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https://imgur.com/qBcEh4R
@Hatokungz, if it doesn't include bionic stuff, then probably.
@Viaos, not atm.
@superarim, I think that might be another mod adding something to this one. I can also see CE has one issue there. Maybe try to disable mods and see if you can find which one is causing problems?
@Thomas, no all you need is an available natural organ, but much like the real world, they will cause some rejection, which has to be treated every now and then.
@hesperides4, that's correct, you need some amount of research before you can install the parts. F.ex Advanced bionics will require regular bionic tech.
@Spoonman, They shouldn't do that no, sounds odd. Maybe check mod list.
Was this mod always like this or is this a bug? Does that mean I can't install even Archotech stuff, which base Rimworld has always allowed?
Error appears in logs immediately when the game is launched. I don't know what it means.
https://pastebin.com/QTqHW4Aq
@superarim, that's odd. is it a new problem?
Please consider implementing a compatibility patch with FSF Advanced Bionics so we can have even more implants!
The really cool thing about this mod is that you can craft some cool brain implants from persona cores, so if you're like me and you don't want to build a ship to escape the planet, this is really useful for when you do find persona cores you otherwise would not use.
When installing "advanced power arm" or "power arm" as an extra arm (LTS - Integrated Implants), the limb will work, and in fact it appears to use the limb as a weapon in combat (for limbs with special attacks, like the power arm.) It's really cool to kit up your super-cyborg pawn with extra power arms from this mod in this really neat cross-mod interaction.
Now, your point about the research requirement to simply install acquired synthetic organs is not bad, but I come back to the emphasis on the classic harvesting system, in the early game. I will note it down though, and consider it for the next update.
My pawn with a 60% and 90% failing kidneys, however, would probably disagree, but they'll just have to live with it! Thanks!
@Vengorin, interesting idea, surprised nobody has made a mod like that. If I get some more time, I might look into it. As a workaround you could forbid the surgery room doors until you need to use the room.
@Sefalon Zophry, base chance. the game will not remember that the pawn had an illness like that.
@Angelin01, good question. It actually used to be more strict, but after a few requests, I made it so that you can install regular bionic parts after the Prosthetics research. I guess I make a distinction between organs and limbs, in terms of complexity. You can argue that bionic parts are complicated too, especially the spine and eyes, but overall, organs seems like a step up from the bionics category, like they should be a bit harder to slap into someone. The logic behind it is not perfect, but it's Rimworld!
I bought a synthetic kidney off a trader, but the bill to install it doesn't show up, even with the Organ Transplantation research complete. Upon some testing with the dev tool, it seems I also need the Synthetic Organs research.
This seems like it is inconsistent with the vanilla game or the rest of RBSE, where if you acquired a bionic or archotech part, you can simply install it without any further research. For example, the bill for Bionic Spine shows up. Looking at the Recipe_Synthetics.xml, it seems like this behaviour has been the same since 1.3, which makes me believe it is, indeed, intended.
Is this behaviour intended for balance reasons? Or is it maybe an oversight? Thanks!
Honestly years of playing Rimworld and years of setting up Hospital type rooms in my games ...
All i want is a simple Function to Assign / Un-assign Beds for Surgery Only.
I like making full Operating Rooms with Operating Tables and such ... its a real pain that almost every time pawns either go there for normal medical bed rest ... or the pawn set for surgery goes to a normal Hospital bed.
Even more annoying in time critical situations.
... I have tried looking into how to make a mod my self to do this but what i read may as well of been written in a alien language ... i have no clue where to even begin.
If you able to do this thanks ... if not thanks for your mods anyway.
- for parts that can have sub-parts (arms and legs), you can't know how many sub-parts (and which ones) they have when they are listed in the trade UI;
- for parts that can have sub-parts, if you actually have them you can tell how many sub-parts they have, but not which ones, so you can't know which sub-part you need to craft: you have to craft and then see if you can add the sub-part to the part;
- if you have an incomplete part, you still can add an operation bill to install the part on a pawn (so that UI "sees" the part as available), but you can't actually get a pawn to perform the operation (the UI says there is no part available;
- arcotech parts (bought or found in ancient dangers) are incomplete, so can't be installed... can you add a bionic foot and internal support to an arcotech leg to make it complete?
@Bambaryła, you still getting an error?