(https://i.imgur.com/JTbYKzs.png)
Description:Cybernetic Storm adds late game depth and adaptability to your colony. Build the futuristic cyborg colony of your dreams with advanced prothetics, weapons and armour. Ally with the Cyber Covern for a tremedous ally that will aid you in taking down the hardest of spacer invaders. Grow and create advanced materials to advance your colony or trade for them instead with all new traders specialising in future tech. Take the planet for your own!
Update: 07/01/18 - Beta 18.002 - A new colony and world are required to play if the save is from a previous alpha.
Download: B18.002MediaFire Download (https://www.mediafire.com/file/xsa2gt8g2gnkewo/CyberneticStormB18.002.rar)
Steam Upload (http://steamcommunity.com/sharedfiles/filedetails/?id=959147004)
(https://i.imgur.com/5FCImT2.gif) Please rate on Steam if you download it from there, thank you!
Download: B18.001MediaFire Download (https://www.mediafire.com/file/okdkmghf2mhgdck/CyberneticStormA18.001.rar)
Download: Alpha 17 V4 Media Fire Download (https://www.mediafire.com/file/nz2aijt3sttiy3h/CyberneticStorm_V4.0.rar)
Preview:Carbon Fibre Prothesis, Limbs, Implants and Brains, Organs and Exoskeletons:
(https://i.imgur.com/PF3ZgMa.png)(https://i.imgur.com/ro00vqV.png)
(https://i.imgur.com/QBS3P3e.png) (https://i.imgur.com/EN79bMm.png) (https://i.imgur.com/EN79bMm.png) (https://i.imgur.com/apGRWbN.png) (https://i.imgur.com/q6jJrD2.png) (https://i.imgur.com/xv3n6Jj.png) (https://i.imgur.com/hTTQTbD.png) (https://i.imgur.com/fRhmO3K.png)
(https://i.imgur.com/3vV5a6I.png) (https://i.imgur.com/pb536li.png) (https://i.imgur.com/fbgcJ9t.png) (https://i.imgur.com/aoMgVFw.png) (https://i.imgur.com/D8RpWYV.png) (https://i.imgur.com/HVbsLPR.png) (https://i.imgur.com/V6yYkq5.png) (https://i.imgur.com/aIs7Ze3.png) (https://i.imgur.com/TF4P68m.png)(https://i.imgur.com/UUwj5cm.png)(https://i.imgur.com/nOB7O1B.png) (https://i.imgur.com/faUzBxp.png) (https://i.imgur.com/zryS3ii.png) (https://i.imgur.com/OjwkHKR.png) (https://imgur.com/BqqEvOo) (https://i.imgur.com/MzAkjFa.png) (https://i.imgur.com/Qu7QGeI.png) (https://i.imgur.com/vO0JDFe.png) (https://i.imgur.com/vMLGd4T.png)(https://i.imgur.com/YnHCRDp.png) (https://i.imgur.com/Z8ILSFW.png)
(https://i.imgur.com/mvRl4Ck.png) (https://i.imgur.com/csiIaN1.png) (https://i.imgur.com/csiIaN1.png) (https://i.imgur.com/E7Zw8ib.png) (https://i.imgur.com/DgJAU6h.png)
(https://i.imgur.com/2O95Pvj.png)
(https://i.imgur.com/knZjq0g.png)
Workbenches & Production:
(https://i.imgur.com/vklNJT3.png) (https://i.imgur.com/N6BEWue.png) (https://i.imgur.com/suZmU4Z.png)
Weapons:
(https://i.imgur.com/8sZOa1H.png) (https://i.imgur.com/Zo0LQVk.png) (https://i.imgur.com/nwClSwk.png) (https://i.imgur.com/1gO88py.png) (https://i.imgur.com/RSbh2lN.png) (https://i.imgur.com/Y4hWpTQ.png) (https://i.imgur.com/NZWq9gs.png) (https://i.imgur.com/uSFQHEW.png) (https://i.imgur.com/mQmdspv.png) (https://i.imgur.com/SLPlEYj.png) (https://i.imgur.com/WEkG7UR.png) (https://i.imgur.com/7BfurFJ.png) (https://i.imgur.com/Am6RRgw.png) (https://i.imgur.com/JHWdLAk.png) (https://i.imgur.com/5tzFX7g.png) (https://i.imgur.com/XuT0wOV.png) (https://i.imgur.com/XQyIVdR.png) (https://i.imgur.com/vZ8M9om.png) (https://i.imgur.com/c31bzaN.png) (https://i.imgur.com/Ds6MXUE.png)
Armour:
(http://i.imgur.com/wTTlS43.png) (http://i.imgur.com/ZRQpkel.png) (http://i.imgur.com/uGTmWdN.png) (http://i.imgur.com/2PMOPDM.png) (https://imgur.com/uckSRWi)
Power:
(http://i.imgur.com/xmYUU63.png) (http://i.imgur.com/XgCAYaA.png?1)
Items:
(https://i.imgur.com/JOtUqLQ.png) (https://i.imgur.com/AxRE0mW.png) (https://i.imgur.com/4X5GE91.png) (https://i.imgur.com/1rEAJde.png) (https://i.imgur.com/5hYncPz.png) (https://i.imgur.com/0HGJNWc.png) (https://i.imgur.com/4u1yRgF.png)
Plants:
(https://i.imgur.com/qdXwXCf.png) (https://i.imgur.com/RLEbMNy.png)
Research tree:Click Here for Tech Tree (https://imgur.com/YST0jpp)
Mod Team:- elStrages (https://ludeon.com/forums/index.php?action=profile)
Video:Cybernetic Storm Mod Spotlight (https://www.youtube.com/watch?v=91Hsk-fdgbY&list=PLCZleGQiTyuBP4OzBTWBQpIzNpmdrcNnK&index=2) by Feniks (https://ludeon.com/forums/index.php?action=profile;u=13359)
Blitzkriegsler Plays RimWorld (https://www.youtube.com/watch?v=Ud38cXuGT6k)
Details:Features:
- A whole host of items including:
- Construction Materials, Advanced Items and Plants
- More body parts and Carbon fibre limbs
- Basic Organs, Additional Bionic Limbs and Organs, Nanotech Organs, Cybernetic Limbs, and Exoskeletons
- A range of skill based implants as well as combat implants
- Melee and Ranged based Armours, Helmets and Grieves and Worker Suits
- 3 additional tiers of weapons inclusive of 19 weapons
- 2x Workbenches
- Growing advanced plants to make advanced materials
- Advanced Power systems to power your colony
- Advanced limb and organ Harvesting
- Material crafting old and new including medical supplies
- Traders
- Full research tree
Compatibility:Version B18+ should be compatible with all other mods.
So first off a big sorry and thank you. I know for a long time people wanted me to update this mod and keep it alive. Although i did i had a lot going on in my life and i had to cut some things loose. So i am sorry i couldn't keep it up. But i thank you all from the bottom of my heart for your interest and support. I will aim to keep the mod up to date as much as possible in the near future.
Saved for me
Hey you're back :-D
Thx for the mod
Yes i am, after what has probably seemed a very very very long time lol! And thanks i hope you enjoy it.
Sorry i am blind or there is not download link ?
The topic say v4.0 but i only see download links for V3.5.
Quote from: Canute on June 29, 2017, 12:40:37 PM
Sorry i am blind or there is not download link ?
The topic say v4.0 but i only see download links for V3.5.
Sorry was the tight download, just hadn't edited that text :D
I had so much fun with your mod, back in the days. Thank you for the update, much appreciated. ;D
Quote from: blaktek on June 29, 2017, 04:15:47 PM
I had so much fun with your mod, back in the days. Thank you for the update, much appreciated. ;D
You are most welcome, thank you using it!
Is this compatible with EPOE?
holy crap. i dont believe my eyes. is it really true? I thought this day would never happen... I've been visiting these forums about weekly for about half a year before i even made this account, september 2015, waiting for someone to take this project back up. Thank you so much for bringing this back! I can finally play Rimworld the way that I remember playing when i just found out about this game.
Oh my God! This was the first mod I ever used, way back when...Was heartbroken when it died. This is incredible
One error on activation of the mod
XML error: 0
doesn't correspond to any field in type IngredientCount.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
https://gist.github.com/2c851d49097fd565e44e84b879262979
Quote from: Canute on June 30, 2017, 02:49:46 AM
One error on activation of the mod
XML error: 0
doesn't correspond to any field in type IngredientCount.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
https://gist.github.com/2c851d49097fd565e44e84b879262979
Thanks for this. i am aware of this error. its not game breaking but i am yet to find the issue!
Updated mod and fixed a few issuies sent to me!
Also added a patch for OPOE so enjoy the two mods togteher!
Updates to fix know value issues, and test and ajusted armour and weapons to fit new values
any chance of putting those benches in their own category for those of us who are in modded-hell that workbenches are off the screen in the catelog ? lol :D
Mod updated:
Cyber faction added and functioning, cyber trader is back and functioning.
So that is the tick list of things from the old mod re added into the game!
Quote from: pktongrimworld on June 30, 2017, 03:30:41 PM
any chance of putting those benches in their own category for those of us who are in modded-hell that workbenches are off the screen in the catelog ? lol :D
Added this
Could you please add the min. skill to grow nanothread at the description of the nanoponic basin ?
Quote from: Canute on July 01, 2017, 10:27:43 AM
Could you please add the min. skill to grow nanothread at the description of the nanoponic basin ?
Done will be in next release.
Missing file from mod stopped work at workbenches, please re download to enable them again.
Craftsmann workbench Recipes:
Create Adv. Synthread/Hyperweave material, should be renamed. Just remove the advanced.
You didn't name the Create Plasteel material as Create advance Plasteel material or ? :-)
If you allready changed it, sorry still playing with the pre-faction release.
Updated download to fix movement issue with nanoponics bays, they should work as intended now.
Quote from: elStrages on July 01, 2017, 08:09:24 AM
Quote from: pktongrimworld on June 30, 2017, 03:30:41 PM
any chance of putting those benches in their own category for those of us who are in modded-hell that workbenches are off the screen in the catelog ? lol :D
Added this
Could you try to move this down a bit ? Currently it got the spot of "Zone/Area" while this moved down.
It would be nice if it is below Production or at the end of the menu.
Don't you think you should increase the version numbers ? :-) I think we are allready at V4.05.
yay
Quote from: Canute on July 01, 2017, 03:27:12 PM
Quote from: elStrages on July 01, 2017, 08:09:24 AM
Quote from: pktongrimworld on June 30, 2017, 03:30:41 PM
any chance of putting those benches in their own category for those of us who are in modded-hell that workbenches are off the screen in the catelog ? lol :D
Added this
Could you try to move this down a bit ? Currently it got the spot of "Zone/Area" while this moved down.
It would be nice if it is below Production or at the end of the menu.
Don't you think you should increase the version numbers ? :-) I think we are allready at V4.05.
The problem with moving it down is that the numbers get very low, the lower the item the lower the number adn that could start to mess with other mods, i will slot it in after production though.
as for the number yeah i would increase the version but 4.0 is the stable for A17 and i have only just got it stable lol.
Another thing i notice.
All the research don't need Hi-tech-bench and Multi-analyser. The nano research should need at last Hi-tech bench, and the cyber multi-analyser.
And i would put serveral of the researched behind vanila researches like Power armor/charged shot. Don't forget these researches wasn't in the game as Cyberstorm came up first.
QuoteThe problem with moving it down is that the numbers get very low, the lower the item the lower the number adn that could start to mess with other mods, i will slot it in after production though.
I am running serveral mods and allready got 4 extra menu (terraform,farming,temperature (?),automation).
Just give me a hint where to look/change the number and it change it self and look how it works.
Rifle workbench don't contain any recipes, I think it contained the vanilia weapons in the past, but they are all now at machining table.
Updated Again :D
yeah i do need to do some tweaking :D and you are correct on all accounts, i am slowely working though the issues and adding stuff where i need to.
as for where to put your menu, if you go into the mods folder and open up my mod, go to defs and catagories the catagorie file in there will have a small amount of code, change the number to 590 to put it after production, and 610 to just after depending on what suits your take :D
I will be adding as well at some point updated graphics to the whole mod ;)
(http://i.imgur.com/RDjgLaq.png)
Ok, i played a bit with it.
And the best results i got, when you remove the
<order>xyz</order>
complete. Then it allways get added at the end.
This position is much better, because it don't interfere with the normal menu-sequence like player encounter during vanila gameplay.
And the sequence of the extra menu's depend on the mod load order.
Quote from: Canute on July 02, 2017, 04:09:55 PM
Ok, i played a bit with it.
And the best results i got, when you remove the
<order>xyz</order>
complete. Then it allways get added at the end.
This position is much better, because it don't interfere with the normal menu-sequence like player encounter during vanila gameplay.
And the sequence of the extra menu's depend on the mod load order.
ok cool, if thats the case ill leave it blank and it can slot in last :D
This was my favorite prosthetics mod back in the day. You have no idea how pleased I am to see it brought back to life again!
We're all glad you're back.
- ALL weapon don't got a quality name on the map view.
- Cyber baton got the wrong name, it is still a Nano baton.
- All batons are too expensive for simple mellee weapons. Why should i build them with tons of nanomites, when i just could take the nanosteel and craft regular gladius/longsword with got better DPS.
Not sure, but don't got the old batons a stun effect, that would made it worth the cost. (HCSK baton/shocker got this effect).
Welcome Back!!! Missed this.
Quote from: Dragoon on July 04, 2017, 05:50:50 PM
Welcome Back!!! Missed this.
Thank you :D
Quote from: Canute on July 03, 2017, 05:41:54 PM
- ALL weapon don't got a quality name on the map view.
- Cyber baton got the wrong name, it is still a Nano baton.
- All batons are too expensive for simple mellee weapons. Why should i build them with tons of nanomites, when i just could take the nanosteel and craft regular gladius/longsword with got better DPS.
Not sure, but don't got the old batons a stun effect, that would made it worth the cost. (HCSK baton/shocker got this effect).
Have fixed this issue.
Other issues fixed include naming, Nano medicine categories, cybernetics unabled to be installed.
Update on progress within the mod.
Hi guys i am just giving you an update as to where i am with the mod.
So as it stands i am rebuilding the entire concept from the ground up. What started out as a prosthetic improvement mod is moving into a better balanced mod that is based around future tech. So i took the idea of the cybernetic faction and have built the mod around this idea playing more into the faction and tech.
This means that i have changed nearly every idea and process in the mod. I have re written the code form the ground up which is why it is taking a while. I am in the process of improving all the images too from the weapons to the tables etc.
Bellow are the main feature changes that you will notice within the next major update.
- More Weapons
- More Armour
- More Implants with positive and negative effects
- Improved Faction
- All new graphics for every item
- New research tree which has been adapted to flow from vanilla
- Added sections within research production factions etc
- Balancing on all stats for everything from mass and cost to weapon power and types
- Lowered the complexity of the limb system and organ system with removal of parts that seemed to be skipped
After this update i hope to add these features
- 2 New factions
- Additional Building
- Additional Defense System (including some form an older mod of my of DefendThatColony)
- Full trader system for the mod
- Add the ability to cyber enhance all animals ingame
- Build-a-dog (long long way of in concept idea)
I will be bringing the mod name and id number inline with the current alpha, so once released it will be 17.1.0 to donate alpha 17 release 1
I hope this sheads some light on what i am doing and i hope once it is Complete it will bring a far better gamign experience from the mods prospective. Any things or ideas please share them bellow im always open to ideas.
(http://i.imgur.com/5Fvwl0q.png)
UpDated
Congratz!
screens n stats plz
also, Glittertech contains cybernetic ___ (heart liver lungs etc), not sure if you were aware, though since your mod's name is cyber it fits yours better. Also you can increase the part effeciency rather than straight stat boosts (or in addition to) if you didnt know already
i'll check this mod out definitely when i get the chance
Yeah i am aware of that, in fact i am toying with the ideas of changing things around.
My mod is very old and it was left for some time in between a lot of alphas so people may have crossed over.
I will be adding in all the images once they are complete. i am building the mod back up improving and cutting out code etc.
I need to focus on bringing it back to its once glorious self :D Then i will worry about the cosmetics on here.
Since this is just an update to B18 and not the long await overhaul, i suggest that you don't use Cybernetic storm together with EPoE,Rah's bionic or Glittertech.
And don't forget there isn't a special support/patch for Alien races (yet).
My main aim is co completely integrate it into the vanilla game with as little disturbance as possible. I want to completely remove any unnecessary workbenches by adding all by items to already build in systems. For instance i have today updated to mod to include the Armour make able at the Machining table. soon all my weapons will be too etc etc.
OPOE has been re-patched, you can use the two together.
Apologies if i'm being a dumb ass but I cannot find the a17 download.
Quote from: broomish on December 02, 2017, 05:49:08 PM
Apologies if i'm being a dumb ass but I cannot find the a17 download.
Check the bottom of the first posting for
Compatibility:
Version made for Alpha 17
Cheers bud.
Edit: The only link I can see below where A17 is mentioned is compatibility patch.
Doh, sorry my mistake.
No A17 version.
Why you don't try B18 with only this mod ? :-)
Quote from: Cybernetic Storm Steam Workshop description
Key Points
- A Fresh Game will be needed due to core file edits.
- The mod will need to be close to the top of the mods list for full functionality.
Is there a previous version to download? I really want to continue my (now effectively broken) save. I used the workshop and so I don't have the previous version anywhere...
I've been enjoying the mod in my current game, but there is one area if I could make a suggestion?
An option to batch process some of the raw materials. As an example, I have 230 silkavines which are taking forever to convert to ultrathread.
hey there, ive got a question. im kinda stuck in my game with this mod. because i cant produce any synthread. i searched everywhere, but cant find any possibility, besides recycling the synthread clothes of raiders and the starting gear of my colonists. thats a bit awkward, because synthread is even needed for a workbench, that i couldnt build yet, not to mention the bionic parts... is that, how its intended? or am i actually waiting for the update, that gives me the possibility to craft synthread?
keep up the good work! much appreciation!!
colonistsmustdie,
i suggest to install Helppal mod.
With this you can search your current mod-gameplay about synthread at example to find a possible recipe with needed research.
But i don't think this mod offer a recipe for this.
oh ok... i saw synthread crafting in a modspotlight video for cybernetic storm, which was for an earlier version, so i thought, it just wasnt implemented yet in the b18 update or something like that..
anyway, cheers :)
Quote from: kaorimoch on December 13, 2017, 04:31:18 AM
I've been enjoying the mod in my current game, but there is one area if I could make a suggestion?
An option to batch process some of the raw materials. As an example, I have 230 silkavines which are taking forever to convert to ultrathread.
This has come up before, i will look into lowering the production times, as apposed to patch processing.
Quote from: colonistsmustdie on December 29, 2017, 08:04:12 AM
hey there, ive got a question. im kinda stuck in my game with this mod. because i cant produce any synthread. i searched everywhere, but cant find any possibility, besides recycling the synthread clothes of raiders and the starting gear of my colonists. thats a bit awkward, because synthread is even needed for a workbench, that i couldnt build yet, not to mention the bionic parts... is that, how its intended? or am i actually waiting for the update, that gives me the possibility to craft synthread?
keep up the good work! much appreciation!!
I have added the ability to craft synthread from thread. it was in the mod prior and has returned.
I have added in patch production for all resources. they require increments in resource but also an increase in crafting skill e.g:
- 1x synthread needs skill of 3
- batch of synthread need skill of 5
Will update soon
I think when I had your mod installed earlier with EPOE I had 2 sets of prosthesis and implants. I might try reinstalling it and messing around with the load order. Anyone else ever had any issues like this, or any solutions, would be of great help. Thanks!
Quote from: Harry_Dicks on January 07, 2018, 01:10:16 PM
I think when I had your mod installed earlier with EPOE I had 2 sets of prosthesis and implants. I might try reinstalling it and messing around with the load order. Anyone else ever had any issues like this, or any solutions, would be of great help. Thanks!
I'm not quite sure what you mean as by having both installed you would have more of them. Or do you mean that you had two of my fulll list and two of OPOE list.
Quote from: elStrages on January 07, 2018, 02:38:34 PM
Quote from: Harry_Dicks on January 07, 2018, 01:10:16 PM
I think when I had your mod installed earlier with EPOE I had 2 sets of prosthesis and implants. I might try reinstalling it and messing around with the load order. Anyone else ever had any issues like this, or any solutions, would be of great help. Thanks!
I'm not quite sure what you mean as by having both installed you would have more of them. Or do you mean that you had two of my fulll list and two of OPOE list.
Hmm maybe it wasn't your mod, I'm not sure I'm remembering it correctly. I think I've resolved most of my issues now anyway.
not sure if its this or epoe or the patch, but im getting this error when loading all three in the correct order
https://pastebin.com/yE63EjHa
Great mod!
I just realized that I can mend the amours from your mod but not weapon. Those weapons do not show up in the mending list for both complex and simple weapon. I can still break them down using my smithing table though.
Is there a way to fix this?
Quote from: Dima_ on January 08, 2018, 05:28:38 PM
not sure if its this or epoe or the patch, but im getting this error when loading all three in the correct order
https://pastebin.com/yE63EjHa
you dont need the patch anymore, please remove it. Also a fresh save will need to be had for the beta 18 build.
Quote from: fly_vn on January 10, 2018, 01:15:06 PM
Great mod!
I just realized that I can mend the amours from your mod but not weapon. Those weapons do not show up in the mending list for both complex and simple weapon. I can still break them down using my smithing table though.
Is there a way to fix this?
it may be my issue with the way the weapons are coded. i will look into it and see what i find.
i dont know if this is still an actual issue, or if its already fixed, but in my (and i think the latest) version of your mod the "create a batch of plasteel" got a little typo: it creates only 1 x plasteel but uses 10 x the ingredients. maybe u would like to fix that ;)
otherwise: still loving your mod. keep up the good work!
Quote from: colonistsmustdie on January 12, 2018, 04:27:02 PM
i dont know if this is still an actual issue, or if its already fixed, but in my (and i think the latest) version of your mod the "create a batch of plasteel" got a little typo: it creates only 1 x plasteel but uses 10 x the ingredients. maybe u would like to fix that ;)
otherwise: still loving your mod. keep up the good work!
Thanks for the spot, will be fixed in next update :D
still getting a whole lot of errors. not sure what this is all about but it refers to bionics so i figure its from this mod :/
https://pastebin.com/GV6UjQsT
When you got an error with ModSwitch, you maybe didn't install it right.
You should delete the folder and reinstall it.
And for some other errors, i can't see special modname, but looks maybe for bad installations too.
Check each mod folder, if it got the right file structure, an "About" folder should be visible right after you enter the mod folder.
Quote from: Canute on January 15, 2018, 07:05:42 AM
When you got an error with ModSwitch, you maybe didn't install it right.
You should delete the folder and reinstall it.
And for some other errors, i can't see special modname, but looks maybe for bad installations too.
Check each mod folder, if it got the right file structure, an "About" folder should be visible right after you enter the mod folder.
i'm using the steam workshop. cant imagine something going wrong with installation, but ill do as you say.
edit: i just took it out and im still getting the same error.
https://pastebin.com/XARGzKBF
hey there, me again^^
i really love the brain implants for every special or common situation, but u really have to look over them again. some of them are just mixed up, like the PatientImplant, which increases the miningspeed and -yield (by the way, i am really asking myself, how a brainimplant could improve the "job" being a patient in the first place. did u want to increase the immunity-gain-speed-factor? would be nice!).
At least one of them (the CraftingImplant) seems to just do nothing, while saying, it improves crafting skills but not telling in which way. also implanted it and noticed no effect at all...
as last time: great work, keep it coming ;=)
also the workamount to make these implants is a bit low with only "1".
they get the ingredients to the workbench and are done in the same moment^^
some of the other materials seem to take a bit long to make, like synthread, ultrathread and ultrasteel. but in the end, this is only my personal feeling. balance it again or leave it there, its your mod. and i will play it one or the other way ;D
keep it up :)
Quote from: Dima_ on January 15, 2018, 06:47:31 AM
still getting a whole lot of errors. not sure what this is all about but it refers to bionics so i figure its from this mod :/
https://pastebin.com/GV6UjQsT
i have looked through my code and it isn't from my mod, all implants work fine.
Quote from: colonistsmustdie on January 16, 2018, 04:53:58 AM
hey there, me again^^
i really love the brain implants for every special or common situation, but u really have to look over them again. some of them are just mixed up, like the PatientImplant, which increases the miningspeed and -yield (by the way, i am really asking myself, how a brainimplant could improve the "job" being a patient in the first place. did u want to increase the immunity-gain-speed-factor? would be nice!).
At least one of them (the CraftingImplant) seems to just do nothing, while saying, it improves crafting skills but not telling in which way. also implanted it and noticed no effect at all...
as last time: great work, keep it coming ;=)
Quote from: colonistsmustdie on January 17, 2018, 12:26:39 PM
also the workamount to make these implants is a bit low with only "1".
they get the ingredients to the workbench and are done in the same moment^^
some of the other materials seem to take a bit long to make, like synthread, ultrathread and ultrasteel. but in the end, this is only my personal feeling. balance it again or leave it there, its your mod. and i will play it one or the other way ;D
keep it up :)
that is an issue, i will look into the work amount for the implants, i may have not set it correct.
i use a formula for the amount of resources to a time period to work out the ticks. I may have forgotten.
As for the patient one, it shouldn't have been put in yet lol. i was looking into adding additional recovery speed from wounds. but haven't investigated it yet. I have for now commented it back out (which i forgot to do (: ).
The crafting one is difficult, it effects stone cutting at the moment but that is ti because it was supposed to effect crafting but they took the crafting stats out of the game and i haven't found a good solution to it yet.
Quote from: elStrages on January 18, 2018, 01:38:50 PM
The crafting one is difficult, it effects stone cutting at the moment but that is ti because it was supposed to effect crafting but they took the crafting stats out of the game and i haven't found a good solution to it yet.
Did they swap it all to just Smithing and Tailoring? I want to say, as I was looking through some patches last night for crafting speed boosts, that those were the only two I saw, and not one that actually said "crafting" specifically. Not sure, but I figured it could maybe help you out a bit! ;D
Quote from: elStrages on January 18, 2018, 01:38:50 PM
that is an issue, i will look into the work amount for the implants, i may have not set it correct.
i use a formula for the amount of resources to a time period to work out the ticks. I may have forgotten.
As for the patient one, it shouldn't have been put in yet lol. i was looking into adding additional recovery speed from wounds. but haven't investigated it yet. I have for now commented it back out (which i forgot to do (: ).
The crafting one is difficult, it effects stone cutting at the moment but that is ti because it was supposed to effect crafting but they took the crafting stats out of the game and i haven't found a good solution to it yet.
oh, ok, i see :D
another thing i noticed:
the bionic eyes and ears seem to be a bit too cheap in production (not, that i wouldnt like to get many of them quite fast) or have a much too high market value. just selling them, after every pawn got some, feels a bit like printing money^^
i didnt try the cybernetic ones yet, but it will probably be the same thing..?
Just wondering, was the faction removed or do i just have unlucky spawn choices.
Hi, i got a little problem with your mod. I dont know why but i can't add any non-vanilian implants(bionic ear, bionic hand, itd). Do you know solution for this problem?
Quote from: Myrrdan on January 23, 2018, 04:52:50 PM
Hi, i got a little problem with your mod. I dont know why but i can't add any non-vanilian implants(bionic ear, bionic hand, itd). Do you know solution for this problem?
Why can't you add them? Do they appear on the list of surgeries? Can you make them? Kinda vague issue in your description.
I can make them, but they doesn't appear on the list of surgeries. I tried to change mod orded (put cybernetic at top and core below it) but then a lots of bugs appeared, and after i loaded my save and i couldnt even click on workbench.
Quote from: Myrrdan on January 23, 2018, 04:52:50 PM
Hi, i got a little problem with your mod. I dont know why but i can't add any non-vanilian implants(bionic ear, bionic hand, itd). Do you know solution for this problem?
Pay attention to the names of the bionics.
The the bionic hand from CS workbench, when an item in world, is called bionic Hand and the one made at a bionics bench is called bionic hand(I use OPOE).
The CS hand does not appear in the operations list while the other does.
I found a small issue with the sorting, some bionics get added into two different categories.
I fixed the issue myself and added extra categories to make it easier to differentiate between bionics added by other mods and spent some time "streamlining" a couple files, If anyone else wants the fixed files here's the link:http://www.mediafire.com/file/tmszdbbzt7jnc82/CyberneticStormB18.003.rar (http://www.mediafire.com/file/pm474x4vde3z495/CyberneticStormB18.003.rar)
I am having a hard time using certain items. Namely, the bionic lungs. I made one from the mod's workbench thinking "Hey, this will deal with that missing lung, and maybe the guy with asthma." But it won't show up in the operations list. I have no idea why either. And I know certain parts are working, because Bionic eyes have already been used on two of my pawns. So... I am uncertain.
Is there a option to only get the "Carbon Fibre Prothesis, Limbs, Implants and Brains, Organs and Exoskeletons"?