RimWorld

RimWorld

Cybernetic Storm
420 Comments
elStrages  [author] 11 hours ago 
I was having a mad moment:
<LI>Electricity<li> - this caused the error 1st time
<LI>Electricity</li> - this was the change
<li>Electricity</li> - this is the correct fix.

Everything should work now!
Champion Selekta Rodigan 17 Jul @ 6:28pm 
This mod throws a TON of errors in 1.6. Does it work any way?
Thebrokenbucket 17 Jul @ 6:02pm 
CE Who? WASD exists now
k0ban 17 Jul @ 4:57pm 
Man, played looong time ago with this mod, it's cool, but think is this mod need is CE comp:cozyroe:
Tiger 17 Jul @ 3:58am 
Hiya, dunno if I did something wrong but I checked after the update and all the research is still blank. I disabled the mod, deleted it from the workshop folder, re-downloaded it, enabled it, and tried it on an old AND a new file and in both the research tab is completely empty.
Fantasy System 17 Jul @ 1:50am 
CE?
elStrages  [author] 17 Jul @ 12:08am 
No, it was completely my fault. Updated and uploaded
Tiger 16 Jul @ 4:28pm 
With the latest update, the research tab is empty for this mod and all the research is automatically completed. Dunno why, Probably some 1.6 weirdness. I made a new colony and was instantly able to make worker suits and stuff.
elStrages  [author] 30 Jun @ 11:28pm 
Hey I appreciate it. I have definitely not looked at it in a very long time and I never balanced it after all the DLCs. I will look into your points those as there may have been updates to the armour system. If normal power armour is 1 layer then I can balance that out. I will try to get some time on it soon
Tiger 30 Jun @ 3:21am 
Love the mod, use it in every playthrough, had to shorten this because of character limit.
The reason I'm posting this comment is the "static doctrene" which implies it's for creating static defences like turrets, or traps, but it unlocks nothing. I'm assuming were never implemented. Would love to see some advanced turrets or defences using the high-end expensive materials available in the mod. Unfortunately a lot of the items, especially the armours, don't get much use from me as they take up both middle and outer slots but with very poor defences, meaning you cannot wear flak vests under them or really anything else that would afford enough protection to stop your colonist wearing them from dying in a single hit, and yet with a material cost price tag to rival endgame armour just for a +20% work speed buff or something. Perhaps some amendments to the balance of these armour sets would give them more general use purposes, rather than being so overly specialised they aren't usable?
Average Genestealer 9 Nov, 2024 @ 11:44am 
Cybermen will remove fear. Cybermen will remove sex, and class, and colour, and creed. You will become identical. You will become like us.
Crying with Fear 9 May, 2024 @ 12:03pm 
Yes I have all the dlc installed as well
elStrages  [author] 9 May, 2024 @ 11:53am 
re you playing on 1.5?
Crying with Fear 9 May, 2024 @ 10:04am 
Ok, thank you I don't know if helps at all but I have the same problem with the Glitter tech mod so it's not just your mod that has this issue
elStrages  [author] 9 May, 2024 @ 9:51am 
I will keep looking :'D
Crying with Fear 8 May, 2024 @ 2:27pm 
No luck I tried with some other implants, tried a fresh colony tried uninstalling all other mods apart from this one with a fresh colony but it still doesn't register
elStrages  [author] 8 May, 2024 @ 11:12am 
i found a code miss-match that may have been causing all implants to not count towards having that trait, and it may have been effecting other mods too! However i believe I have fixed it now, let me know if you have any other errors.
Crying with Fear 4 May, 2024 @ 1:01pm 
Oh, ok thanks
elStrages  [author] 4 May, 2024 @ 12:18pm 
i do not have that expansion so it may be something i cannot resolve. i will however look into it.
Crying with Fear 4 May, 2024 @ 10:16am 
it seems like the implants don't register as implants if you have transhumanist as a ideology I have a colonist that has an nano tech lung but still has the 'no artificial enhancement' negative mood thing
elStrages  [author] 29 Apr, 2024 @ 10:12am 
i had art made, then for some reason steam deleted them and i couldn't find them and never be bothered to make nice ones again. if you have some i will post them :D
ozfresh 28 Apr, 2024 @ 7:26pm 
No pictures? You worked hard on a mod but don't want to show it off? Or you're just being mysterious with it?
elStrages  [author] 12 Apr, 2024 @ 5:52am 
no as long as you have the materials you should be good to go.
Todokoro 8 Apr, 2024 @ 11:41am 
question. What do i need to research to unlock the ability to make ultrasteel and ultrathread/weave? looking it up manually in the research tree doesn't turn up any results.
ุJohn Pablo Esposito 31 Mar, 2024 @ 6:39pm 
CE?
elStrages  [author] 24 Feb, 2024 @ 1:54am 
it can be if you so wish, its either or. originally i designed it to be its own thing. but over the years it has evolved. i posted it on steam 6 years ago and it was in the forum way before that. i first wrote it for Alpha 8 and made a public mode for alpha 9
https://ludeon.com/forums/index.php?topic=7970.0
KiTA 23 Feb, 2024 @ 3:56pm 
Silly question, does this play well with other Prosthetic mods, notably EPOE/EPOE-Forked and CONN? Or is it meant to be more it's own all in one thing?
elStrages  [author] 10 Dec, 2023 @ 11:37pm 
it should be yes.
CinTheMoth 9 Dec, 2023 @ 11:32am 
Is this safe to add to an existing game where all of my colonists are transhumanist cyborgs?
elStrages  [author] 5 Dec, 2023 @ 10:03am 
I have updated the files for most items in the mod, hopefully this will resolve a lot of issues in the mod.
AVNlover67 4 Dec, 2023 @ 2:36pm 
The carbon fibre is not strong at all. It's very weak. It saying it's a "very strong fabric" is a lie.
Eltex 30 Jul, 2023 @ 10:33am 
Anyone has issues with durations of cybernetic/cybertronic arms production? Somehow amount of work multiplies - maybe previous/unfinished works are not reset when picking new ones? Not fun when your cybertronic takes 7k of work to finish..
bearhiderug 23 Apr, 2023 @ 2:56pm 
Awesome, thankyou!
elStrages  [author] 23 Apr, 2023 @ 3:03am 
Please add anything you find to the bug log in the discussions,

However, i cannot replicate troytech's problem. It works for me.
"cook implant bugged stops cook learning."
bearhiderug 22 Apr, 2023 @ 3:56pm 
We should get a discussion opened for the medical parts.. I have noticed alot of oddities..
troytech 22 Apr, 2023 @ 12:59pm 
cook implant bugged stops cook learning.
bearhiderug 3 Feb, 2023 @ 8:10pm 
use rimmsqol, a mod you can search for it useing "rimsmqol" on the workshop
You can then open up Ultrasteel stats, and change its commonality to 0, or perhpas lower it alot.
Totsnuk 3 Feb, 2023 @ 7:23pm 
Tribal/Medieval Raiders spawning with OP Ultrasteel armor.
Captain Crunch 30 Oct, 2022 @ 8:35am 
Nothing to worry about most things seem to work i haven't had any raiders spawn with the weapons yet but I'm in a cold biome so it's mostly Mechs.

If i come across anything weird i'll let you know, just to make you aware of it for if you get the DLC at some point.

Thanks for looking into it.
elStrages  [author] 30 Oct, 2022 @ 1:59am 
I have just tested all weapons in game and the sounds are all working. I don't own the biotech DLC, but that should be affecting it.
Captain Crunch 29 Oct, 2022 @ 12:43pm 
I'm on the newest version playing with the biotech DLC
elStrages  [author] 29 Oct, 2022 @ 11:42am 
are you playing 1.4.X?
Captain Crunch 29 Oct, 2022 @ 8:10am 
Still there unfortunately:

SoundSAWShot sound is missing resolved grains and will not work properly. Report about it to Cybernetic Storm devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Captain Crunch 29 Oct, 2022 @ 8:05am 
@elStrages excellent mate, love this mod I've been using it for years, i think since one of the alpha versions
elStrages  [author] 29 Oct, 2022 @ 3:36am 
One word change in the sound loader, should all be fixed now. Let me know if anything else comes up.
elStrages  [author] 29 Oct, 2022 @ 2:33am 
i may have missed a modding change to the way sounds process, i will have a look!
Captain Crunch 26 Oct, 2022 @ 7:50pm 
Getting an error since this update for every weapon there fairly much the same,if you think its due to a mod conflict let me know i'll try track it down:


SoundSAWShot sound is missing resolved grains and will not work properly. Report about it to Cybernetic Storm devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
EvilChef 25 Oct, 2022 @ 12:36pm 
Exellent :steamthumbsup:
elStrages  [author] 25 Oct, 2022 @ 12:32am 
Added for 1.4
elStrages  [author] 23 Oct, 2022 @ 10:45am 
will have a look soon, i doubt there is much the change, if anything.