RimWorld

RimWorld

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[FSF] Advanced Bionics Expansion
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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4.943 MB
25 Feb, 2020 @ 12:53am
30 Jul @ 5:20am
197 Change Notes ( view )

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[FSF] Advanced Bionics Expansion

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

This mod includes my other mod Vanilla Bionics Expansion which fills in all the missing vanilla prosthetics, bionics and archotech so it's not required. This mod expands the scope past the normal vanilla bionics. It adds a new set of advanced bionics with 150% efficiency and a number of different implants that can be installed in various locations. To craft them you must research new ultra tech research projects (Tech Prints are required if you have Royalty). Advanced bionics generally cost double their normal counterparts.

The vanilla Archotech that was previously at 150% efficiency is now 200% efficiency. It is now truly beyond human comprehension as the tooltips suggest. It's extremely powerful but also extremely rare and expensive.

List of Vanilla Bionics/Implants

This mod includes everything from my mod Vanilla Bionics Expansion which fills in missing prosthetics/bionics/archotech such as Nose, Ear, Eye, Jaw, Arm, Spine, Heart, Lung, Kidney, Liver, Stomach and Leg. It adds a new tier Advanced Bionics as well as a number of more unusual parts for Advanced Bionics and Archotech.

A full list of bionics/implants can be found in the pinned thread here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Elite Bionics Framework Additions

If Elite Bionics Framework is loaded alongside my own mod all bionics will have a HP bonus. This mod is not required it is simply an optional addition. Below is the logic of the HP bonuses.

Bionics +25% HP
Advanced Bionics +50% HP
Archotech Bionics +100% HP
Durable Bionics +25% HP on top of bionics tier (Total of +75% HP)
Fragile Bionics -25% HP on top of bionics tier (Total of +25% HP)

Vanilla Skills Expanded

If Vanilla Skills Expanded is loaded alongside my own mod the Bionics expertise will be added. This allows all bionics and bionics related items to be crafted faster.

Compatibility

This mod will likely run with other bionics mods like EPOE or Rah's Bionics but it is not recommended. Running multiple large bionics mods will result in duplicate body parts with differing stats. My mods are designed to be run on their own or in conjunction with bionics mods that simply add additional implants.

Recommended Mods

Prosthetic No Missing Body Parts
This mod changes how the game checks for hands and feet making it possible to wear items such as gloves, boots and rings on bionic limbs. Check your mod settings for it to ensure all possible bionics are enabled.

Elite Bionics Framework
THIS MOD IS NOT REQUIRED
This mod can be run alongside my own mod. If my mod finds it enabled a HP bonus will be added to bionic parts. To my knowledge and from my brief testing it can be installed and uninstalled without issue.

Xenobionic Patcher
While A Dog Said is the popular choice for animal bionics. Xenobionic Patcher makes bionics a one size fits all. You can install normal human bionics on your animals without crafting, finding or buying separate bionics.

Bionic Icons
Modifies the icons for bionic boxes so you can tell what they contain without clicking on them.

Credits

Made by FrozenSnowFox
A icons are from Game icons[game-icons.net] and were modified by me. They are used under the CC BY 3.0 Licence[creativecommons.org]
The Bionics Table texture was put together by FrozenSnowFox by gluing together Rimworld textures.

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (7)
133
12 Jul @ 2:27pm
PINNED: Bug Reports
FrozenSnowFox
68
20 Jul @ 2:28pm
PINNED: Feedback and Suggestions
FrozenSnowFox
4
28 Oct, 2022 @ 3:39am
Git repository
Annemie
831 Comments
K9Salmon958 30 Jul @ 7:52pm 
It had updated it to the 1.5 version like the others said, downloading from github fixed it. thank you.
FrozenSnowFox  [author] 30 Jul @ 7:32pm 
@K9Salmon958
Those mod settings are very isolated so there's no way they could cause that.
It sounds like something happened to the mod files which is probably due to steam shenanigans. Try verifying the game integrity. If that doesn't work for you for some reason try grabbing a copy of the mod from github.
K9Salmon958 30 Jul @ 7:28pm 
I disabled the bionic workbench and now the cook and productions arms are gone completely, don't show up as craft able and don't appear in the research tab. Restarting and uninstalling and reinstalling didn't work
FrozenSnowFox  [author] 30 Jul @ 3:40pm 
@Seananigans
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.

@GaylordButts
Very bizarre, its even happened on mods that haven't been updated more than once for 1.6. I can only assume its some sort of weird steam issue which is what's causing this problem to begin with.
Seananigans 30 Jul @ 10:52am 
Yeah I'm not sure if it's just a RimSort thing but mine just updated backwards from 1.6 back to a 1.5 version instead of the new version that came out today. Weird, it only happened with this mod.
GaylordButts 30 Jul @ 7:39am 
I was poking around at this weird "old mod versions" issue because I have 400 mods, including several of yours, and it only seems to happen to a couple (especially this one and Complex Jobs). Looking in the Rimworld properties menu in Steam I noticed in the workshop tab that several mods seem to have multiple entries here labelled as "Latest Version", only FSF mods. This isn't something local to my PC: I went to your 1.6 collection and added all of them in to see how many were like this, mods I have never used before like FSF Tweaks still showed 7 "Latest Version" entries. Verifying the files seems to make it swap to a different one. You can see this here assuming I can post an IMGUR link: https://imgur.com/a/1vmZMGf

Unfortunately I don't know how it got into this state or how to remove the extra "latest versions" from the Workshop. For some reason of the 400+ mods I was subscribed to it was only FSF mods that had this issue.
FrozenSnowFox  [author] 29 Jul @ 3:23pm 
@Emilie Sackenball
@Dejahm
That was removed in 1.6 to bring it more into balance with other worker methods. You can still remove the rest need via Genetics or Bionics but it requires some additional work.

@PremierVader
No sorry, Vanilla Bionics Expansion was used as the foundation of the mod. You can use the mod Cherry Picker though to disable things you don't want/need.

@swag
Not really however the market value is automatically calculated based on the resources and the work required to make it. Looking it up Hearts actually have the same issue although they are actually vanilla. Based on that I'd say its working as intended.
kanid99 29 Jul @ 11:26am 
NM I saw your comments.
kanid99 29 Jul @ 11:26am 
For some reason, no matter what I do - steam provides only the 1.5 version of this, not the 1.6
Dejahm 29 Jul @ 10:03am 
confused why my slaves need rest now with the servitor module can this be fixed please?