RimWorld

RimWorld

Prostheses+ [1.2]
Cybranian  [developer] 29 Aug, 2020 @ 2:12am
Suggestions for improvement and revision / Предложения по улучшению и доработке
Here you can make your suggestions for the development of the mod.

Здесь вы можете внести свои предложения для развития мода.
Last edited by Cybranian; 31 Aug, 2020 @ 4:18am
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Showing 1-15 of 25 comments
Roasty Toasty 31 Aug, 2020 @ 6:48am 
You may want to include some examples of what kind of prostheses are available in your mod description. While 150+ items may be too much to write down, I would still like some idea of how the prostheses added in this mod will benefit me vs what I already get in the standard game.

Perhaps include a handful of examples from each tier? That way I know what I am downloading, but there is still room for exploration too.
Cybranian  [developer] 31 Aug, 2020 @ 6:52am 
Originally posted by TranslucencY:
You may want to include some examples of what kind of prostheses are available in your mod description. While 150+ items may be too much to write down, I would still like some idea of how the prostheses added in this mod will benefit me vs what I already get in the standard game.

Perhaps include a handful of examples from each tier? That way I know what I am downloading, but there is still room for exploration too.


You can see the information in the discussions of the mod. Or do you mean something else?
Roasty Toasty 31 Aug, 2020 @ 7:03am 
Originally posted by DimonSever000:
Originally posted by TranslucencY:
You may want to include some examples of what kind of prostheses are available in your mod description. While 150+ items may be too much to write down, I would still like some idea of how the prostheses added in this mod will benefit me vs what I already get in the standard game.

Perhaps include a handful of examples from each tier? That way I know what I am downloading, but there is still room for exploration too.


You can see the information in the discussions of the mod. Or do you mean something else?

Sure that's down in the discussions, but most people aren't going to scroll through that far. To get more people interested you may want to describe some of the implants you can get or add screenshots showing them off.

Take for example the Vanilla Expanded series of mods. In each mod they outline all of the things that mod adds in. You may want to include some of the examples in your description so people have some idea of the features you are adding at a glance.
Cybranian  [developer] 31 Aug, 2020 @ 7:29am 
Originally posted by TranslucencY:
Originally posted by DimonSever000:


You can see the information in the discussions of the mod. Or do you mean something else?

Sure that's down in the discussions, but most people aren't going to scroll through that far. To get more people interested you may want to describe some of the implants you can get or add screenshots showing them off.

Take for example the Vanilla Expanded series of mods. In each mod they outline all of the things that mod adds in. You may want to include some of the examples in your description so people have some idea of the features you are adding at a glance.


Okay, I'll think about what I can do
MixedMethods 31 Aug, 2020 @ 8:29am 
The tech costs seem really low, as thats one of few things you show off in mod images it makes me wonder if the mod is balanced towards vanilla or another playstyle
Cybranian  [developer] 31 Aug, 2020 @ 9:00am 
Originally posted by MixedMethods:
The tech costs seem really low, as thats one of few things you show off in mod images it makes me wonder if the mod is balanced towards vanilla or another playstyle

Research costs are not so high, as in order to obtain a technology, you must research the technology tree from the mod and additionally the technology from the standard game.
Cybranian  [developer] 31 Aug, 2020 @ 9:03am 
If the players feel that it is worth changing the balance, I will do it.
Shunterdunt 1 Sep, 2020 @ 11:33am 
Maybe a specific trader that sells the new prosthesis? Anyway, I really like your mod!
shenniko 24 Sep, 2020 @ 4:45am 
Hi, Suggestion for some sort of compatibility.. I have x2 mods (Vanilla Apparel Expanded and Jewelry).

If i install a Cybernetic Arm M3, my colonists are unable to wear gloves (Vanilla Apparel Expanded) or Bracelets and Rings (Jewelry) - Due to the game thinking they dont have hands.

Is it possible to make it so that when you install an Arm or Leg, that they also have Hands/Feet..?
Cybranian  [developer] 24 Sep, 2020 @ 6:01am 
I don’t know, I haven’t done this before. I will try to do this.

Originally posted by shenniko:
Hi, Suggestion for some sort of compatibility.. I have x2 mods (Vanilla Apparel Expanded and Jewelry).

If i install a Cybernetic Arm M3, my colonists are unable to wear gloves (Vanilla Apparel Expanded) or Bracelets and Rings (Jewelry) - Due to the game thinking they dont have hands.

Is it possible to make it so that when you install an Arm or Leg, that they also have Hands/Feet..?
rothmal 30 Sep, 2020 @ 4:07pm 
How about some skin implants?
Cybranian  [developer] 30 Sep, 2020 @ 9:58pm 
Originally posted by rothmal:
How about some skin implants?

What is meant by skin implants? In the game there is no skin as such and, accordingly, such a part of the body.
Naxdar 6 Oct, 2020 @ 11:12am 
Hey, I played with this mod for a good while and here are my issues and suggestions :
- The programmable hand prosthesis (blue icon) uses cybernetic fingers (purple), it is a bit unintuitive, the icon should be purple too
- The bioelectric/myoelectric/programmable hand prostheses are actually not hands but arms
- There are no green/blue hand prostheses but there are foot ones
- The jaw and ear prostheses use the same icon, making it confusing
- The thermogenerators/thermosuppressors look underwhelming and not worth their price and the malus (-% heat resistance) they give
- The accuracy bonuses on the cybernetic eyes do not seem to do anything (no change on the weapon sheet nor on the targeting tooltip)
- Exoskeletons are spines whereas the icon and name suggest it is a torso
Cybranian  [developer] 6 Oct, 2020 @ 11:26pm 
Thanks for your feedback.

At the expense of the fingers - I think I'll change their name so as not to confuse the players. I am currently working on a massive update.

At the expense of hands and arms. The fact is that the translator into Russian translates these words translate as "рука". I'll fix that.

There are no hands as I don't see the need for them, but I think I can add them a little later.

I will also rework the textures.

The eyes really do not give what I expected, so the update will affect them too.

The exoskeleton is on the spine, as a torso replacement will likely remove all prostheses. For example, a shoulder replacement removes a prosthetic hand.

About thermogenerators. Maybe I'll rework them as well. Anyway, thanks a lot for your feedback!

Originally posted by Naxdar:
Hey, I played with this mod for a good while and here are my issues and suggestions :
- The programmable hand prosthesis (blue icon) uses cybernetic fingers (purple), it is a bit unintuitive, the icon should be purple too
- The bioelectric/myoelectric/programmable hand prostheses are actually not hands but arms
- There are no green/blue hand prostheses but there are foot ones
- The jaw and ear prostheses use the same icon, making it confusing
- The thermogenerators/thermosuppressors look underwhelming and not worth their price and the malus (-% heat resistance) they give
- The accuracy bonuses on the cybernetic eyes do not seem to do anything (no change on the weapon sheet nor on the targeting tooltip)
- Exoskeletons are spines whereas the icon and name suggest it is a torso
Cybranian  [developer] 7 Oct, 2020 @ 6:21am 
Originally posted by Naxdar:
Hey, I played with this mod for a good while and here are my issues and suggestions :
- The programmable hand prosthesis (blue icon) uses cybernetic fingers (purple), it is a bit unintuitive, the icon should be purple too
- The bioelectric/myoelectric/programmable hand prostheses are actually not hands but arms
- There are no green/blue hand prostheses but there are foot ones
- The jaw and ear prostheses use the same icon, making it confusing
- The thermogenerators/thermosuppressors look underwhelming and not worth their price and the malus (-% heat resistance) they give
- The accuracy bonuses on the cybernetic eyes do not seem to do anything (no change on the weapon sheet nor on the targeting tooltip)
- Exoskeletons are spines whereas the icon and name suggest it is a torso

Hello, the mod has been updated, many bugs have been fixed.
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