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RimWorld => Releases => Mods => Outdated => Topic started by: GottJammern on October 08, 2014, 02:40:48 PM

Title: [MOD] (Alpha 7) More Bionic Parts! DISCONTINUED
Post by: GottJammern on October 08, 2014, 02:40:48 PM
At this time, MBP! is not longer in development/updating due to real life occurances. For those desiring to have Bionic Parts and such, I highly recommend Extended Surgery and Bionics (https://ludeon.com/forums/index.php?topic=7029.0), Minus has done a great job integrating both this and Extended Surgery.


Features
-All of the organs below actually change their respective stats to 120% such as blood pumping for the heart, metabolism/eating for the stomach, etc..

  New in v1.3 is a complete overhaul of the body system! The normal 'brain' system is removed: in its place is a brain lobe corresponding to the individual functions the brain controls. There are five brain lobes:
There are three brain lobe replacements currently implemented:
Getting Started

  These prostheses are attainable through traders and crafting, once you have researched the 'Neuromuscular Integration' topic.
  To craft prostheses, simply build the 'Bionic Assembler'!
  All prostheses are craftable with a varying amount of three materials:
Not all prostheses require ALL of those materials, but I tried to make it as logical as possible as to what materials are required for what.
(http://i.imgur.com/mBLR5CR.png)

To craft the above components, you can fabricate them at the 'Atomic Constructor' using metals and cloth after you have completed the 'Atomic Construction' research.

Installation
This mod requires Recipe Nurse (https://www.sendspace.com/file/xgjr0q) to run.
To install this mod, download it and RecipeNurse. Follow the instructions below.
Using a fresh download link of Rimworld, RecipeNurse and this mod, 100% of the time following the installation procedure listed above has resulted in everything showing up correctly for me. I understand some people are having serious issues, however I have not been able to replicate any issue except the install recipes not appearing when the mod is FIRST installed.

Compatability
This mod does NOT work with: ExtendedSurgery, EDB Interface. May be some compatability issues with Apothecarius.

This mod is NOT compatible with any other mod that alters the Bodies.xml.
What this means is that ANY mod that affects what parts make up a species body will not play nice with this mod!
If you notice issues regarding other mods, shoot me a PM or make a post and i will address it.
Popular mods such as Apparello work fine with it. At least, so far.

Changelog
[/list]
v1.3 Minor tweaks. Implementation of the new brain system. 2 new brain implants. Requires a new game. V1.1.2 will no longer be supported, recommended to use v1.3
v1.1.2 Minor fix to loading mod, added a Neural Alert Implant for the brain! This version DOES replace the base 'Body' file: needs refining.
v1.1 Added research, crafting table and made legs/eyes/arms craft able.
v1.0 Initial Release

Download Below
VERSION 1.3 REQUIRES A NEW COLONY

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: Apis on October 08, 2014, 02:47:41 PM
Cool Mod
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: Shiftyeyesshady on October 08, 2014, 02:57:49 PM
Thank you!

Are these craftable with Extended Surgery? If not, would it be terribly hard to do?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: Apis on October 08, 2014, 03:07:17 PM
Quote from: Shiftyeyesshady on October 08, 2014, 02:57:49 PM
Thank you!

Are these craftable with Extended Surgery? If not, would it be terribly hard to do?
read the features, it say : These are attainable through traders, and in the future might be available for crafting.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: JuliaEllie on October 08, 2014, 03:09:35 PM
Quote from: Shiftyeyesshady on October 08, 2014, 02:57:49 PM
Thank you!

Are these craftable with Extended Surgery? If not, would it be terribly hard to do?

it would be terribly easy to do actually ;) if GottJammern wants this implemented I can provide the code to do so
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: GottJammern on October 08, 2014, 03:34:00 PM
By all means JuliaEllie!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: JuliaEllie on October 08, 2014, 04:21:23 PM
Quote from: GottJammern on October 08, 2014, 03:34:00 PM
By all means JuliaEllie!

sorry it took so long..

public static void testinjector()
        {
            string modfolder = "SurgeryExtended";
            string target = "TableProsthetic";
            string[] recipe = { "first", "second", "etc" };
           
            if (ModsConfig.IsActive(modfolder))
            {
                for (int i = 0; recipe.Length > i; i++ )
                    DefDatabase<ThingDef>.GetNamed(target).recipes.Add(DefDatabase<RecipeDef>.GetNamed(recipe[i]));
           
           
            }
        }


Put this in your code and fill the array with the DefNames of your recipes you want to inject then call testinjector() from anywhere you want. Id recommend Start() in your MonoBehaviour. 'I didnt test it but it should work :D if you need further assistance feel free to ask - Im hanging around in the IRC channel.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: LORDPrometheus on October 08, 2014, 05:03:58 PM
Mod merge time?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: Dibblah on October 08, 2014, 05:17:53 PM
Thank You for making this mod! Was really missing artificial replacement organs. :)

Now all I'm missing is a reinforced spine/bionic spine for when things go bad with that particular bodypart and perhaps a reinforced skull?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: TheClassiness on October 08, 2014, 09:37:54 PM
What about the idea of installing natural armour onto your colonists? It'd be really awesome to just start implanting futuristic bionic armour to your colonists.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: Omni on October 09, 2014, 01:47:54 AM
I was tempted to start making something like this myself. The possibilities are endless. :D

Definitely needs a cyberbrain upgrade. In that case, it might actually involve more or less replacing the brain. (I haven't really looked deeply at how prosthetics are implemented yet; could the use of a cyberbrain allow implants to be applied to parts of the cyberbrain, expanding the options/slots related to brain function? Basically, a system by which a prosthetic creates new prosthetic slots, either through the existing XML setup or the work of some clever coder. Just thinking out loud.)

I'm definitely hoping Tynan increases the depth and flexibility of prosthetics immensely over time. This would allow a much longer late-game to be developed without requiring additional colonists, keeping the small colony feel. (As the game actively tries to limit your population.) It could also allow deep specialization of colonists.

Also, thought: bionic-affecting diseases or events, such as a global effect that, for its duration, makes all bionic prosthetics function at half efficiency and have their benefits either temporarily disabled or changed to penalties.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: GottJammern on October 09, 2014, 02:02:51 AM
   I would LOVE to create 'slots' to upgrade your augmented brain with, however that would require changing the Core files. The way body parts are set-up is that any part already existing can be amputated or replaced, but they MUST be in the main 'Body Parts' xml. I am going to do some work editing it around to create (hopefully!) every body part amputatable, but that is in the future.

TL;DR  Working on brain upgrade slots!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
Post by: Omni on October 09, 2014, 02:26:10 AM
Quote from: GottJammern on October 09, 2014, 02:02:51 AM[...] I am going to do some work editing it around to create (hopefully!) every body part amputatable, [...]
"Sir, we've decided to amputate your brain. Don't worry, we've got a new one for you."

Hmm. Isn't it possible to override specific lines in the core data using an external file in a mod without overriding the whole thing? I think adjustments to specific entries of other things, such as furniture, are at least possible through research. (As shown in the Clutter mod research files, specifically some of the table research, though Clutter hasn't been updated to A7. But I might be confused about how it works.)

Not sure if it's possible to append new body part slots to the existing list in a similar way. If not with XML, perhaps a coder could create something to append new slots to the list. That is, assuming doing so doesn't break the way the pawns/things are defined and saved, breaking save games. (Editing something and adding something can be very different.) Also, if adding the ability to append slots, would be good to add something to handle missing slot data if a mod appending slots is removed, cleaning the save file of the no-longer-applicable colonist information that was introduced.

If implant slots get added, we might need a new UI tab (or something) to keep track of the new non-body entries separate from the physical body parts. Actually, that's another thought. Possibly implementing implants as a system separate from the body parts? Again, need a coder.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1
Post by: Pandora on October 09, 2014, 05:44:14 PM
Any idea why this happens when the mod loads? I have More storage and More weapons installed. Will the mod still work?

(http://i57.tinypic.com/2yx4x03.png)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1
Post by: MelanisticAlbino on October 09, 2014, 05:45:23 PM
This merged with extended surgey... *orgasm*.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1
Post by: JuliaEllie on October 09, 2014, 06:02:06 PM
Quote from: Pandora135 on October 09, 2014, 05:44:14 PM
Any idea why this happens when the mod loads? I have More storage and More weapons installed. Will the mod still work?

(http://i57.tinypic.com/2yx4x03.png)

Those are harmless debug messages from Recipe Nurse. A tool to inject recipes into existing ThingDefs. It tells you that everything worked. Should have been removed before release :D
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1
Post by: GottJammern on October 09, 2014, 06:31:18 PM
Quote from: Pandora135 on October 09, 2014, 05:44:14 PM
Any idea why this happens when the mod loads? I have More storage and More weapons installed. Will the mod still work?

(http://i57.tinypic.com/2yx4x03.png)

You might have Development Mode enabled? That's the only time I've gotten that message. In any case, I uploaded a new version which SHOULD fix that message!  :)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1
Post by: MisterLock on October 09, 2014, 06:31:40 PM
So this is compatible with extended surgery?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1
Post by: GottJammern on October 09, 2014, 06:52:00 PM
Quote from: MisterLock on October 09, 2014, 06:31:40 PM
So this is compatible with extended surgery?
It is not. If you have both running, my vanilla prosthetic recipes will be overwritten by the ES recipes, and some prosthetic 'installation' procedures might bug out.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Shiftyeyesshady on October 10, 2014, 12:14:57 AM
Does this mod add any way to get Hyperweave/Synththread? Nearly all the recipes require it and I dont think in Vanilla there is any way to get it.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 10, 2014, 12:48:15 AM
Quote from: Shiftyeyesshady on October 10, 2014, 12:14:57 AM
Does this mod add any way to get Hyperweave/Synththread? Nearly all the recipes require it and I dont think in Vanilla there is any way to get it.
A new full version is inbound sometime  on the 10th, adding in recipes for materials and... a little surprise.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: MisterLock on October 10, 2014, 07:58:40 AM
Quote from: GottJammern on October 10, 2014, 12:48:15 AM
Quote from: Shiftyeyesshady on October 10, 2014, 12:14:57 AM
Does this mod add any way to get Hyperweave/Synththread? Nearly all the recipes require it and I dont think in Vanilla there is any way to get it.
A new full version is inbound sometime  on the 10th, adding in recipes for materials and... a little surprise.

Thank god for hyperwave,it's super expensive to get from traders...Also yes I do have them both running and I saw your recipies actually overwritten Extended Surgery's recipies,I only keep it because of the simple prosthetics craftable that it is.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Der Failer on October 10, 2014, 12:48:58 PM
Is there a way to add this mod to a save game in which extended surgery is used?

I've just tried it and and now all bionic part 'installed' are messed up. For example the right hand thumb has a bionic leg and the leg itself is just removed or in the brain modification is a bionic eye and the left shoulder is a bionic arm ... and so on and so forth.

If you have any idea how to fix it please let me know, I wont like to use your mod.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 10, 2014, 01:16:17 PM
The next version is currently on hold, but will be inbound shortly. Sorry for the delay!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Dragoon on October 10, 2014, 03:57:27 PM
Could you add vatgrown limbs (for those who need new arms but don't want it to be non organic) ?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 10, 2014, 10:40:46 PM
I demand the ability to fully mechanize your colonists, no more meat or flesh, only metal....
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Ouan on October 10, 2014, 11:09:21 PM
Damn it. Now I have to add another mod to my list of mods to put on my next colony. Aside from assorted wonkiness with extended surgery are  there any other mods that it bugs out with, such as Apparello? I have a feeling it will not work with TTM, but I am going to try a few other mods with it and see what sticks and what falls off the wall. I have been trying out a new modset every couple of days, but this sounds like it would make my dreams of a true biomechanoid colony a reality! Of course all Prostophobes will be sacrificed to the Blood God.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: old_sinh on October 10, 2014, 11:12:28 PM
I have a big problem - i can't use any biomodule from u mod, but i can harvest brain part.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 11, 2014, 12:35:14 AM
There was a mis-upload on the last version, my apologies! The download has been updated with a working version!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Pandora on October 11, 2014, 04:12:51 AM
Any reason why your updated mod would stop Julia's life support from working? Before I updated I could use the life support to install a blood pump, respirator, etc. Now I can't seem to when someone is in a hospital/medical bad. When using Dev Mode, they still show up in Add Health Diff. Could you mod be overriding Apothecarius?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 11, 2014, 07:58:36 AM
I did some testing and it appears the latest version of Apothecarius and this mod do not play nice. I will see if we cannot work something out, but in the meantime unfortunately it is one or the other  :(
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: JuliaEllie on October 11, 2014, 10:42:52 AM
I reproduced the issue and its a problem caused by using the OLD Recipe Nurse. I have updated the Recipe Nurse because due to the way the OLD Recipe Nurse worked the injectDefs overwrote each other. That is very embarrassing for me because I wrote the integration for both mods :D

For now the solution is to delete BOTH injectDef folders in both mods and to install the New Recipe Nurse (link is in my signature!) then activate the New Recipe Nurse in your mods menu and restart the game.

In the next update of Apothecarius I will get rid of the old Recipe Nurse implementation and I advise GottJammern to do the same.

Please forgive the inconvenience.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: TheClassiness on October 11, 2014, 03:24:06 PM
"Failed to find Verse.ThingDef named . There are 426 defs loaded." I'm not a modder, I don't know how to get mods working. xD
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 11, 2014, 05:15:08 PM
Quote from: TheClassiness on October 11, 2014, 03:24:06 PM
"Failed to find Verse.ThingDef named . There are 426 defs loaded." I'm not a modder, I don't know how to get mods working. xD

That is likely an issue from running Apothecarius and MBP! together. JuliaEllie just updated her mod AND RecipeNurse, so a fresh download of Apothecarius, Recipe Nurse and MBP! should fix any issues with compatability.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: TheClassiness on October 11, 2014, 07:01:21 PM
I have not been using Apothecarius while using your mod and have tried re-downloading your mod a couple of times, but I'll try again.

After downloading the new RecipeNurse it seems to be working fine. Just a bit of a buggy new version, but that's to be expected. xD
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 11, 2014, 08:01:04 PM
Glad its working!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Svullo on October 11, 2014, 09:35:17 PM
HALP!!!11 one of my colonist's brain was completely destroyed!

http://imgur.com/wwwDUxH

please add an artificial brain so i can fix this, gottjamern! and thanks for the awesome mod! also, if at all possible, could you add some way to heal scars? because they're annoying as hell since they can't be treated and give permanent reductions to certain stats. thanks!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 11, 2014, 09:42:14 PM
Oh trust me... a whole new system is coming soon :P
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Svullo on October 11, 2014, 10:14:54 PM
Quote from: GottJammern on October 11, 2014, 09:42:14 PM
Oh trust me... a whole new system is coming soon :P

https://www.youtube.com/watch?v=P3ALwKeSEYs

YES! CAN'T WAIT!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Svullo on October 11, 2014, 10:17:26 PM
by the way, will this new system also allow you to fix shot off noses? Because even though they have no negative effects i want all my colonists to be in mint condition!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 11, 2014, 10:25:26 PM
Please install a way to make synthread and Hyperweave
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: TheClassiness on October 12, 2014, 12:27:05 AM
Okay, so the mod may have stopped working for me again. xD I made a new colony, saw some raiders with bionic parts and was able to research and build the bionic workstation. I built some lungs and went to install them into my colonists but it's back to only giving me the harvest options. All saves are like this. I have the New Recipe Nurse running along with the mod.

After a quick restart it started working again, but I still think its worth reporting as this happened while I was playing.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: shadowangel101 on October 12, 2014, 01:10:36 AM
How do you even get synthread or hyperweave? I havn't seen a trader with either so far.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Svullo on October 12, 2014, 05:21:33 AM
you can just edit the recipe file so that the organs only use metal and not plasteel/synthread/hyperweave.

just go through the "Recipe_Bionic_Assembler.xml" file and find every string that says either:

<li>Plasteel</li>
<li>Hyperweave</li>
<li>Synthread</li>

and change it to metal. i personally have changed all the parts to only require plasteel which i have added a recipe for producing at a workbench. each plasteel costs me 20 metal, which i feel is a fair price to pay for bionic parts when making them yourself. but for the noobs out there you can simply make it so it costs metal instead if you want.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Der Failer on October 12, 2014, 09:38:31 AM
I just had an interesting idea I thing. If you can manage to get noses in to your mod, you could make it so that the of a colonist doesn't have a nose he won't get a good thought by eating fine/ lavish meals, since the nose is somewhat important for taste.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 03:05:04 PM
The recipe nurse you said to download CRASHED ALL MY SAVES.......
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Kolljak on October 12, 2014, 03:13:46 PM
Quote from: Zeta Omega on October 12, 2014, 03:05:04 PM
The recipe nurse you said to download CRASHED ALL MY SAVES.......

Adding new mods will always fuck up saves..
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 04:05:56 PM
Quote from: Kolljak on October 12, 2014, 03:13:46 PM
Quote from: Zeta Omega on October 12, 2014, 03:05:04 PM
The recipe nurse you said to download CRASHED ALL MY SAVES.......

Adding new mods will always fuck up saves..
I CREATED NEW GAMES AND IT STILL GOES CRAZY! also a million red messages pop up
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: skullywag on October 12, 2014, 04:13:40 PM
Those red messages...post them...you may get some help.:)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 04:20:24 PM
Quote from: skullywag on October 12, 2014, 04:13:40 PM
Those red messages...post them...you may get some help.:)
Somebody already has
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: skullywag on October 12, 2014, 04:22:29 PM
Where? the ones on the 1st few pages aren't error they are debug messages that have removed from the latest version.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 04:25:30 PM
Quote from: skullywag on October 12, 2014, 04:22:29 PM
Where? the ones on the 1st few pages aren't error they are debug messages that have removed from the latest version.
Its similar though. I don't have development mode on and it still crashes. Its every time I use that nurse mod, Even with another mod that uses it crashes
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: skullywag on October 12, 2014, 04:26:50 PM
If you have errors post them. No one can help otherwise.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 04:49:07 PM
Quote from: skullywag on October 12, 2014, 04:26:50 PM
If you have errors post them. No one can help otherwise.
How do I post the errors? like the screenshots
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: skullywag on October 12, 2014, 04:51:33 PM
Sure, screenshots would suffice. Just attach them to a reply.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 05:11:33 PM
Quote from: skullywag on October 12, 2014, 04:51:33 PM
Sure, screenshots would suffice. Just attach them to a reply.
How do I take a screen shot?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: skullywag on October 12, 2014, 05:26:25 PM
F10 I believe. Its saved in c:/users/username/appdata(hidden)/locallow/ludeonstudios/screenshots... I think (going off memory here)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 05:54:11 PM
Quote from: skullywag on October 12, 2014, 05:26:25 PM
F10 I believe. Its saved in c:/users/username/appdata(hidden)/locallow/ludeonstudios/screenshots... I think (going off memory here)
I cant find it ANYWHERE....also I don't think its F10
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 12, 2014, 05:57:56 PM
I think I found the problem, It says to load first before injection, so I think if I remove everything, start over, put the recipe nurse in first and then re download everything it should work
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 12, 2014, 09:37:30 PM
Quote from: Zeta Omega on October 12, 2014, 05:57:56 PM
I think I found the problem, It says to load first before injection, so I think if I remove everything, start over, put the recipe nurse in first and then re download everything it should work

If you *Windows Button* and push Print Screen, it'll enable you to paste it into Paint.

This configuration right below encounters NO errors, so if there is an error, make sure that all three of those mods are completely updated. If the game loads fine with these three installed, the issue is caused by some other mod.
(http://i.imgur.com/uhpQRPJ.png)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: cj360man on October 12, 2014, 10:47:56 PM
How do you add these during surgery? Doesn't give me the option...
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: bob2ball on October 12, 2014, 11:54:54 PM
where is the download link
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: GottJammern on October 13, 2014, 12:24:56 AM
Quote from: bob2ball on October 12, 2014, 11:54:54 PM
where is the download link
The download link is on the bottom of the first post. Click it and it will automatically download.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Jaxxa on October 13, 2014, 12:26:59 AM
Quote from: GottJammern on October 13, 2014, 12:24:56 AM
Quote from: bob2ball on October 12, 2014, 11:54:54 PM
where is the download link
The download link is on the bottom of the first post. Click it and it will automatically download.
If you are signed into the forum.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: bob2ball on October 13, 2014, 06:13:50 AM
Quote from: GottJammern on October 13, 2014, 12:24:56 AM
Quote from: bob2ball on October 12, 2014, 11:54:54 PM
where is the download link
The download link is on the bottom of the first post. Click it and it will automatically download.
thats a real small button
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: TheCrimsonKing on October 15, 2014, 02:00:48 PM
The download dosent seem to work, theres no link to get to it is what i mean by this
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Igabod on October 15, 2014, 02:13:31 PM
Quote from: TheCrimsonKing on October 15, 2014, 02:00:48 PM
The download dosent seem to work, theres no link to get to it is what i mean by this

(http://i.imgur.com/toX9zs3.png)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: TheCrimsonKing on October 15, 2014, 02:32:43 PM
sorry, and thanks  ;D
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Renazo09 on October 15, 2014, 09:58:10 PM
Would this be compatible with personal shields from Enhanced Defense: Phoenix Edition?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Minus on October 16, 2014, 04:50:41 AM
It started off with me deleting the part installation file from Surgery Extended to see if that'd solve the compatibility issue, and it did! Then I altered a few values to make them more synchronised. Took the arm and leg recipes out of your workbench. Also removed synthread because who the heck has any of that.

And finally I check out what your organs do. I feel bad to say this but, it was effortless to make the organs you said did not work, work properly again.

(http://i.minus.com/iAhUkjZhb5FN1.png)

Lungs and ears, working fine! I removed the efficiency 1.2 thingy, taking it back to 1.0. And then simply added the modifiers with a 0.2 bonus. It's how the vanilla bionic eyes work. I based everything off of those.

Not fully tested it all out yet, but here's the HealthDiffs_MBP file as I have it.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!-- Added body parts -->
 
  <HealthDiffDef Name="AddedBodyPartBase" Abstract="True">
    <naturallyHealed>false</naturallyHealed>
  </HealthDiffDef>

   <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLung</defName>
    <label>Bionic Lung</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
  <modifiers>
    <activities>
     <li>
      <activity>Breathing</activity>
      <changeBy>0.2</changeBy>
     </li>
    </activities>
  </modifiers>
</HealthDiffDef>

<HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicStomach</defName>
    <label>Synthetic Stomach</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
  <modifiers>
    <activities>
     <li>
      <activity>Eating</activity>
      <changeBy>0.2</changeBy>
     </li>
    </activities>
  </modifiers>
</HealthDiffDef>

<HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLiver</defName>
    <label>Synthetic Liver</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
  <modifiers>
    <activities>
     <li>
      <activity>BloodFiltration</activity>
      <changeBy>0.2</changeBy>
     </li>
    </activities>
  </modifiers>
</HealthDiffDef>

<HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicKidney</defName>
    <label>Synthetic Kidney</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
  <modifiers>
    <activities>
     <li>
      <activity>BloodFiltration</activity>
      <changeBy>0.2</changeBy>
     </li>
    </activities>
  </modifiers>
</HealthDiffDef>
 
<HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicHeart</defName>
    <label>Artificial Heart</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
  <modifiers>
    <activities>
     <li>
      <activity>BloodPumping</activity>
      <changeBy>0.2</changeBy>
     </li>
    </activities>
  </modifiers>
</HealthDiffDef>

  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicEar</defName>
    <label>Bionic Ear Implant</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
  <modifiers>
    <activities>
     <li>
      <activity>Hearing</activity>
      <changeBy>0.2</changeBy>
     </li>
    </activities>
  </modifiers>
</HealthDiffDef>

  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BrainJackNone</defName>
    <label>Unmodified Brain</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
    </addedBodyPart>
</HealthDiffDef>

  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BrainJackConsciousness</defName>
    <label>MK1 Neural Alert</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.4</partEfficiency>
    </addedBodyPart>
</HealthDiffDef>

</Defs>


I am the only one with this improved dual bionics mod! but I get the feeling I can't post the whole thing in a way that the two of you creators would be happy with. So until you guys say so, just gonna use it to try and help you out.

Only thing to stump me is making stomachs harvestable.

Oh and thankyou for this great mod!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Zeta Omega on October 16, 2014, 03:52:51 PM
WHEN DO WE GET TO KNOW HOW TO MAKE HYPERWEAVE AND SYNTHREAD
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.1.2
Post by: Commander Beanbag on October 17, 2014, 03:18:42 AM
I updated to 1.1.2 and loaded an old save. There were some interesting problems...

First thing I noticed: all my colonists with prosthetic/bionic legs are now moving 4 or 5 times as fast as they used to.
Second: Their movement efficiency is 0%.
There's more! Whatever caused this also had a hatred for limbs and removed some of them. This didn't affect colonists without prosthetics.
Also, for some reason it shuffled around the location of installed prosthetics.

(http://i.gyazo.com/e9909ae927119c779667f270d2ad4d25.png)

(http://i.gyazo.com/2d4b27fd32dbc032aff8dc95b3f9ae73.png)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: GottJammern on October 17, 2014, 09:41:47 AM
Updating to a new version will do that unfortunately: significant shuffling of resources has occurred throughout this mod.
Apologies for the late update, real-life got in the way. It's been sitting on my hard drive for almost a week now :P
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Zeta Omega on October 17, 2014, 04:15:13 PM
Ahem.......LIAR! My game works better without the recipe nurse on! havnt tested the new brain systems yet though
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: GottJammern on October 17, 2014, 04:41:46 PM
Quote from: Zeta Omega on October 17, 2014, 04:15:13 PM
Ahem.......LIAR! My game works better without the recipe nurse on! havnt tested the new brain systems yet though
Weird, my game won't load the recipes into the games unless I have RecipeNurse.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Zeta Omega on October 17, 2014, 05:01:12 PM
Quote from: GottJammern on October 17, 2014, 04:41:46 PM
Quote from: Zeta Omega on October 17, 2014, 04:15:13 PM
Ahem.......LIAR! My game works better without the recipe nurse on! havnt tested the new brain systems yet though
Weird, my game won't load the recipes into the games unless I have RecipeNurse.
Scratch what I said...it only does the freaking eyes.....WHY CANT SOMEONE FIGURE A WAY OUT THAT DOSNT INVOLVE RECIPE NURSE!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Oragepoilu on October 18, 2014, 04:49:38 AM
Hello,

I found two weird thing ....

Well first I only loaded this mod and the recipe nurse with it, to try.
Then i used debug mod to give me all 5 kind of material needed (metal, silver, synthread, plasteel, hyperweave)

After this, i searched the 2 new research and build the Atomic constructor. Created a bill, won't work ; the bill is here but nobody can do it. Well ... :/

Then i tryed the second building, and making the bionic works; But i wasn't able to use it untill i reloaded my save Oo
(they didn't show in the health menu, operation)

After reloading i was able to use them fine. But i still wasn't able to make any of the material.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Minus on October 18, 2014, 08:39:02 AM
Quote from: Zeta Omega on October 17, 2014, 05:01:12 PM
Quote from: GottJammern on October 17, 2014, 04:41:46 PM
Quote from: Zeta Omega on October 17, 2014, 04:15:13 PM
Ahem.......LIAR! My game works better without the recipe nurse on! havnt tested the new brain systems yet though
Weird, my game won't load the recipes into the games unless I have RecipeNurse.
Scratch what I said...it only does the freaking eyes.....WHY CANT SOMEONE FIGURE A WAY OUT THAT DOSNT INVOLVE RECIPE NURSE!
It's EASY to get this mod to work without recipe nurse. The issue is that without recipe nurse, you can't use other bionic mods together. Recipe nurse is very good though and works fine from all my use of it.

Bt if you REALLY want to not use it, then here's a file for you.
*LINK REMOVED*
Just put it in the thingsdef folder of this mod.

And for those that want to run this mode with the Surgery mod, just remove that file from the surgery Thingsdef folder and use recipe nurse.

OR if you want compatibility for both mods AND to not use recipe nurse, you'll wanna put this file into the surgery mod's thingdef and replace the old one.
*LINK REMOVED*

This ought to solve all issues between the 3 mods.

EDIT:
Links removed since this mod has updated since then. Files wont work anymore.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: SacoMato on October 18, 2014, 09:40:20 AM
Quote from: Zeta Omega on October 17, 2014, 05:01:12 PM
Quote from: GottJammern on October 17, 2014, 04:41:46 PM
Quote from: Zeta Omega on October 17, 2014, 04:15:13 PM
Ahem.......LIAR! My game works better without the recipe nurse on! havnt tested the new brain systems yet though
Weird, my game won't load the recipes into the games unless I have RecipeNurse.
Scratch what I said...it only does the freaking eyes.....WHY CANT SOMEONE FIGURE A WAY OUT THAT DOSNT INVOLVE RECIPE NURSE!

Hi Zeta, to work properly recipe nurse must be loaded before more bionic parts.
Uncheck both mods, restart the game and try to load recipe nurse first.
Cheers.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Slowtapus on October 18, 2014, 09:50:07 AM
A quick note: the latest version of this and Apothecarius are slightly incompatible. By this I mean that the HiveMind from Apothecarius will not work as the Brain body part has been removed in this most recent version of More Bionic Parts. It should not, however, effect anything else.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: GottJammern on October 18, 2014, 10:34:17 AM
Quick hotfix for 1.3- fixes the issue with the atomic constructor.
Those of you having issues, either mention what mods you are using or include a screenshot of your mod load page. I do not have the time nor the inclination to personally try every mod out there, but if I know problem mods I can try to work with them.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Oragepoilu on October 18, 2014, 11:43:25 AM
Quote from: GottJammern on October 18, 2014, 10:34:17 AM
Quick hotfix for 1.3- fixes the issue with the atomic constructor.
Those of you having issues, either mention what mods you are using or include a screenshot of your mod load page. I do not have the time nor the inclination to personally try every mod out there, but if I know problem mods I can try to work with them.

I only loaded this mod and recipenurse in two step with the nurse first.

At first i wanted to use this mod with the techtreminami including the pack of mods with it -  its seens to work somewhat, but for the atomic constructor (logic, if it dosn't work alone :p)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Zeta Omega on October 18, 2014, 02:27:54 PM
Hey, Sorry about saying LIAR before.....also thanks for the update and advice guys....I feel a bit like a jerk after that
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Hellespont on October 18, 2014, 02:30:23 PM
hi. i used this mod v1.1.2.
i think this mod is good.
but i don't know how get 2 item. (Synthread and Hyperweave.)
i very wonder.
new v1.3.1, i can get 2 item?
Did new mod improve?
a low english sorry...;;
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: GottJammern on October 18, 2014, 05:27:08 PM
Quote from: Oragepoilu on October 18, 2014, 11:43:25 AM
Quote from: GottJammern on October 18, 2014, 10:34:17 AM
Quick hotfix for 1.3- fixes the issue with the atomic constructor.
Those of you having issues, either mention what mods you are using or include a screenshot of your mod load page. I do not have the time nor the inclination to personally try every mod out there, but if I know problem mods I can try to work with them.

I only loaded this mod and recipenurse in two step with the nurse first.

At first i wanted to use this mod with the techtreminami including the pack of mods with it -  its seens to work somewhat, but for the atomic constructor (logic, if it dosn't work alone :p)

Since TechTreeMinami is a rather large overhaul, I doubt it will be compatible.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 18, 2014, 05:28:56 PM
Quote from: Hellespont on October 18, 2014, 02:30:23 PM
hi. i used this mod v1.1.2.
i think this mod is good.
but i don't know how get 2 item. (Synthread and Hyperweave.)
i very wonder.
new v1.3.1, i can get 2 item?
Did new mod improve?
a low english sorry...;;

To craft the above components, you can fabricate them at the 'Atomic Constructor' using metals and cloth after you have completed the 'Atomic Construction' research.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3 BRAIN SYSTEM!
Post by: Oragepoilu on October 18, 2014, 05:45:02 PM
Quote from: GottJammern on October 18, 2014, 05:27:08 PM
Quote from: Oragepoilu on October 18, 2014, 11:43:25 AM
Quote from: GottJammern on October 18, 2014, 10:34:17 AM
Quick hotfix for 1.3- fixes the issue with the atomic constructor.
Those of you having issues, either mention what mods you are using or include a screenshot of your mod load page. I do not have the time nor the inclination to personally try every mod out there, but if I know problem mods I can try to work with them.

I only loaded this mod and recipenurse in two step with the nurse first.

At first i wanted to use this mod with the techtreminami including the pack of mods with it -  its seens to work somewhat, but for the atomic constructor (logic, if it dosn't work alone :p)

Since TechTreeMinami is a rather large overhaul, I doubt it will be compatible.

Well, as i'v stated above, it doesn't even work for me whith only your mod and the the nurse activated :3

And even as an overall it doesn't change any thing for the bio part - so it should be fine. It just won't fit well in the crafting tree but anyway i can research it onlywhen i want :)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Xubrim on October 18, 2014, 06:07:47 PM
Thanks for the update.

Have you considered making some more specialized bionic parts? For instance, combining a power claw and a bionic arm (since they're mutually exclusive) for a lower manipulation (105-110%?), higher damage (15-20?) bionic limb? The printer could make the requisite power claws as well; it IS a 3D printer, after all.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Zeta Omega on October 18, 2014, 06:42:02 PM
.........I am convinced this mod hates me XD I can only install the arms, legs and eyes in my colonists
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Timber on October 18, 2014, 06:43:50 PM
Dumb question here: how the heck do I install new brain parts? I'm not getting the option in the surgery tab even though I have several implants in stock...
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Zeta Omega on October 18, 2014, 06:45:16 PM
Quote from: Timber on October 18, 2014, 06:43:50 PM
Dumb question here: how the heck do I install new brain parts? I'm not getting the option in the surgery tab even though I have several implants in stock...
Welcome to the club my friend...
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 18, 2014, 10:28:02 PM
Try loading the game with Core, RecipeNurse and MBP!.
You should see a red list that appears stating "InstallBionic---". If that appears, everything will be loaded properly. If that does not appear, something is funky with RecipeNurse.
   I'm sorry, but I have not been able to reproduce that error using the current download of MBP! and RecipeNurse.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Zeta Omega on October 18, 2014, 10:34:11 PM
Quote from: GottJammern on October 18, 2014, 10:28:02 PM
Try loading the game with Core, RecipeNurse and MBP!.
You should see a red list that appears stating "InstallBionic---". If that appears, everything will be loaded properly. If that does not appear, something is funky with RecipeNurse.
   I'm sorry, but I have not been able to reproduce that error using the current download of MBP! and RecipeNurse.
Yeah the red list pops up.....but....only a few things work
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 18, 2014, 10:46:54 PM
EDIT: Create a new colony and save it. Restart the game and load up said colony. The recipes should be in and any new colonies you create should show the recipes.
If this resolves an error you have, please let me know!

I assume you've tried enabling the mods, quitting the game and then loading a new colony?
In debug mode, are the items such as the implants and kidneys, etc. showing up?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Oragepoilu on October 19, 2014, 04:18:52 AM
Quote from: GottJammern on October 18, 2014, 10:46:54 PM
EDIT: Create a new colony and save it. Restart the game and load up said colony. The recipes should be in and any new colonies you create should show the recipes.
If this resolves an error you have, please let me know!

I assume you've tried enabling the mods, quitting the game and then loading a new colony?
In debug mode, are the items such as the implants and kidneys, etc. showing up?

Quote from: Oragepoilu on October 18, 2014, 04:49:38 AM
[....]

Then i tryed the second building, and making the bionic works; But i wasn't able to use it untill i reloaded my save Oo
(they didn't show in the health menu, operation)


After reloading i was able to use them fine. But i still wasn't able to make any of the material.


Everything, while using debug mod, show fine in the operation menu but what you have added in this mod - you need a restart to get them.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Timber on October 19, 2014, 06:03:40 AM
Quote from: GottJammern on October 18, 2014, 10:46:54 PM
EDIT: Create a new colony and save it. Restart the game and load up said colony. The recipes should be in and any new colonies you create should show the recipes.
If this resolves an error you have, please let me know!

I've done that but this time around I can't add a new bill in the Operations tab. I click the button but nothing happens. Making several new colonies - same problem all around.

This is the console message I get when I start the game:
(http://i.imgur.com/iDbz15Ks.png) (http://imgur.com/iDbz15K)
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Oragepoilu on October 19, 2014, 06:05:23 AM
Quote from: Timber on October 19, 2014, 06:03:40 AM
Quote from: GottJammern on October 18, 2014, 10:46:54 PM
EDIT: Create a new colony and save it. Restart the game and load up said colony. The recipes should be in and any new colonies you create should show the recipes.
If this resolves an error you have, please let me know!

I've done that but this time around I can't add a new bill in the Operations tab. I click the button but nothing happens. Making several new colonies - same problem all around.

This is the console message I get when I start the game:
(http://i.imgur.com/iDbz15Ks.png) (http://imgur.com/iDbz15K)

Did u make the bionic and put in a stockpile before relaoding completly the game ?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Hellespont on October 19, 2014, 09:02:03 AM
Quote from: GottJammern on October 18, 2014, 05:28:56 PM
Quote from: Hellespont on October 18, 2014, 02:30:23 PM
hi. i used this mod v1.1.2.
i think this mod is good.
but i don't know how get 2 item. (Synthread and Hyperweave.)
i very wonder.
new v1.3.1, i can get 2 item?
Did new mod improve?
a low english sorry...;;

To craft the above components, you can fabricate them at the 'Atomic Constructor' using metals and cloth after you have completed the 'Atomic Construction' research.

Thank details.
Now I will try the test. ^^
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Deadman_Walking on October 19, 2014, 04:29:16 PM
Whatever i do, i simply cannot do more than Bionic Arms,Legs and Eyes. I can craft everything else, but its not available for Implantation. Solutions?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Oragepoilu on October 19, 2014, 05:42:58 PM
Quote from: Deadman_Walking on October 19, 2014, 04:29:16 PM
Whatever i do, i simply cannot do more than Bionic Arms,Legs and Eyes. I can craft everything else, but its not available for Implantation. Solutions?

Dude, you could at last read the few last post.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 19, 2014, 07:19:44 PM
Quote from: Oragepoilu on October 19, 2014, 06:05:23 AM
Quote from: Timber on October 19, 2014, 06:03:40 AM
Quote from: GottJammern on October 18, 2014, 10:46:54 PM
EDIT: Create a new colony and save it. Restart the game and load up said colony. The recipes should be in and any new colonies you create should show the recipes.
If this resolves an error you have, please let me know!

I've done that but this time around I can't add a new bill in the Operations tab. I click the button but nothing happens. Making several new colonies - same problem all around.

This is the console message I get when I start the game:
(http://i.imgur.com/iDbz15Ks.png) (http://imgur.com/iDbz15K)

Did u make the bionic and put in a stockpile before relaoding completly the game ?

the biotic does not need to be in a stockpile for it to be accessible. As long as it is not forbidden it is usable.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: jal21 on October 19, 2014, 09:42:42 PM
for some unknown reason i cant find the download link is it missing or something just so you know or im comply blind
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Deadman_Walking on October 20, 2014, 01:02:41 AM
Quote from: Oragepoilu on October 19, 2014, 05:42:58 PM
Dude, you could at last read the few last post.
Guess what: I did, tried it and still nothing.
Anything helpfull?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Oragepoilu on October 20, 2014, 04:21:59 AM
Quote from: Deadman_Walking on October 20, 2014, 01:02:41 AM
Quote from: Oragepoilu on October 19, 2014, 05:42:58 PM
Dude, you could at last read the few last post.
Guess what: I did, tried it and still nothing.
Anything helpfull?

So, you have reloaded your game. When you did that, did you close the game and relaunch it completly or just go in the main menu ?

I don't think you are, but do you use other mod than this and recipe nurse ?
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: admiralKew on October 20, 2014, 05:03:18 AM
(http://i.imgur.com/Qyx3389.png)
Hello, this happens every time I try to open the operations bills menu. I have EdB interface mod, the Recipe Nurse, and MBP installed and activated
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Killaim on October 20, 2014, 05:14:37 AM
awesome stuff :)

would be kool with a Drone Chip : replace some part of the brain and you turn a prisoneer into a slobbering drone

like give some penalty to manipulation speed etc (so you can still turn those 99% prisoners into something usefull.

:D
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Oragepoilu on October 20, 2014, 05:26:13 AM
Quote from: admiralKew on October 20, 2014, 05:03:18 AM
(http://i.imgur.com/Qyx3389.png)
Hello, this happens every time I try to open the operations bills menu. I have EdB interface mod, the Recipe Nurse, and MBP installed and activated

It's seens that you have way way more than thoose 3 mods. Most shouldn't be a problem, but you should try to laod without the immersive mod, and if it still doesn't work, try kick out EdB prepare carefully too.
EdB interface, apparello, clutter, mining & co stuff work with this mod for me, and even if i can't be sure for the other it's less likely that the bug come from them but you may want to try to set them off too if it still doesn't work.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: admiralKew on October 20, 2014, 08:51:31 AM
I'd tried it with just those three mods too, but it said the same thing.
Anyway, it turned out that the latest version of this mod doesn't play nice with a previous version of EDB so that happened.

Thanks, though!
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Aristocat on October 20, 2014, 08:53:54 AM
Does "Hitpoint +5" actually work? xml listed it's 25, but in game it's all 20.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Deadman_Walking on October 20, 2014, 10:16:39 AM
Quote from: Oragepoilu on October 20, 2014, 04:21:59 AM
So, you have reloaded your game. When you did that, did you close the game and relaunch it completly or just go in the main menu ?

I don't think you are, but do you use other mod than this and recipe nurse ?
Yes, I reloaded the game. Only Three Mods active: Core, RecipeNurse and MBP.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Timber on October 20, 2014, 10:19:49 AM
OP can you please post a detailed How To guide of how to get this to fully work with other mods from scratch?
And post exactly what mods are known to cause incompatibility issues.

Cheers
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Deadman_Walking on October 20, 2014, 10:51:41 AM
Just did a complete Reinstall....still same Problem. :/
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Oragepoilu on October 20, 2014, 11:41:38 AM
Quote from: Deadman_Walking on October 20, 2014, 10:51:41 AM
Just did a complete Reinstall....still same Problem. :/

I don't get it, I'v tryed again in case of and just quit the game and restart it after you'v made a bionic (for the brain or whatever) unlock them in the health menu for me.
I can't help more. good luck anyway :/
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Shiftyeyesshady on October 20, 2014, 02:47:00 PM
Woohoo! New version, was deciding at which point to use my already built escape ship on my current colony, this ended up being the deciding factor.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: skullywag on October 20, 2014, 05:16:57 PM
Think im gonna steer clear of implant based mods, until A8, no offence to OP but this is a mess, nothing anyone can do until the recipe system gets an overhaul in A8.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Commander Beanbag on October 20, 2014, 07:04:09 PM
Has anyone tried merging the recipe nurse assemblies and defs with the mod you're trying to work with? I do this with all the mods I use that need it and it works fine.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Timber on October 20, 2014, 07:20:22 PM
Quote from: skullywag on October 20, 2014, 05:16:57 PM
Think im gonna steer clear of implant based mods, until A8, no offence to OP but this is a mess, nothing anyone can do until the recipe system gets an overhaul in A8.

Very wise, this ruined my saves unfortunately. No hard feeling towards the modder tho, this is a must have mod but it's just too much of a hassle to troubleshoot atm :/
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: MisterLock on October 20, 2014, 07:29:56 PM
Quote from: skullywag on October 20, 2014, 05:16:57 PM
Think im gonna steer clear of implant based mods, until A8, no offence to OP but this is a mess, nothing anyone can do until the recipe system gets an overhaul in A8.

True dat.I'm also one of the people that has issues with this...If it's not 1 problem it's the other,I ussualy like to play heavily modded and Apothecarius and More Bionics don't seem to work well enough.It's like,the recipie tab doesn't work for operations and when I get it to work (through some mod switching)my textures are all buggy.No offense but I'm with ya,this is just a straight down mess,Recipie Nurse and everything,to many steps just to get these working...

Also no offense to OP but I should of probably just stuck with Extended Surgery and nothing more...*sigh*I really hope I did not come off rude there,and If I did I'm sorry...Anyway thanks to the OP for the nevertheless spent time of making this mod,but like Skully said,My next colony(which I'll start tomorrow cause It got wiped by raiders)won't include this.Probably not going to touch it till Alpha 8.

Oh and if Skully takes a look at my post,I'll thank him for his time as well
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Krantz86 on October 21, 2014, 04:30:30 AM
i finally managed to get it working all my issues were caused by recipe nurse( i loaded it first instead of doing it last) now my colonists are living a happy cyborg life, keep up with the good wrok!

PS: i know that probably someone already asked for them, but please add ribcage or spines/backs
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Killaim on October 21, 2014, 06:48:09 AM
Quote from: Krantz86 on October 21, 2014, 04:30:30 AM
i finally managed to get it working all my issues were caused by recipe nurse( i loaded it first instead of doing it last) now my colonists are living a happy cyborg life, keep up with the good wrok!

PS: i know that probably someone already asked for them, but please add ribcage or spines/backs

silly question im sure - how do you load it first - tried a few things diddent really work.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 21, 2014, 01:28:23 PM
Quote from: admiralKew on October 20, 2014, 05:03:18 AM
(http://i.imgur.com/Qyx3389.png)
Hello, this happens every time I try to open the operations bills menu. I have EdB interface mod, the Recipe Nurse, and MBP installed and activated

Apparently EdB Interface independently populates the health bills tab in a manner different from the base game: it would seem it's not compatible.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: rchaves007 on October 21, 2014, 06:42:47 PM
"This mod does NOT work with: ExtendedSurgery, EDB Interface. May be some compatability issues with Apothecarius."

srsly how cn u tell? i'm using EDB Interface and no problems for me... dont know what the problems might be so i might have them :D
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 21, 2014, 11:14:27 PM
Whenever I load with EDB, the game crashes for me. Probably just one of those things.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: rchaves007 on October 22, 2014, 05:12:48 AM
peraps u guys are doing something wrong... heres my log:(attachement)


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: Minus on October 22, 2014, 09:13:52 AM
This isn't a PROPER fix. For that go here (https://ludeon.com/forums/index.php?topic=7036)

But for those of you that want to use this mod on saved games or with other mods, I have one without the interfering brain implants over at theExtended Surgery (https://ludeon.com/forums/index.php?topic=7029.0) mod page. This mod will also eventually become one with Extended Surgery once I can find a better way of doing the brain implants, though that may have to wait for Alpha 8.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: zerolightning on October 24, 2014, 02:58:51 AM
I can not find the download button for MBP  installed the onther one...can remember the name right now but i can't find the download button for your mod.
Title: Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
Post by: GottJammern on October 24, 2014, 09:48:47 PM
At this time, MBP! is not longer in development/updating due to real life occurances. For those desiring to have Bionic Parts and such, I highly recommend Extended Surgery and Bionics (https://ludeon.com/forums/index.php?topic=7029.0), Minus has done a great job integrating both this and Extended Surgery.