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RimWorld => Releases => Mods => Outdated => Topic started by: Kyos on May 07, 2016, 10:08:37 AM

Title: [A17] Mechanite Augmentation Project
Post by: Kyos on May 07, 2016, 10:08:37 AM
(http://s20.postimg.org/wuy2gskml/art.png) (http://postimage.org/)
free upload (http://postimage.org/)
(http://s20.postimg.org/xa9c9t6jx/Preview.png)
*results may vary.

=DOWNLOAD= (https://www.dropbox.com/s/sxf0oegfza3iyvv/Mechanite%20Augmentation.rar?dl=0)

Greetings Consumers of High Quality Mechanite Augmentation products. Today we unveil the latest firmware update for our Mechanite augmentations. As well as cheaper consumer alternatives in various prosthethic fields for the discerning disabled on a budget. Such as but not limited to the Monochrome prosthethic electronic eyeball! Or the hydraulic arm. Almost all the functionality of your old arm, but with a added punch! We are proud to announce that [EXPUNGED] Co now serves both Mechanite and Mechanical Augmentations. Offering our services to the rich and the poor alike. Because we care*.

*about money.

Descriptor:=True:
Mechanite Augmentations are simple one-use injectors, administered by trained medical personell, that enhances both body and mind dramatically. They currently come in two varieties, of scaling strength at four levels. Require medical maintenance to remain at peak performance. Will inevitably burn out and leave the hosts system and will of course use up a lot of bioenergy of their host. Users may suffer delusions of omnipotence, drowsiness, nausea, chronic ceaseless agony, increased appetite, projectile vomiting and/or involuntary molecular disassembly.
Mechanite Augmentation canisters can currently only be produced using dedicated (and propriety) technologies but are available among most well stocked medical organ/limb repair trade vessels and merchants.
End of line_

(http://s20.postimg.org/jil87cmi1/Screenyshoot.png) (http://postimg.org/image/jil87cmi1/)
Another satisfied customer!

Descriptor:=True(Subject=:Mechanical Augmentation)DataDump//:

Mechanical Augmentations are a side-business which deals primarily in producing and providing lower end options to expensive high performance bionic limb repair. But also delivers less orthodox implants, such as [Listed:=error]

* Immune Boosters
* Gunslinger Implant
* Sharpshooter Eye
* Toxin Scrubbers

And many more to come!

Summary:
* Mechanites are easier to install than regular bionics.
* Mechanites do not take up precious space in host body. And can operate alongside, or even enhance, traditional bionics.
* Mechanites are not permanent and will eventually burn out
* Mechanites are hilariously expensive reasonably priced, but powerful.
* Mechanites require regular medical checkups and tweaks for peak performance and user health.
* Mechanites are generic and enhance the human muscular and sensory systems on a wide scale, rather than specific areas like traditional bionic augmentations.
* Mechanites have minor side effects, such as drowsiness and increased appetite.
* Mechanites can not replace irreperably damaged or destroyed limbs.
* Mechanites are the Future.
* WE ARE NOT RELATED TO THE PRODUCERS OF LUCIFERIUM IN ANY LEGALLY BINDING FORM. ANY PROBLEMS ENCOUNTERED WHILE USING LUCIFERIUM BASED AUGMENTATIONS ARE ENTIRELY OUT OF OUR HANDS. HAVE A NICE DAY. >End of line_

Disclaimer: may not be entirely compatible with other surgical mods. If someone can resolve this, please contact the author.
Mod is now compatible with EPOE and other surgical addon-mods. Please use Abstract definitions more often dear authors.

+ Mod has now had a rebalance patch and updated to A16, enjoy your potentially life-threatening science infused powers.
Special thanks towards Wendigo and Love for doing the actual work this time, as I am far too busy ingesting caramel waters and playing Darkest Dungeons to keep my many mods up to date.
Title: Re: [A13] Mechanite Augmentation Project
Post by: Clibanarius on May 07, 2016, 11:44:28 AM
Sounds fun and powerful. I like to see mods like this one, for if someone wants powerful tech available later in the game.
Title: Re: [A13] Mechanite Augmentation Project
Post by: Jakub k. on May 07, 2016, 11:45:57 AM
nice! any screenshots?
Title: Re: [A13] Mechanite Augmentation Project
Post by: Kyos on May 07, 2016, 12:06:40 PM
Not much to screenshot, but pictured: Secret spacer lab where mechanite based treatments are developed and tested. (https://www.dropbox.com/s/jv2m78sgdkaeuwg/Sk%C3%A4rmklipp%202016-05-07%2018.04.20.png?dl=0)
Title: Re: [A13] Mechanite Augmentation Project
Post by: hector212121 on May 07, 2016, 01:52:50 PM
Is the Untreated part why they're giving a penalty to hunger?
Title: Re: [A13] Mechanite Augmentation Project
Post by: Kyos on May 07, 2016, 02:37:53 PM
Hunger penalty is from the billions of nanoscopic 'mechanites' drawing energy from the patient. Meaning augmented will eat and sleep slightly more than non-augmented.
Title: Re: [A13] Mechanite Augmentation Project
Post by: Mzxs on May 07, 2016, 06:26:19 PM
In your picture for the mod can i ask why there is a shiv?
Title: Re: [A13] Mechanite Augmentation Project
Post by: JerryL on May 07, 2016, 09:54:44 PM
Just did some testing and noticed some issues between this mod and EPOE. If this mod is activated before EPOE then you can't install the mechanites but if you activate this after EPOE then you can't install the bionics. At least not the advanced bionics that I tested with from EPOE. Seems to be a conflict regarding the surgery menu.
Title: Re: [A13] Mechanite Augmentation Project
Post by: AllenWL on May 07, 2016, 10:30:43 PM
Could there be permanent mechanites that don't burn out, but instead say, require treatment using a special nanite-injector thingy to prevent severe side-effects or something?
Title: Re: [A13] Mechanite Augmentation Project
Post by: Kyos on May 07, 2016, 11:31:32 PM
Quote from: Mzxs on May 07, 2016, 06:26:19 PM
In your picture for the mod can i ask why there is a shiv?
The Bionic enhanced savage was holding a shiv in addition to his power-claw. He dropped the shiv (as well as a few teeth) when the Mechanite Augmented spacer caved his skull in with his fist. Its a still life action scene I doodled out in less than five minutes to illustrate the mod.
Title: Re: [A13] Mechanite Augmentation Project
Post by: caekdaemon on May 08, 2016, 01:07:51 AM
Quote from: AllenWL on May 07, 2016, 10:30:43 PM
Could there be permanent mechanites that don't burn out, but instead say, require treatment using a special nanite-injector thingy to prevent severe side-effects or something?
This, a thousand times this, and hopefully the tiredness effect could be toned down a little - every time I had the sensory or fibrous mechanites in vanilla, they would practically ruin the colonist for as long as they were affected by them, simply because they were so tired they'd never get any work done :(
Title: Re: [A13] Mechanite Augmentation Project
Post by: Kyos on May 08, 2016, 04:51:44 AM
Quote from: JerryL on May 07, 2016, 09:54:44 PM
Just did some testing and noticed some issues between this mod and EPOE. If this mod is activated before EPOE then you can't install the mechanites but if you activate this after EPOE then you can't install the bionics. At least not the advanced bionics that I tested with from EPOE. Seems to be a conflict regarding the surgery menu.
Its actually a conflict regarding the Thingdefs_races/Race_Humanoids.def. Long answer: The surgeries abstract definition have been altered so it now refers to the humanoid file as the recipe user. Rather than having the humanoid file refer to the recipes induvidually in its list of allowed recipes. This is how glittertech mod does it. And it seemed like witchcraft until my friend figured it out for me.

Short answer: A firmware update has been dispensed to all existing non-rogue mechanites and the tiny things should no longer interfere with bionic installations. Please enjoy the infinite power of Mechanite Augmentation™
Title: Re: [A13] Mechanite Augmentation Project
Post by: JerryL on May 08, 2016, 10:33:34 AM
Quote from: Kyos on May 08, 2016, 04:51:44 AM
Quote from: JerryL on May 07, 2016, 09:54:44 PM
Just did some testing and noticed some issues between this mod and EPOE. If this mod is activated before EPOE then you can't install the mechanites but if you activate this after EPOE then you can't install the bionics. At least not the advanced bionics that I tested with from EPOE. Seems to be a conflict regarding the surgery menu.
Its actually a conflict regarding the Thingdefs_races/Race_Humanoids.def. Long answer: The surgeries abstract definition have been altered so it now refers to the humanoid file as the recipe user. Rather than having the humanoid file refer to the recipes induvidually in its list of allowed recipes. This is how glittertech mod does it. And it seemed like witchcraft until my friend figured it out for me.

Short answer: A firmware update has been dispensed to all existing non-rogue mechanites and the tiny things should no longer interfere with bionic installations. Please enjoy the infinite power of Mechanite Augmentation™

Thanks for the update. Time to start gathering the final mods and start playing lol.
Title: Re: [A13] Mechanite Augmentation Project
Post by: lordmatiz on May 08, 2016, 11:21:38 AM
Wow I really like the idea of your mod! Awesome  :)
Title: Re: [A13] Mechanite Augmentation Project
Post by: Kyos on June 05, 2016, 08:49:03 AM
After extensive surveys from entirely legal surveillance of user biometric data. Another firmware update has been released to all existing legally aquired Mechanite Augmentation™ licensees. Users should now experience the following improvements to their Mechanite Augmentation™ experience, including but not limited to:

* Reduced drowsiness
* Reduced appetite
* Increased user satisfaction
* Minor undocumented features
* Massive internal hemorrhaging
* Death
* Psychosis
* Halitosis

Mechanite Augmentation™ is not for everyone, consult doctor/physician/shaman before use!
Title: Re: [A13] Mechanite Augmentation Project
Post by: Ghizmo on June 05, 2016, 09:43:13 AM
Just because of the way you update your post I'm going to add this to my modlist ^^
I wonder how much more difficult this will make things for me. :)
Title: Re: [A13] Mechanite Augmentation Project
Post by: pirate34 on June 05, 2016, 12:38:56 PM
Maybe for balance have mechanites degenerate to the disease forms and then be cured with a secondary; cheaper injection?
I'm mostly interested in this for an easier method to deal with mechanites in the base game but I dont want to make the game too easy to do so.
Title: Re: [A13] Mechanite Augmentation Project
Post by: Kyos on June 05, 2016, 03:25:45 PM
The mod does not actually affect the rouge mechanites already in game. They are simply a... 'refined' version that has less side effects and more control in their applications. Wild strains of mechanites will still infect your colonists at random.
Title: Re: [A14] Mechanite Augmentation Project
Post by: Kyos on July 24, 2016, 02:23:19 AM
In celebration of the mod-update going off without a hitch, [EXPUNGED] Co has slashed prices of their Mechanite Augmentation product line across all of its authorized retailers alongside another firmware update. Your Mechanoids are now hardier and should last a entire year after injection, give or take a few months depending on a persons metabolism or immune response complications. Remember to consult your local doctor or tribal equivalent before use.
Title: Re: [A14] Mechanite Augmentation Project
Post by: 123nick on July 24, 2016, 02:31:54 AM
Quote from: Kyos on July 24, 2016, 02:23:19 AM
In celebration of the mod-update going off without a hitch, [EXPUNGED] Co has slashed prices of their Mechanite Augmentation product line across all of its authorized retailers alongside another firmware update. Your Mechanoids are now hardier and should last a entire year after injection, give or take a few months depending on a persons metabolism or immune response complications. Remember to consult your local doctor or tribal equivalent before use.

will it work with EPOE?
Title: Re: [A14] Mechanite Augmentation Project
Post by: Kyos on July 24, 2016, 02:36:03 AM
Unless Tynan has gone back in time and retroactively altered all interactions between Recipe-User and Recipe-User-Calls... Long story short, - this mod will work on unaltered humans along with other surgical and medical mods.
Title: Re: [A14] Mechanite Augmentation Project
Post by: kaptain_kavern on July 24, 2016, 03:05:07 AM
Ho you used Hediff class for simulate the need for maintenance if i understand your code right. That's clever

i'm actually checking (from your comment about EPOE and the use of abstract - you see i read your thread carefully :p ) if DESurgeries will be compatible with this (and if i have done things right in it)

edit : And i just see that <recipeUsers> in RecipeDefs is still on. I was thinking it doesn't work anymore :s
Title: Re: [A14] Mechanite Augmentation Project
Post by: 123nick on July 24, 2016, 03:09:27 AM
Quote from: Kyos on July 24, 2016, 02:36:03 AM
Unless Tynan has gone back in time and retroactively altered all interactions between Recipe-User and Recipe-User-Calls... Long story short, - this mod will work on unaltered humans along with other surgical and medical mods.

thanks :)
Title: Re: [A14] Mechanite Augmentation Project
Post by: sasuke97 on July 31, 2016, 03:44:32 PM
Are you going to upload it to the Steam Workshop?
Title: Re: [A14] Mechanite Augmentation Project
Post by: clintgod123 on September 11, 2016, 05:25:24 AM
Nice mod.! Im thinking if maybe you could add some variety like transforming the pawn into something hideous.  ;D like the wolflover mod.
Title: Re: [A15] Mechanite Augmentation Project
Post by: Kyos on September 21, 2016, 12:15:27 PM
Mod has been updated for Alpha-15. Please enjoy the added features.
Title: Re: [A15] Mechanite Augmentation Project
Post by: kaptain_kavern on September 21, 2016, 12:36:09 PM
YaY!!!!

Welcome back and thanks for the update  8)
Title: Re: [A15] Mechanite Augmentation Project
Post by: Adventurer on September 27, 2016, 05:49:49 AM
This mod really needs more attention.
Title: Re: [A15] Mechanite Augmentation Project
Post by: faltonico on December 21, 2016, 07:42:38 PM
Bump for great justice!.
Title: Re: [A15] Mechanite Augmentation Project
Post by: Love on December 23, 2016, 07:08:04 AM
Updated for A16: mega.nz/#!CgQEVDiA!VlTHNRdyHFNyktVL2vA_gfKcCyW6ZYjMEWQD06mRd5Q
Title: Re: [A15] Mechanite Augmentation Project
Post by: faltonico on December 23, 2016, 09:42:43 AM
Quote from: Love on December 23, 2016, 07:08:04 AM
Updated for A16...
Thank you for sharing your Love =3
Title: Re: [A16] Mechanite Augmentation Project
Post by: Wendigo on December 23, 2016, 08:58:42 PM
Shameless update bump.
Title: Re: [A16] Mechanite Augmentation Project
Post by: ChairmanPoo on January 16, 2017, 05:42:25 PM
This mod is very interesting. Any way to manufacture the mechanites? (There should be! I find the idea to play as a rogue spacer mechanite dealer intriguing!)
Title: Re: [A16] Mechanite Augmentation Project
Post by: Krolon on January 16, 2017, 06:01:42 PM
Is this save-friendly?
Title: Re: [A16] Mechanite Augmentation Project
Post by: faltonico on February 20, 2017, 01:45:41 AM
Can somebody please confirm that this is working as intended? my pawns are not getting their regular checkups.
Edit: Yes, it wasn't, i didn't have the fixed version ._.
Title: Re: [A17] Mechanite Augmentation Project
Post by: tigg on August 07, 2017, 10:56:38 PM
Could someone post a link to the A16 version please?
Title: Re: [A17] Mechanite Augmentation Project
Post by: faltonico on August 08, 2017, 05:04:42 AM
Quote from: tigg on August 07, 2017, 10:56:38 PM
Could someone post a link to the A16 version please?

[attachment deleted by admin: too old]
Title: Re: [A17] Mechanite Augmentation Project
Post by: ColtSub on December 16, 2017, 02:42:14 PM
B18 Link for those that are interested - http://lttlword.ru/rimworld-mod-mechanite-augmentation
Just found it , didnt make it or anything , and dont worry about the file being in russian language because its not :) .
Title: Re: [A17] Mechanite Augmentation Project
Post by: ultra4 on March 24, 2018, 10:59:04 PM
What do you need to implant these in pawns? to buy from traders? any way to craft them? I see a market price in the Defs (actually not that high), but the recipes are only for the surgeries

can i double that question as a request?... Make it craftable... make it use rare stuf, that money can't buy, like the "mechanite oil" from the "luciferium production mod", so you have to kill mechs to collect it