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I believe this is not an issue of compatibility but just confusion to how the micromachines work. Just to be clear, though: micromachines are not touched by anything MSE2 does, so it would not be an issue with that nor any other common bionics mod I know of right now.
The reason you cannot find hediffs for the other micromachine surgeries, such as the organ decay one, is because these do not apply hediffs. The only one that does you did successfully find, which is the immune support one as it provides a buff to the immunity of a colonist you apply it to. The rest are surgeries that use micromachines to remove aliments, such as let's say- artery blockage in the heart. If a colonist forms an artery blockage, you can with the research completed in the tree conduct a surgery to remove the artery blockage. Otherwise, the surgery will not show, and I have made it this way because it will clutter the surgery menu otherwise unless the colonist actually can be helped by that surgery.
I am sorry if you found that confusing within the mod and I can try to explain it better if you think it is not written well, but I also hope that clears it up. It doesn't sound like anything is going wrong, but rather just a misunderstanding on how the system works.
Just to add- I've tested this with MSE2 in a clean 1.5 save with no DLC, everything functions as normal.
No problem! Communication is a big priority for me so if you have any more questions feel free to ask, and I will try my best to answer. I have a Discord setup for my mods but I haven't shared it because I feel my mods are not actually complex enough I guess? I don't know, if people want that I always can for faster responses, but I feel Steam works for now.
I will look at adding a note to the bottom of those research projects to make it clearer in 1.3.0 Cyberbrains as well from this, though that release will not happen until I wrap up another bionics mod I am making for fun.
Ah yeah when I say quick I mean usually within 24 hours, so trying my best not to. It is also easier actually quite a simplistic mod under the hood, so I don't have much to bother about when answering questions and sorting out people's troubles. Especially since I spend too long adding comments that allow quick ctrl + f'ing through the defs and spacing things out so it is super easy to read lmao
The research tree with both loaded is certainly fat though I am in a dilemma with the new bionics mod on how far to go. One side of me wants to just fill it to the brim with bionics, and the other wants just some interesting and fun combat cybernetics. I am just making these for fun so I am not bothered by "bloat" so much, but it's still a concern. I'm most likely going down a middle route where there is certainly enough to do a full body replacement, but it is still supplementary and meant to work with other bionics mods. Just fun flamethrowers stuffed in arms and whatnot, if I can somehow justify that being in it.
There's a small chance I get it out this week, but it is most likely next week. I am not rushing but whenever I find free time I tend to work on it.
I was at some point going to work on psycasting and mechanitor focused cyberbrains but I lacked free time and got caught up in other projects. Also I was at the time (and still kinda am) a novice to modding and wanted to expand my skill set. I’m still likely to return to working on that in the future, though, and hopefully can add some cool features with skills I’ve learned over the past few months if I don’t fall flat.