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Author Topic: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)  (Read 267706 times)

NBK

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
« Reply #795 on: January 25, 2019, 07:09:10 AM »

Hello, after installing your mod somehow it broke my Fabrication bench, I can't make advance components anymore

This happens if in the Fabrication bench already have been given bionic creation recipes.
- disable mod, delete bionic creation in bench, save game, enable mod.
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Mosart

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
« Reply #796 on: March 12, 2019, 04:17:47 AM »

Hey Rah. I see that you added some organs adapting. I mean that I got "synthetic kidey (adapting)" when I installed synthetic organs.
But can it be healed or will pass after some time?

Upd:
Seems that gone in 2 days.
« Last Edit: March 12, 2019, 04:36:37 AM by Mosart »
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Rah

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
« Reply #797 on: April 18, 2019, 06:38:10 PM »

small fix: tend time counter now always visible. (used to disappear at 0% rejection)

Think3r

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
« Reply #798 on: June 22, 2019, 07:32:51 AM »

Dear Rah,

would you mind adding the costs of every body part you added or changed to the spreadsheet?

Sincerely
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Ruisuki

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
« Reply #799 on: August 18, 2019, 06:13:48 AM »

arcotech vs rbse which is more difficult to buy/build/better at combat/efficiency? Im going for hardcore so i wanna know if it will surpass vanilla biotics
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Rah

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
« Reply #800 on: August 21, 2019, 08:29:09 AM »

2.1 - Rah's Bionics and Surgery Expansion

* Included mod settings button for RBSE.
* Can now toggle on/off active organ rejection.

Thanks a ton to forum member K for his DLL file!


@Ruisuki, if I understand you correctly I would say RBSE.
@Think3r, hi, I probably won't have time to do that right now.

moonra

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
« Reply #801 on: August 29, 2019, 10:07:44 AM »

First let me thank you for the mod, I like the balance a lot, I should try the Hardcore edition sometime.

Anyway, is there any way to add hands to the bionic parts? I know that's how it's in vanilla, but I upgraded my pawns and now my poor cybermages can't use their rings [Rimworld of Magic].

Also, minor nitpick: kinda silly that an artificial nose takes the same amount of work to make as a whole prosthetic arm.
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Canute

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
« Reply #802 on: August 29, 2019, 10:33:51 AM »

moonra,
this problem allways exist since other modder add food&hand gear.
I gues you installed .... Arm's at your pawns, but these arm's remove the hand/finger abilities.
Instead to install .... Arm's you should install the ... Hand, similar to the legs use the foot if you use a mod with footwears.
Maybe the hand/food got a slighty less boost compared to the Arm/Leg ones but currently it the only way for your to use your rings.
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moonra

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
« Reply #803 on: September 04, 2019, 02:54:58 AM »

But is it really impossible to do that manually? Not asking the modder to change it, just wanna know if there's a way for me to do it. I look around the files but saw no list of parts.
If I can't I guess I'll just edit the hand/foot bonus to match that of the whole arm/leg.

Thanks for the help, Canute!
« Last Edit: September 04, 2019, 02:48:07 PM by moonra »
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Canute

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
« Reply #804 on: September 04, 2019, 03:02:32 AM »

A modder said me once, anything is possible to mod at Rimworld.
But since hands and footwear is a xml only mod, it would need a deeper understanding of modding (i guess).
But that you should ask a good modder :-)
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moonra

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Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
« Reply #805 on: September 04, 2019, 02:55:41 PM »

Well, I couldn't even make a CE patch work, most I can do is just change numbers.

BTW I tried adding hands instead of arms like you said, but it doesn't work, it also adds removed hands and fingers as Hediffs. I "solved" it in a very hacky way, by just removing the Hediffs about the removed parts, so now my pawns have bionic arms with human hands at the end. No idea what kinds of issues that might bring up, what I might try to do is make the spine give the same manipulation bonus as itself and 2 advanced bionic arms, then restore torso on everyone and add bionic spines again.
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