Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Rah

#151
@Ruisuki, they are.
@Mst, that's correct.
#152
Quote from: doofustroofus on December 01, 2017, 03:16:42 PM
Does it ever go away? (mild rejection for example)

mild rejection does not go away, but it's barely noticeable. Synthetic organs do not have any rejection symptoms though.

@Canute, only natural organs have rejection symptoms, not bionic parts.
#153
That seems to be the problem. For some reason, vanilla saves with "bad back" pawns already in the colony will not have the ailment changed to the spine from the torso after installing the mod. The transition from a vanilla save to a modded save usually goes smoothly, but sometimes weird things like this show up from time to time.

I recommend activating Dev mode in your game, then find Tool:remove hediff and manually remove his bad back. Then find Tool:Add hediff, which should be right above, pick HediffWithComps, bad back and spine. This should fix it for you.

edit: The last step with adding the "bad back" to the spine is not needed in your case though, since you already installed the bionic spine.
#154
Try placing RBSE at the bottom of your mod list and see if that works. I can see in the image you posted that bad back is set to the torso, which is why it's not working for you. In this mod it correctly sets it to the spine.
#155
Quote from: Pino on November 21, 2017, 03:35:22 PM
Nice work with the mod!
I noticed that bad back is not cured by a new bionic spine. Is that inteded? Or it's a glitch caused by the fact I started the save without the mod, and installed it later? IIRC in A17 a new spine removed bad back.

A bionic spine should still cure bad back. Do you have a mod that changes body parts in any way? And are you sure it was "bad back" and not "frail"? The latter can't be cured.
#156
A17 links added in the extras section. have fun!
#157
Updated for B18. Enjoy !
#158
That correct Xeo, the current version is not compatible with A18 unstable. RBSE will be updated when A18 goes live, which seems to be pretty close.
#159
yes, it will be updated to A18 once it goes live.

@Ser Kitteh, the red cross for the medicine will still be there, mainly because it was removed because he had to, not because he felt like blue would be better. If you still prefer the blue you can still play with that. Just find the Patches folder and remove the file OriginalMedicineColors. The herbal medicine however is the same as vanilla.
#160
It has not been tested on the unstable branch.
#161
small tweak: slight increase to surgery success chance.

Just a small tweak after some testing.
#162
small fix: Corrected some values for the synthetic stomach, lungs and bionic jaw.

The synthetic stomach now gives 25% to metabolism, which aids the resting stat and the bionic jaw now properly gives a small bonus to eating speed.

@sirgzu, there are rbse patches for several alien mods, but not for the Asari mod atm. The author has been inactive for quite a while and the mod is not updated to A17. You should try contacting him though and see if he might be willing to make a patch.
#163
@Vlad0mi3r, I thought about this a while back, but it just didn't make much sense to me to be able to install something as complex as an eye early on. It is after all an extremely complex organ. I feel like the bionic eye should be the main goal for someone who's lost an eye, which is also complex, but usually only available late game. But I do understand how having prostophobes in the colony can make things frustrating and awkward though, especially when they're in need of repair. Tbh, I feel like that trait really doesn't fit that well into the game.

@Canute, this has been asked many times, and all I can say is that it (limb harvest/installing) would have to be coded and balanced correctly first by Tynan. Unfortunately, there is just way too much potential for exploits the way it is right now.

@Benis, there's not really a super quick way, but you can edit out the research requirements in the surgery files. The reason it's there though is because, in my opinion, complex parts like prosthetics and bionics should require some research and understanding first before a doctor can install them onto a patient. Say a regular person finds some complex machinery out in the woods. Would it be logical to assume that he would immediately know how to use and operate it properly before studying it?
#164
1.72 - Rah's Bionics and Surgery Expansion
* Pawns will now keep working at the workbenches if forced to.
* Frostbite cure now available after researching Regenerative medicine.
* Scar healing cost reduced to 3 glitterworld medicine in the hardcore version.


Quote from: sirgzu on September 02, 2017, 08:22:54 PM
I don't use steam
@sirgzu, it's possible to extract mods from the workshop folder which you can find in the steamApps folder.
#165
@sirgzu, that's correct, although I think the combat extended mod actually works fine with RBSE without a patch. But all the alien mods need patches if you want to install bionics on them. You can find most of the patches on steam workshop. I you can't find a specific one, try asking the author to make one.

@Vlad0mi3r, with regards to the cataracts, I think it's reasonable that you need to install bionic eyes in order to fix that, and I think Tynan would agree. It's possible to offer natural repairs and cures for pretty much everything, but I feel that it would take away a lot of the bionics gameplay that is so integral to Rimworld.