mod that hides the visual for bionic and archotech eyes. Just a suggestion but maybe there could be a toggle setting to hide the visuals for the eyes to circumvent this?
ccle 4 Aug @ 6:37am 
I ran into a minor issue with the location of the research for these while playing on the Steam Deck. I wasn't able to scroll down, so most of these research boxes were actually off the screen below everything else and I couldn't click them to research. I was able to remedy this by changing the Y height to 5.8 instead of 6.1 causing a slight overlap with the research above it but allowing me to select the research boxes. I also noticed this issue with the WH40k structures and embrasures research as well.
emitbreaker  [author] 3 Aug @ 6:35pm 
@Omega hmm... make sense. Will put it onto my to-do list.
Omega 3 Aug @ 5:55pm 
Just a suggestion, longer build times for them? I queued up 3 arm augmetics and was surprised when they were done in 3 seconds
emitbreaker  [author] 1 Aug @ 9:47pm 
@TurtleShroom Ah, you can do it by xml. Check the Hediffs_BodyParts_HereticImplants.xml
TurtleShroom 1 Aug @ 8:42pm 
CRAP. There's no way to do it in pure XML?
emitbreaker  [author] 1 Aug @ 6:47pm 
@TurtleShroom Sure. You can use the codes in assembly freely.
TurtleShroom 1 Aug @ 2:17pm 
Is it possible for me to create my own Chemical Injector Implants with drugs that I created in my Mods? I would love to make a permanent Egg Nog Chemical Injector, so that my Pawn is always festive! :winter2019happysnowman:
Potato0 18 Mar @ 6:48pm 
sorry I was talking about the "smokeleaf dependence (wthdrawal)" I remove it and it comes back again
Potato0 18 Mar @ 6:47pm 
no, I also remove it through dev mode and it comes back again but not instantly
emitbreaker  [author] 15 Mar @ 5:21pm 
@Potato0 Help me to isolate the issue without log - did your pawn already suffered from withdrawal before you put the injector?
Potato0 15 Mar @ 4:54pm 
hey I also have the exact same problem as "Gappidän Schmudzich"
Aristarchus 13 Jan @ 1:09am 
@emitbreaker hey man thx for looking into the issue
emitbreaker  [author] 12 Jan @ 4:27am 
@Gappidän Schmudzich paste it somewhere like PasteBin and share the URL, or using HugsLib to export your log to GitHub
Gappidän Schmudzich 11 Jan @ 4:37am 
I rearranged the load order but no improvement. Their Psichit needs wont fill up although they are intoxicated.
How can i send you a log?
emitbreaker  [author] 10 Jan @ 5:35pm 
@Gappidän Schmudzich Updated - I don't know whether this could solve your problem, but now all chem injectors always keep your pawn's chemical needs (not specific drug needs like psychite or Go-Juice) 100%.
emitbreaker  [author] 10 Jan @ 4:41pm 
@Gappidän Schmudzich It works at my local end without withdrawal issue, so perhaps possible mod conflict? I may need your log to deep dive, if it is the case. Do you use any mod that changes vanilla drug mechanism?

As well as the drug, say flake, is injected, it fulfills pawn's chem needs, so withdrawal should've fixed and return to normal state.

One possibility is combination with other drugs that included in my other mod - some of them forcefully giving withdrawal.

And thanks to you that I realized one other glitch that the injector doesn't fulfill chemical needs - will fix this part later.
Gappidän Schmudzich 10 Jan @ 3:58pm 
Hey Somehow the Brain injector does not seem to work correclty. They inject, lets say flake, into the pawn but he still suffers from withdrawal after a while. Any Idea what i am doing wrong?
emitbreaker  [author] 2 Jan @ 3:55am 
@Aristarchus Sorry for very delayed response - I think I messed up something with CE patch. Let me look into it.
emitbreaker  [author] 2 Jan @ 3:54am 
@Slamurmum Sorry for very delayed response - you can get it by either buying from rogue traders or by royal permit.
Aristarchus 2 Dec, 2024 @ 10:25am 
Hello, I am not sure if this is a bug or not, but the +carry capacity augments and bionics did not really increase the mass carry capacity in CE.
Slamurmum 17 Sep, 2024 @ 3:41am 
Is there a way to research & create the Servitor Chips, or am I only able to buy them from rogue traders?
KaotiKBiscuit 15 Sep, 2024 @ 1:44pm 
Nvm it was a user error lol have to research them first. I had purchased them from a trader.
KaotiKBiscuit 15 Sep, 2024 @ 12:58pm 
Maybe I missed something, but I cant seem to install these. There are no options in the operations tab for the liver or analytics one, I havent checked the others yet. I assume its a compat issue, but wanted to make sure I wasnt stupidly missing something first. Thank you!
wydscum 11 Aug, 2024 @ 1:09pm 
THANK YOU <33
emitbreaker  [author] 11 Aug, 2024 @ 11:53am 
@wydscum Done!
emitbreaker  [author] 11 Aug, 2024 @ 7:09am 
@wydscum Ah! Will do that soon or later.
wydscum 11 Aug, 2024 @ 7:02am 
SO GLAD I FOUND THIS I love implant mods :) only comment is please make a smokeleaf injectorr lolll :)
emitbreaker  [author] 8 Jul, 2024 @ 6:46pm 
@Fluorite Updated! Thanks for your kind heads-up :D
Fluorite 8 Jul, 2024 @ 1:54pm 
I am using Greyscythe Bionics Catalogue which has a similar feature so it's possible that there is an incompatibility there. Though you should sleep xD
emitbreaker  [author] 8 Jul, 2024 @ 12:32pm 
@Fluorite It should be... let me check it once again tomorrow morning. It's 4 am at my time XD
Fluorite 8 Jul, 2024 @ 10:24am 
Is it possible to install the arrays into the auger eyes? I lose the option as soon as I replace the eye.
Uriel Septim VII 24 Jun, 2024 @ 11:21am 
Datz a gud git der now we iz anudder step closer to briging o'l bale eye back from da dead
emitbreaker  [author] 24 Jun, 2024 @ 10:33am 
@Uriel Septim VII Your power klaw is now in Weapons mod :D
Uriel Septim VII 17 Jun, 2024 @ 3:31am 
heck yeah!
emitbreaker  [author] 16 Jun, 2024 @ 8:31pm 
@Uriel Septim VII Orks weaponry will be added along with some of Aeldari and T'au in some point of future :D Maybe after the drugs and consumables?
Uriel Septim VII 16 Jun, 2024 @ 2:55pm 
fine.....can we have a power claw then so I can make ol' bale eye?
Uriel Septim VII 16 Jun, 2024 @ 2:54pm 
what if i give you a cookie?
emitbreaker  [author] 16 Jun, 2024 @ 8:14am 
@Uriel Septim VII Warhammer 40.000 - Cybernetics mod already have them. I don't want to cannibalize among similar mod sets :D
Uriel Septim VII 16 Jun, 2024 @ 7:50am 
you need mechadendrite with a model for the back and a servo arm with model lol
fat cat 15 Jun, 2024 @ 1:39am 
Bruh i played with you mods already like 15 colonies but first time heard about that, many features of you mods is quite not obvious i guess
emitbreaker  [author] 14 Jun, 2024 @ 7:27pm 
@Gruul You already have a servitor helmet in game, but well that may not so difficult. And their price is intended - since most of them only can do a single job as a monotask servitor, I gave them lower price to avoid unnecessary impact on the raid calculation. Will revise the reduction later on.
fat cat 14 Jun, 2024 @ 1:41pm 
Zog , does it possible to upgrade servitors chips since you made such cool mod, like if you apply them on colonist half of head become tin/metal like admech servitors or Gazkhull and his uber nobz?
also they have bug they always cost like 1 dollar in rimworld does it possible to fix they price in colonies?
emitbreaker  [author] 12 Jun, 2024 @ 7:01pm 
@Uriel Septim VII That's the spirit :D
Uriel Septim VII 12 Jun, 2024 @ 2:39pm 
omg i'm loving the graphics for the implants! can make a whole cog boi now!
emitbreaker  [author] 12 Jun, 2024 @ 9:12am 
@Uriel Septim VII When time comes :D I first need to work on Consumables and Drugs / Additional backstories based on those RPG rule books.
Uriel Septim VII 12 Jun, 2024 @ 4:46am 
wait! we need an old bale eye statue lol
SAUCE__GODD 11 Jun, 2024 @ 7:34pm 
ehh whatever, the mod's good anyway, you clearly put work into it

The Heresy Tube will have to wait
emitbreaker  [author] 11 Jun, 2024 @ 7:24pm 
@SAUCE__GODD Most similar one is Augmetic Respirator but I am considering about Skitarii mask version as well. Will put it to-dos for Magos.