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My own suggestion though: I'd really like an option to disable some niche prosthetics like fingers, toes, etc., from appearing in quest rewards. Please don't get me wrong, I really love how we can customize and install these expanded parts, but I'd rather craft them from the workbench. It feels bad when they dilute available quest reward pool.
I stand by opinion that this is the best medical/prosthetic expansion so far, alongside CONN. These are just some ideas of mine that I think will vastly improve this mod's accessibility for people. :)
I like special archotechs being craftable!
What I was suggesting is that small prosthetics like Bionic Finger, Bionic Toe, Archotech Finger, Archotech Toe, etc etc, would be removed from world quest rewards. I think they should be craftable in the workbench, but should not be available in world quest rewards.
I hope we can get craftable special archotechs again :) they're really cool upgrades!
You know what I mean, Is there a ways to add texture to give implants, even scars?
This, with surgery tools.
1) please add a mod option to completely disable crafting of Archotech items. According to RimWorld's canon, Archotech items can't be understood by human minds. They should only be available as quest rewards or from special traders. Balance and immersion are my main concerns. I really don't wish for Archotech parts to be craftable.
2) Furthermore, I read in the mod's thread on the Ludeon forums that due to the huge amount of items being added by your mod, items from drop pod events barely contain anything else than modules, anymore. Quests also seem to ask for hundreds of MSE items, thus ruining the whole quest because you can't craft these as fast. I'd appreciate if you'd have a look at this problem, too (check out the post from October 15 on Ludeon).
3) By the way, I am also wondering about the following: When installing bionics in vanilla RimWorld, other body parts like fingers get removed as well as you pointed out. Now, I wonder if this has been done by Tynan on purpose? Can you think of any reasons? Does it make sense from any point of view, especially regarding balance?
Keep up the good work! Looking forward on your planned features.
5ink4r
There are 2 way to adress this.
1. Change the parents of all the item bases from "BodyPartArtificialBase" to "BodyPartBase". This has the side effect of removing the deterioration damage unless re-added to the respecting bases.
2. Add ' Inherit="false" ' to the 'thingCategories' section. This will merely remove the duplicated entry on "artificial"; just keep in mind that it's case sensitive.