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RimWorld => Releases => Mods => Outdated => Topic started by: Aristocat on November 19, 2014, 09:58:32 AM

Poll
Question: Do you think it would be nice if raider weapons destroyed on drop?
Option 1: Yes
Option 2: No
Option 3: Probably, but only if weapon is craftable
Option 4: This will not compatible well with project armory
Option 5: Etc. (Comment)
Title: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 19, 2014, 09:58:32 AM
Description
Add Implants and sub-dermal armor which helps colonist in various ways, bionics, and Increase health of limbs and torso so no longer single hit kills colonists or destroys limbs.




Download Immersive Rim (https://www.sendspace.com/file/8v60j4%5B/url)





Feature

*Increase health of Limbs, Head, Skull, Neck to 45 and torso to 85 so no longer single hit kills colonists or destroys limbs.


(http://img3.wikia.nocookie.net/__cb20110807215745/fallout/images/thumb/e/e9/DermalImpactArmor2.png/126px-DermalImpactArmor2.webp)
*Add Implants and sub-dermal armor which helps colonist in various ways (currently wearable like armor)
*Sub-dermal armor protect specific body part(e.g. brain, heart, body) and can equipped with other armors
*Brain, Heart, Bone(Pelvis, Ribs, Spine etc. except skull), Eye and other vital organ sub-dermal armors make specific body part immune to damage
*Sub-dermal armor head protect Skin (Ear, Nose, Jaw, and Head) and Skull by 20%,  equip with Power armor helmet and up to 95% protection
*Body Sub-dermal armor protect body skin(Torso, Arms, Legs, Feet and Hands.) by 15%, equip with Power armor and hyper weave shirt to up to 95% protection

(http://img2.wikia.nocookie.net/__cb20101022212212/fallout/images/thumb/1/15/OpticsEnhancer.png/129px-OpticsEnhancer.webp)
*implants boost efficient at specific job,
*Empathy synthesizer improve trade price, social, gift impact and recurit chance,
*Logic co-processor increase global learning speed and help research and medical operation,
*Optics enhancer, Arm enhancer, and Probability calculator reduce aiming time and increase accuracy, up to thrice faster aiming and twice more accurate.
*Tranquilizer injector calm unstable colonist
*Leg enhancer increase speed.
*Craftable in the implants table.


(http://i.imgur.com/GQ9dzJdl.png?1) (http://imgur.com/GQ9dzJd)


*Shirt now protect arms and hands Duster now protect arms and legs
*Power Armor now increase colonist's accuracy and aiming speed
*Power Armor Protect hand and feet
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%)
*Power Armor reduce global work speed by 30%
*Power Armor slow down colonist by 1.5
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5


(http://i.imgur.com/UpjJM72.jpg?1) (http://i.imgur.com/K4Hlx0al.jpg?1)


*Enemy's power armor and implants destroyed on strip
*Scyther Knife damage increased 16 to 45, Power Claw 18 to 35, bionic arm cause twice more pain.
*Add bionic organs (stomach, liver, etc.) and limbs. Craftable in the bionic table
*Add Medical practice table, can practice surgery with corpses
*Trigger Happy and Careful Shooter has been nerfed
*Add peg arm
*All surgery give exprience but all surgerys also require medicine skill
*Add Warhammer organs, Catalepsean Node, Healer, etc, doesn't working as intended but reduce pain twice more than normal bionic
*Each bionic reduce pain so cyborg colonist no longer feel any pain

*Add Cyborg type enemy. Always equipped with full power armor, body and head sub-dermal armor and Optics enhancer, Probability calculator, Leg and Arm enhancer.




Note 1 : This mod is balanced around Immersive weaponry, with vanilla two sniper shoot will still kill full bionic cyborg, and aim time bonus isn't really great since vanilla weapons has fixed 40 cooldown time(doesn't affected by aim time).

Note 2 : Don't activate ImmersiveApparel if you're using ImmersiveBody

Note 3 : You need Immersive Craft or any other mod to craft material(Plasteel, Synthread, etc) also crafting Power armor require other mod(ICraft, or Apparello).

Note 4 : You'll see lots of bugs if you load existing saves(especially missing body parts), please start new colony.

Note 5 : Hard surgeries like installing heart or bionic parts require +10 skill.

Compatible List : Probably compatible with all other surgery mods.



Let me know if you have any complaint.


Todo list : learn c coding and add Astarte(Space marine) and dreadnought


Download Immersive Rim (https://www.sendspace.com/file/8v60j4%5B/url)
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Aristocat on November 19, 2014, 10:55:17 AM
(http://i.imgur.com/f9E16rfl.jpg)

It seems compatible with Extended surgery and bionics mod.

Activate extended'... mod first. and activate Immersive body second, and activate EDB interface and THEN activate Recipe nurse.
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Cat123 on November 19, 2014, 01:00:56 PM
Your download is an .exe file that is 917kb while the download screen claims it is 19 meg. Named: ImmersiveRim.1.5.rar.exe The contents are also not Rimworld files - I opened it without triggering the .exe and I didn't like what I saw. Flagged, which is a shame, because I was wondering how you added <stats> to bodyparts.

Note: with NoScript turned off, file is now the correct one, which is doubly-dodgy....



Anyhow, might not be on your end - I'll edit once I work out why that link did what it did.

    <apparel>
      <bodyPartGroups>
        <li>NearBrain</li>
      </bodyPartGroups>
      <layers>
        <li>OnSkin</li>
      </layers>
      <commonality>0</commonality>
    </apparel>

and

    <apparel>
      <bodyPartGroups>
        <li>Heart</li>
      </bodyPartGroups>
      <layers>
        <li>Overhead</li>
      </layers>
      <commonality>0</commonality>
    </apparel>



I see the solution to the lack of tags on bodyparts is to do it this way - I'm surprised that apparel can work this way. I'm surprised that the <cyborg> tag works from just this:

    <outfits>
      <li>
        <def>Cyborg</def>
        <commonality>100</commonality>
      </li>
    </outfits>



Hacky, but it works which is funky - do you know if it works with apparelo mods? (layering, specifically)
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Tynan on November 19, 2014, 01:21:44 PM
I've removed the download link until the modder can find a clean host. Looks like SendSpace is a malware trap.
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Aristocat on November 19, 2014, 03:40:41 PM
Quote from: Cat123 on November 19, 2014, 01:00:56 PM
Your download is an .exe file that is 917kb while the download screen claims it is 19 meg. Named: ImmersiveRim.1.5.rar.exe The contents are also not Rimworld files - I opened it without triggering the .exe and I didn't like what I saw. Flagged, which is a shame, because I was wondering how you added <stats> to bodyparts.

Note: with NoScript turned off, file is now the correct one, which is doubly-dodgy....



Anyhow, might not be on your end - I'll edit once I work out why that link did what it did.

    <apparel>
      <bodyPartGroups>
        <li>NearBrain</li>
      </bodyPartGroups>
      <layers>
        <li>OnSkin</li>
      </layers>
      <commonality>0</commonality>
    </apparel>

and

    <apparel>
      <bodyPartGroups>
        <li>Heart</li>
      </bodyPartGroups>
      <layers>
        <li>Overhead</li>
      </layers>
      <commonality>0</commonality>
    </apparel>



I see the solution to the lack of tags on bodyparts is to do it this way - I'm surprised that apparel can work this way. I'm surprised that the <cyborg> tag works from just this:

    <outfits>
      <li>
        <def>Cyborg</def>
        <commonality>100</commonality>
      </li>
    </outfits>



Hacky, but it works which is funky - do you know if it works with apparelo mods? (layering, specifically)

Yes it work with apparelo as long as apparelo doesn't protect body parts with head layer or vice versa

Quote from: Tynan on November 19, 2014, 01:21:44 PM
I've removed the download link until the modder can find a clean host. Looks like SendSpace is a malware trap.

You sure sendspace is trap? I just downloaded from same link and it's not .Exe file, nor from other mods that uploaded on sendspace, I afraid cat123's computer is virused..

Re-uploaded
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Cat123 on November 19, 2014, 04:08:33 PM
Quote from: Aristocat on November 19, 2014, 03:40:41 PM
You sure sendspace is trap? I just downloaded from same link and it's not .Exe file, nor from other mods that uploaded on sendspace, I afraid cat123's computer is virused..

Re-uploaded

I just ran Spybot Search & Destroy and various other programs, and my system is 100% clean - I also run firefox with NoScript, Ghostery, AdBlock and so on.

This is your file - (http://i.imgur.com/E2KqR9H.png)

You'll notice that on your new link the .exe has changed value.

liverged.net
Registry Registrant ID:
Registrant Name: Ben Dal
Registrant Organization:
Registrant Street: Golani 2
Registrant City: Sderot
Registrant State/Province: Sderot
Registrant Postal Code: 8712301
Registrant Country: IL
Registrant Phone: +972.527429766
Registrant Email: Email Masking [email protected]


So yeah; malware. The reason you're not seeing it is probably because your system isn't detecting the redirect, derp.

Oh, and some more proof:

https://www.reddit.com/r/netsec/comments/1hj3hy/sendspace_is_sending_targeted_malware/
https://forums.malwarebytes.org/index.php?/topic/121946-warning-sendspacecom-sending-fake-files/
http://blog.trendmicro.com/trendlabs-security-intelligence/trojan-abuses-sendspace-a-closer-look/
http://4chandata.org/g/So-friend-just-had-a-possible-malware-encounter-on-SendSpace-Nothing-happened-but-my-friend-was-alerted-when-his-download-looked-s-a97116

EVERYONE has noted sendspace's little trick of adding .exe loaders to the first click on their downloads.

So - next time don't be a DERP and do a little 5min of research; apparently it's their own malware, an unsolicited "download manager", but it's 100% not ok for files to redirect to .exes without permission.


TL;DR

If you uncheck the box with "download accelerator", it doesn't do the hijack. It's still scummy as hell though.
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: ItchyFlea on November 19, 2014, 04:27:49 PM
That file appears to simply be a downloader for the actual mod, not a virus.
Although VirusTotal gave a detection ratio of 5/53.

Comodo Instant Malware Analysis seems to report that it isn't a virus, but rather a downloader app:
When activated, that file contacts sendspace and sends a get request with this URL: https://fs09n3.sendspace.com/dllp/d6da47d313ea7f7883cf8c8039b08216/546d0843/000000/b8zgts/immersive 20rim 201.5.rar (Well, a slightly different one that browsers don't like to read, I've formatted it enough for browsers to accept.)
Which correctly downloads the mod.

Might want to avoid sendspace in the future, especially if they haven't mentioned that they do this to large files.
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Cat123 on November 19, 2014, 04:32:51 PM
Quote from: ItchyFlea on November 19, 2014, 04:27:49 PM
That file appears to simply be a downloader for the actual mod, not a virus.
Although VirusTotal gave a detection ratio of 5/53.

Comodo Instant Malware Analysis seems to report that it isn't a virus, but rather a downloader app:
When activated, that file contacts sendspace and sends a get request with this URL: https://fs09n3.sendspace.com/dllp/d6da47d313ea7f7883cf8c8039b08216/546d0843/000000/b8zgts/immersive 20rim 201.5.rar (Well, a slightly different one that browsers don't like to read, I've formatted it enough for browsers to accept.)
Which correctly downloads the mod.

Might want to avoid sendspace in the future, especially if they haven't mentioned that they do this to large files.


Yeah, as the TL;DR mentioned, it's their "download accelerator" - it's undocumented, and let's just say that I'm wary of redirects to IL / RU domains for very good reasons.


Sorry for the drama, the mod itself is very good. It's a solution to an issue I'm having, but I'm not sure I want to go this route - but it works, which makes it 100% better than anything else atm ;)
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Shinzy on November 19, 2014, 04:39:43 PM
Quote from: Aristocat on November 19, 2014, 03:40:41 PMYes it work with apparelo as long as apparelo doesn't protect body parts with head layer or vice versa

Time to make tiny stetsons to be worn on your brain like! and miniature clothing for all the other internal organs! *rubs hands together*

Only "issue" with running this with Apparello would probably be *very* crowded apparel list on your colonists if you get all the socks and boots and implants
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Cat123 on November 19, 2014, 04:45:01 PM
Quote from: Shinzy on November 19, 2014, 04:39:43 PM
Quote from: Aristocat on November 19, 2014, 03:40:41 PMYes it work with apparelo as long as apparelo doesn't protect body parts with head layer or vice versa

Time to make tiny stetsons to be worn on your brain like! and miniature clothing for all the other internal organs! *rubs hands together*

Only "issue" with running this with Apparello would probably be *very* crowded apparel list on your colonists if you get all the socks and boots and implants

This was the only bit I was worried about:
<apparel>
      <bodyPartGroups>
        <li>Heart</li>
      </bodyPartGroups>
      <layers>
        <li>Overhead</li>
      </layers>


Wasn't sure if anything else used the "overhead" layer. Floating balloons mod?

Only two other issues:

1) The subdermal stuff can be removed - it'd be more elegant if it was permanent
2) Balance related - many parts of the subdermal give 100% protection to all classes (bad idea, especially since some over-lap. e.g. torso covers stomach, liver, kidneys for a double bonus)
2)a) Some of the items give massive bonuses:     <equippedStatOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
<ResearchSpeed>0.3</ResearchSpeed>
<MedicalOperationSpeed>0.5</MedicalOperationSpeed>
<BaseHealingQuality>0.5</BaseHealingQuality>
<HealingSpeed>0.5</HealingSpeed>
    </equippedStatOffsets>


50% boosts to healing speed, XP, 30% to research... hmm. Or

    <equippedStatOffsets>
<MoveSpeed>0.8</MoveSpeed>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>InLeg</li>
      </bodyPartGroups>


That's +80% from each leg, then an additional +20% from each bionic leg. Cripes.


Those are (minor) balance tweaks though.
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: PiCroft on November 19, 2014, 04:58:49 PM
Reposting here because I'm not too sure which thread is the correct one.

I'm really interested in ImmersiveBodies and I'm currently using the TTM Full Pack and Eugenics. I can activate everything up to ImmersiveBodies which seems to give a ton of errors.

http://pastebin.com/kAVXg9NU

I'm not too sure what's going wrong, am I missing a mod, or loading something in the wrong order?
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: millenium on November 19, 2014, 10:48:00 PM
Quote from: Aristocat on November 19, 2014, 09:58:32 AM

*Add peg arm


you can make Seamus now.

awesome mod going to try it now.
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: Aristocat on November 20, 2014, 12:03:12 AM
Quote from: Cat123 on November 19, 2014, 04:32:51 PM
Quote from: ItchyFlea on November 19, 2014, 04:27:49 PM
That file appears to simply be a downloader for the actual mod, not a virus.
Although VirusTotal gave a detection ratio of 5/53.

Comodo Instant Malware Analysis seems to report that it isn't a virus, but rather a downloader app:
When activated, that file contacts sendspace and sends a get request with this URL: https://fs09n3.sendspace.com/dllp/d6da47d313ea7f7883cf8c8039b08216/546d0843/000000/b8zgts/immersive 20rim 201.5.rar (Well, a slightly different one that browsers don't like to read, I've formatted it enough for browsers to accept.)
Which correctly downloads the mod.

Might want to avoid sendspace in the future, especially if they haven't mentioned that they do this to large files.


Yeah, as the TL;DR mentioned, it's their "download accelerator" - it's undocumented, and let's just say that I'm wary of redirects to IL / RU domains for very good reasons.


Sorry for the drama, the mod itself is very good. It's a solution to an issue I'm having, but I'm not sure I want to go this route - but it works, which makes it 100% better than anything else atm ;)

I can't find "accelerator" thingy, are you gold member by chance?


Edit :

"I believe I found the problem. My friend is a dumbass and click the "download with accelerator" button that gives you sendspace's gay manager. Thread over."


"After some digging, I believe this is their "sendspace accelerator", which is being detected as adware. It even says on the checkbox for downloading using the software that it provides "recommended offers".
Take a look at it in links: http://i.imgur.com/SluxDf8.png
This is also only served to windows browsers, it appears, since the accelerator is windows only.
As for the IP restrictions, it could be due to local laws and legal shenanigans?"

I don't know if Adblock removed it so I can't see it but if you're wary of this you should obviously unchecked it, and none of links you provided seems concluded it as malware.

Quote from: Cat123 on November 19, 2014, 04:45:01 PM
This was the only bit I was worried about:
<apparel>
      <bodyPartGroups>
        <li>Heart</li>
      </bodyPartGroups>
      <layers>
        <li>Overhead</li>
      </layers>


Wasn't sure if anything else used the "overhead" layer. Floating balloons mod?

Only two other issues:

1) The subdermal stuff can be removed - it'd be more elegant if it was permanent
2) Balance related - many parts of the subdermal give 100% protection to all classes (bad idea, especially since some over-lap. e.g. torso covers stomach, liver, kidneys for a double bonus)
2)a) Some of the items give massive bonuses:     <equippedStatOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
<ResearchSpeed>0.3</ResearchSpeed>
<MedicalOperationSpeed>0.5</MedicalOperationSpeed>
<BaseHealingQuality>0.5</BaseHealingQuality>
<HealingSpeed>0.5</HealingSpeed>
    </equippedStatOffsets>


50% boosts to healing speed, XP, 30% to research... hmm. Or

    <equippedStatOffsets>
<MoveSpeed>0.8</MoveSpeed>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>InLeg</li>
      </bodyPartGroups>


That's +80% from each leg, then an additional +20% from each bionic leg. Cripes.


Those are (minor) balance tweaks though.
There's no armor protect head with OnSkin layer or protect torso(and organs) with OverHead(all helmet and hats use this layer btw) Layer.

If overhead layer changed to OnSkin, colonist will drop their shirt to wear implants.


1) I don't think it's possible in current state, but enemy cyborgs implants destroyed on drop.
2) Body and head sub dermal armor protect TorsoB and HeadB which doesn't protect brain and organs. you should open bodies.xml if you want to see what part is exactly. Also you can't wear more than one implants on near brain, you're sacrificing + 30% of shooting speed and accuracy just to get Medical operation which isn't even noticeable, Although I might buff probability calculator for more significant lose for not using it.
2)a) First off, move speed 0.8 is flat 0.8(not 80%), which is underwhelmingly weak bonus considering power armor now reduce speed by 1.5 (also machine guns drop another 1.5 if you're using Immersive weaponry)




Selling dropped weapons and become super rich colony seems really cheap tactic, I might Immersive weaponry(and IProject armory) to raider weapons destory on drop.



Quote from: millenium on November 19, 2014, 10:48:00 PM
Quote from: Aristocat on November 19, 2014, 09:58:32 AM

*Add peg arm


you can make Seamus now.

awesome mod going to try it now.

Quote from: PiCroft on November 19, 2014, 04:58:49 PM
Reposting here because I'm not too sure which thread is the correct one.

I'm really interested in ImmersiveBodies and I'm currently using the TTM Full Pack and Eugenics. I can activate everything up to ImmersiveBodies which seems to give a ton of errors.

http://pastebin.com/kAVXg9NU

I'm not too sure what's going wrong, am I missing a mod, or loading something in the wrong order?

Sorry please re download if you have any problem. Thanks you.

Quote from: Tynan on November 19, 2014, 01:21:44 PM
I've removed the download link until the modder can find a clean host. Looks like SendSpace is a malware trap.

Can I use sendspace again or?
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 20, 2014, 03:35:07 AM
To anyone voted "No"

(http://i.imgur.com/fT8IlPT.gif)
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Minus on November 20, 2014, 10:14:14 AM
No need to use sendspace when you can just attach the mod as an attachement.
Also there's a heck of a lot of stuff in here that makes Extended Surgery & Bionics just feel redundant. Once balancing issues are sorted out, I expect people will only be using this mod. Kinda makes us rivals.

But I'm saying all this before I've even tested it. There are an amazing amount of features listed here, most of which I thought were impossible to do in A7. Gonna try it out and then post a bit later.

Update:
Well, I can't even test anything out as this mod, like the old bionic mods, uses resources that you cannot get. I cannot create synthread/hyperweave/plasteel, and I've only seen plasteel from traders, and they're pretty rare. On top of that, each part costs a lot! Also noticed a lot of poorly worded descriptions. Not spelling errors, just, they mostly make no sense. I also can't tell what the very expensive super human research does. Looks like it does nothing to me.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 20, 2014, 02:28:21 PM
Quote from: Minus on November 20, 2014, 10:14:14 AM
No need to use sendspace when you can just attach the mod as an attachement.
Also there's a heck of a lot of stuff in here that makes Extended Surgery & Bionics just feel redundant. Once balancing issues are sorted out, I expect people will only be using this mod. Kinda makes us rivals.

But I'm saying all this before I've even tested it. There are an amazing amount of features listed here, most of which I thought were impossible to do in A7. Gonna try it out and then post a bit later.

Update:
Well, I can't even test anything out as this mod, like the old bionic mods, uses resources that you cannot get. I cannot create synthread/hyperweave/plasteel, and I've only seen plasteel from traders, and they're pretty rare. On top of that, each part costs a lot! Also noticed a lot of poorly worded descriptions. Not spelling errors, just, they mostly make no sense. I also can't tell what the very expensive super human research does. Looks like it does nothing to me.

"Pursuit of super human creation" Unlock Implant and bionic table.
"Understanding of implant and bionic creation"
Title: Re: [MOD] (Alpha 7) Immersive Body : Creation of super human
Post by: PiCroft on November 20, 2014, 03:58:23 PM
Quote from: Aristocat on November 20, 2014, 12:03:12 AM

Sorry please re download if you have any problem. Thanks you.

Thanks, downloaded again, the implants appear for manufacture and can be hauled. However, there is no way I can see to actually implant them. I build a few sub-dermal implants, made sure they were in my stockpile and then looked under the operations tab for my colonists but non of the new implants appear there.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Ded1 on November 20, 2014, 06:48:32 PM
I had this same issue and it turns out you equip them like armor.  That may be something you want to put on the mods main page (if you haven't already)
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Igabod on November 20, 2014, 08:52:00 PM
Quote from: Minus on November 20, 2014, 10:14:14 AM

I cannot create synthread/hyperweave/plasteel, and I've only seen plasteel from traders, and they're pretty rare.

This mod includes a forge which allows you to create those materials using other materials.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 20, 2014, 09:18:43 PM
Quote from: PiCroft on November 20, 2014, 03:58:23 PM
Quote from: Aristocat on November 20, 2014, 12:03:12 AM

Sorry please re download if you have any problem. Thanks you.

Thanks, downloaded again, the implants appear for manufacture and can be hauled. However, there is no way I can see to actually implant them. I build a few sub-dermal implants, made sure they were in my stockpile and then looked under the operations tab for my colonists but non of the new implants appear there.

Quote from: Ded1 on November 20, 2014, 06:48:32 PM
I had this same issue and it turns out you equip them like armor.  That may be something you want to put on the mods main page (if you haven't already)

Added. Thanks for note.


Quote from: Igabod on November 20, 2014, 08:52:00 PM
Quote from: Minus on November 20, 2014, 10:14:14 AM

I cannot create synthread/hyperweave/plasteel, and I've only seen plasteel from traders, and they're pretty rare.

This mod includes a forge which allows you to create those materials using other materials.

This mod actually doesn't include smelter. Removed for better compatibility and less confusing for me to update. I think apparello had similar thingy.

Edit : Immersive Craft does add smelter. Uploaded whole package.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: millenium on November 20, 2014, 09:33:39 PM
as toward destroying weapons. i think if an enemy's arms were hit there should be a chance for the weapon to be destroyed. however just being destroyed on impact with the ground is a little silly. i've never really understood why its a popular way of removing access to remove them from play.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Igabod on November 20, 2014, 09:48:00 PM
Quote from: Aristocat on November 20, 2014, 09:18:43 PM
This mod actually doesn't include smelter. Removed for better compatibility and less confusing for me to update. I think apparello had similar thingy.

Ah, my mistake. I really need to update all the mods I use and play again. I've been too busy working on my current mod idea (more like 5 different ideas) though.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 20, 2014, 10:35:41 PM
Quote from: millenium on November 20, 2014, 09:33:39 PM
as toward destroying weapons. i think if an enemy's arms were hit there should be a chance for the weapon to be destroyed. however just being destroyed on impact with the ground is a little silly. i've never really understood why its a popular way of removing access to remove them from play.

Too hard to implants into game, also in gnomoria you can't use weapons goblins drop(worn weapons and armor) , only smelt to get very little amount of material, I think that's more.. appropriate (Although it's too hard to implants too.)


Quote from: Igabod on November 20, 2014, 09:48:00 PM
Quote from: Aristocat on November 20, 2014, 09:18:43 PM
This mod actually doesn't include smelter. Removed for better compatibility and less confusing for me to update. I think apparello had similar thingy.

Ah, my mistake. I really need to update all the mods I use and play again. I've been too busy working on my current mod idea (more like 5 different ideas) though.

Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 23, 2014, 10:03:28 AM
Now I think name should been something Cyborgs or Cyberware.


Is it possible to generate pawn with recipe? Considering surgeries also has <workerClass> I think it would be possible.. Is it possible? If yes how?
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Minus on November 24, 2014, 06:11:31 AM
Quote from: Aristocat on November 20, 2014, 02:28:21 PM
"Pursuit of super human creation" Unlock Implant and bionic table.
"Understanding of implant and bionic creation"
It only opened two more researches for me instead, and those two are what actually did anything. I don't like having to research something just to unlock researches. Especially given how very long it takes.

Any chance of making a version of this that uses materials I can get normally? Or at least add in the main page in big letters that this mod relies on other mods, and what the mods are? I can only use this mod with cheating at the moment.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 24, 2014, 06:49:51 AM
Quote from: Minus on November 24, 2014, 06:11:31 AM
Quote from: Aristocat on November 20, 2014, 02:28:21 PM
"Pursuit of super human creation" Unlock Implant and bionic table.
"Understanding of implant and bionic creation"
It only opened two more researches for me instead, and those two are what actually did anything. I don't like having to research something just to unlock researches. Especially given how very long it takes.

Any chance of making a version of this that uses materials I can get normally? Or at least add in the main page in big letters that this mod relies on other mods, and what the mods are? I can only use this mod with cheating at the moment.

Normally Immersive Craft(which you probably downloaded with pack), but any other mods that let you craft resource is also should be fine(isn't bionics mod also has this? nuclear something something refine?)

And yes "Pursuit of super human creation" will used for making Astarte and Dreadnought, maybe name should be something like Cyberware/Bionic craft?
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Minus on November 24, 2014, 10:38:19 AM
Quote from: Aristocat on November 24, 2014, 06:49:51 AM
Normally Immersive Craft(which you probably downloaded with pack), but any other mods that let you craft resource is also should be fine(isn't bionics mod also has this? nuclear something something refine?)

And yes "Pursuit of super human creation" will used for making Astarte and Dreadnought, maybe name should be something like Cyberware/Bionic craft?
Your typing isn't that good, which probably explains why most things in this mod have bad or no descriptions. You added some extra body parts like the healer that really aren't clear on what they do.

But anyway I got myself kitted out with several sub-dermal implants and bionics. And now my colonist is totally broken. I mean, he's flinging himself ALL OVER THE MAP with such speed! It feels like cheating how unbalanced this mod is! The base bionics have been enhanced a big load too, and their effects stack with the implants. I don't think you've tested this, or you WANT the game to be effortlessly easy for the player. Either way, not a mod I can say I like.

It's still got some impressive coding going on though. And I hope you continue to experiment and discover new things. Mostly how to increase the health of body parts with bionics.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 24, 2014, 11:04:26 PM
Quote from: Minus on November 24, 2014, 10:38:19 AM
Quote from: Aristocat on November 24, 2014, 06:49:51 AM
Normally Immersive Craft(which you probably downloaded with pack), but any other mods that let you craft resource is also should be fine(isn't bionics mod also has this? nuclear something something refine?)

And yes "Pursuit of super human creation" will used for making Astarte and Dreadnought, maybe name should be something like Cyberware/Bionic craft?
Your typing isn't that good, which probably explains why most things in this mod have bad or no descriptions. You added some extra body parts like the healer that really aren't clear on what they do.

But anyway I got myself kitted out with several sub-dermal implants and bionics. And now my colonist is totally broken. I mean, he's flinging himself ALL OVER THE MAP with such speed! It feels like cheating how unbalanced this mod is! The base bionics have been enhanced a big load too, and their effects stack with the implants. I don't think you've tested this, or you WANT the game to be effortlessly easy for the player. Either way, not a mod I can say I like.

It's still got some impressive coding going on though. And I hope you continue to experiment and discover new things. Mostly how to increase the health of body parts with bionics.

I indeed tested mod before release but here's comparison

Leg enhancer vs no enhancer (no immersive Floor, no bionic)
(http://i.imgur.com/54IjpRF.jpg)

Full bionic + Leg enhancer vs Bionic legs (no immersive Floor)
(http://i.imgur.com/BHV2J8Y.jpg)

Full bionic and power armor vs bionic legs, no armor (no immersive Floor)
(http://i.imgur.com/htECRdn.jpg)

Immersive Floor
(http://i.imgur.com/sg4nGui.jpg?1)

If you feel like using +1000 metal just to make a colonist move twice faster is cheat, don't craft them(actually you'll have to since now weapons and armor now has weight..). If you feel like faster floor mod(which is cheat by your definition, when you use cheat to make resource *facepalm*) is cheat, don't use it.

Edit : Only Catalepsean Node increase speed, don't use it if it's op. probably will nerfed, maybe.


IBody
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLeg</defName>
    <label>bionic leg</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
          <PainchangeBy>-0.05</PainchangeBy>
      <activities>
        <li>
          <activity>Moving</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
  </HealthDiffDef>

Vanilla
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLeg</defName>
    <label>bionic leg</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
      <activities>
        <li>
          <activity>Moving</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
  </HealthDiffDef>

Can you tell me where's BIG F-ING LOAD? On base bionics?



Descriptions

(http://i.imgur.com/KAUhEGT.jpg)(http://i.imgur.com/RysHN22.png)

What description do you more need?



Actually it seems you just didn't even played SINGLE HOUR WITHOUT CHEAT and just complaining for the sake of complaining. Centipedes move 5 time faster and droid doesn't require aim, Power armor can't salvaged, Add boss raider(cyborg) that 95% chance to ignore damage + 4 time stronger melee attack + shoot three time faster, Trigger happy now only grants 10% aim time. And it's suddenly EFFORTLESSLY easy? Also you said research take too long and craft take too much resource, and it's suddenly so easy? how?

(http://i.imgur.com/nkTm0ko.jpg)
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Fifty Foot Ant on November 25, 2014, 12:42:14 AM
I like what this mod does but, as Minus said, there is no way to get most of the materials, this mod, if anything, should be combined and made collab with the Extended Surgery and Bionics mod, I believe the features of both, working without bugs (like some of the ones I have to deal with now) would be a very popular mod with the community. Could be wrong of course.  :)
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 25, 2014, 02:26:08 AM
Quote from: Fifty Foot Ant on November 25, 2014, 12:42:14 AM
I like what this mod does but, as Minus said, there is no way to get most of the materials, this mod, if anything, should be combined and made collab with the Extended Surgery and Bionics mod, I believe the features of both, working without bugs (like some of the ones I have to deal with now) would be a very popular mod with the community. Could be wrong of course.  :)

Or, just integrate with Icraft. ESB mod don't have any way to craft power armor, which you'll unable to get power armor since salvage is disabled.

Added Note. "You need Immersive Craft or any other mod to craft material(Plasteel, Synthread, etc)."
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Fifty Foot Ant on November 26, 2014, 01:31:24 AM
Quote from: Aristocat on November 25, 2014, 02:26:08 AM
Quote from: Fifty Foot Ant on November 25, 2014, 12:42:14 AM
I like what this mod does but, as Minus said, there is no way to get most of the materials, this mod, if anything, should be combined and made collab with the Extended Surgery and Bionics mod, I believe the features of both, working without bugs (like some of the ones I have to deal with now) would be a very popular mod with the community. Could be wrong of course.  :)

Or, just integrate with Icraft. ESB mod don't have any way to craft power armor, which you'll unable to get power armor since salvage is disabled.

Added Note. "You need Immersive Craft or any other mod to craft material(Plasteel, Synthread, etc)."


Thanks for the answer!  :) Maybe I should post this question somewhere else, but is there ANY kind of compatibility issue between this mod and ESB though? Because I tried installing bionic legs onto my colonist and my doctor would never do it, even the "Prioritize operating on X colonist" didn't show up. ???
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Minus on November 27, 2014, 08:13:52 AM
Quote from: Aristocat on November 24, 2014, 11:04:26 PM
I indeed tested mod before release but here's comparison

Leg enhancer vs no enhancer (no immersive Floor, no bionic)
http://i.imgur.com/54IjpRF.jpg (http://i.imgur.com/54IjpRF.jpg)

Full bionic + Leg enhancer vs Bionic legs (no immersive Floor)
http://i.imgur.com/BHV2J8Y.jpg (http://i.imgur.com/BHV2J8Y.jpg)

Full bionic and power armor vs bionic legs, no armor (no immersive Floor)
http://i.imgur.com/htECRdn.jpg (http://i.imgur.com/htECRdn.jpg)

Immersive Floor
http://i.imgur.com/sg4nGui.jpg?1 (http://i.imgur.com/sg4nGui.jpg?1)

If you feel like using +1000 metal just to make a colonist move twice faster is cheat, don't craft them(actually you'll have to since now weapons and armor now has weight..). If you feel like faster floor mod(which is cheat by your definition, when you use cheat to make resource *facepalm*) is cheat, don't use it.
I did not use ANY metal in the things I crafted from your mod, nor did I put down any floors. I simply made bionic legs and the leg boosting implant. My colonist also had the fast walker trait I think, but his speed was like 4 times more than everyone else. It's just silly. I also HAD to cheat in resources because you did not mention that this mod needed other mods to work in your first post when I was downloading it.

Quote from: Aristocat
IBody
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLeg</defName>
    <label>bionic leg</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
          <PainchangeBy>-0.05</PainchangeBy>
      <activities>
        <li>
          <activity>Moving</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
  </HealthDiffDef>

Vanilla
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLeg</defName>
    <label>bionic leg</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
      <activities>
        <li>
          <activity>Moving</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
  </HealthDiffDef>

Can you tell me where's BIG F-ING LOAD? On base bionics?
I didn't check the code, I went by what the game told me. And it said I was getting a 0.3 instead of 0.2 bonus from most bionics in this.


Quote from: Aristocat
Descriptions
(http://i.imgur.com/RysHN22.png)
Edit : Only Catalepsean Node increase speed, don't use it if it's op. probably will nerfed, maybe.

What description do you more need?
The description is "." and that is just lazy. You also say this node increases speed, but where does it tell me that here ingame?

Quote from: Aristocat
Actually it seems you just didn't even played SINGLE HOUR WITHOUT CHEAT and just complaining for the sake of complaining.
Try to stay mature and not say things like this. I know it's upsetting when someone doesn't enjoy your mod, but they don't have to be wrong.

Quote from: Aristocat
Centipedes move 5 time faster and droid doesn't require aim, Power armor can't salvaged, Add boss raider(cyborg) that 95% chance to ignore damage + 4 time stronger melee attack + shoot three time faster, Trigger happy now only grants 10% aim time. And it's suddenly EFFORTLESSLY easy? Also you said research take too long and craft take too much resource, and it's suddenly so easy? how?
And this is what really makes me dislike this mod so much. Loads of research and expensive crafting to balance out the completely OP implants just doesn't work. Everything else in this game is gradual. The balance is thrown out the airlock when you put in things like this. And if I ever struggle to get what I need to make the implants in this, now the enemy are OP against me and will wipe me out. This isn't balancing, this is just making both sides OP.

Kinda kills the immersion. But I expect some people would love to have two madly OP guys duke it out. Just isn't for me.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 28, 2014, 05:45:44 AM
Quote from: Fifty Foot Ant on November 26, 2014, 01:31:24 AM

Thanks for the answer!  :) Maybe I should post this question somewhere else, but is there ANY kind of compatibility issue between this mod and ESB though? Because I tried installing bionic legs onto my colonist and my doctor would never do it, even the "Prioritize operating on X colonist" didn't show up. ???

I don't think there's incompatibility, (http://i.imgur.com/b3WeGiB.jpg)


Do you have medicine skill of 12? Bionic arm(and surgeries like install heart) require very high medicine skill, so your doctor  actually have to practice skill.

Also try check and un-check recipe nurse mod(so it overwrite everything)
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 28, 2014, 07:54:35 AM
Quote from: Minus on November 27, 2014, 08:13:52 AMI did not use ANY metal in the things I crafted from your mod, nor did I put down any floors. I simply made bionic legs and the leg boosting implant. My colonist also had the fast walker trait I think, but his speed was like 4 times more than everyone else. It's just silly. I also HAD to cheat in resources because you did not mention that this mod needed other mods to work in your first post when I was downloading it.

Either extremely exaggerated, or bug when load old save. Have you even started new game?


QuoteI didn't check the code, I went by what the game told me. And it said I was getting a 0.3 instead of 0.2 bonus from most bionics in this.

Actually arm, eye, and ear efficient has been 10% increased. Now MOST of bionics increased by BIG LOAD? Can you even say one word without exaggerated it to death? Also this is to counter Power armor work penalty.

Also "game" says you're bundle of stick.

(http://i.imgur.com/djqPXsB.jpg)


Quote
The description is "." and that is just lazy. You also say this node increases speed, but where does it tell me that here ingame?

In game? Consciousness increase speed. Savvy?



QuoteTry to stay mature and not say things like this. I know it's upsetting when someone doesn't enjoy your mod, but they don't have to be wrong.

You're clearly wrong though? Actually, what's even your point? "dis mod is op omg i cnt evn" so? Every mod is op, like, there's mod that let you copy resource, or apparello has armor that increase aim speed by 50%(and other clothes that increase surgery speed, learning speed etc.), or fast floor mod(by Igabod) increase speed by 44% with 1 woodlog, or Turret package, or Droids craft mods.


QuoteAnd this is what really makes me dislike this mod so much. Loads of research and expensive crafting to balance out the completely OP implants just doesn't work. Everything else in this game is gradual. The balance is thrown out the airlock when you put in things like this. And if I ever struggle to get what I need to make the implants in this, now the enemy are OP against me and will wipe me out. This isn't balancing, this is just making both sides OP.

Kinda kills the immersion. But I expect some people would love to have two madly OP guys duke it out. Just isn't for me.

Yup, 3 research is load of researches, and 45~75 plasteel is so goddamn expensive it had to be cheat(and now complaining it's op, while using cheat to summon all resource.. yeah..). And dozens and hundred of enemy pours into and people make kill box is gradual and balanced, but make a big tough pawn that has 5 time bigger pointsCost is op and balance is throw out of airlock and omg.

Ok 5 colonist without any armor(no armor vest, duster, helmet, etc.), tower, implants or bionics, 2 m24 and 3 m16 vs a Cyborg with Labman 1911

(Cyborg don't take cover(just like droid), so they're slightly immune to killbox)

(http://i.imgur.com/js7u2sP.jpg)


2 Lmg and 3 m16 vs Minigun

(http://i.imgur.com/1Dp6JfN.jpg)


2 Charge rifle and 3 m16 vs T2 Plasma Rifle

(http://i.imgur.com/9WquU6i.jpg)

OMG BALANCE IS THROWN OUT OF AIRLOCK!!!!!!1!!!11!!
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Ded1 on November 28, 2014, 01:35:00 PM
Activate extended'... mod first. and activate Immersive body second, and activate EDB interface and THEN activate Recipe nurse.

Anything else and your asking for problems.  I use both this and extended in my modpack with no problems.  Though combining the super movement/work speed from this and extended surgery with the speed suit from Glitter Tech is broken as F***!
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Aristocat on November 28, 2014, 09:11:45 PM
Quote from: caesius on November 28, 2014, 10:24:18 AM
goood!! this mod is awsome! 감사합니다 ^^

but i have some trouble . this mod is not compatible with ESB 100% ...see this pic.

iv been using ESB first, and today installed this mod. but...
my people's some organs are missing and replaced improperly (ex: the one who got bionic lung
surgery's stomach is now "bionic lung"...a little bit scary;; )

it is unfortunate to me that i cannot use this mod untill my all people's organ problem got fixed...
plz can you solve this ?
thanks again to make this mod. and if you got trouble to read this reply, that is because of my immature english. sorry about that in advance.

Did you start new colony? This mod touch bodies and bodypartgroup, so you'll see lots of bugs if you load existing saves. Added note and sorry for confusing.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: caesius on December 07, 2014, 04:15:11 AM
hi!

as your suggestion, i started new colony but...

i cant get power armor raider from raider's body, if i strip dead body with power armor raider, it just dissapeared !

i think it is because of incompatibility with other mods which i use.
im using TTM with all patch, teleport, immersive weapon + project armory, edb interface, edb mod order, apothecarius , zombie apocalyps... these mods are full compatible with each other and iv been using these well. but after i added immersive body mod some troubles are apearing.
could you check compatibility?
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: Ded1 on December 07, 2014, 12:25:08 PM
Its Not a compatibility issue.  He made it so you cannot get power armor off of dead raiders, instead you have to craft it.
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: palandus on December 24, 2014, 12:19:57 AM
Really have enjoyed this mod immensely; I find the cost to produce each item to be fairly balanced for the amount of "Oomph" you get out of an item.

Some suggestions:
1) Put a note for the implants that you can only have one of them on at a time; ie Optics Enhancer OR Probability Calculator
2) Make it so that the Nerve Enhancers either protect arms / legs like the other dermal implants, or add in separate Dermal Leg and Dermal Arm Armor. Having legs and arms just as easily blown off with a Nerve Enhancer equipped is a bit annoying.
3) Maybe have some rarer bionics such as Bionic Spine, Torso or Skull, for injuries that cannot be addressed any other way.
4) I've never encountered a single cyborg in any of the A7 games I've played. It may be conflicting with Glittertech, that includes a new Commando faction.
5) Self-Repairing Bionics; If you get a wound on that bionic, the damage repairs itself somewhat fast, so that you may not lose that limb or bodypart in combat, extending the lifetime of a soldier.
6) Finally, would love to see an A8 version.

Cheers; Keep up the great work!
Title: Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
Post by: TrashMan on December 24, 2014, 03:11:22 AM
This mod interestes me.

Have to study it for my astartes implants.