[B18] Cybernetic Storm 18.002 - Updated: 07/01/18 16:30GMT

Started by elStrages, June 29, 2017, 10:45:36 AM

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elStrages



Description:
Cybernetic Storm adds late game depth and adaptability to your colony. Build the futuristic cyborg colony of your dreams with advanced prothetics, weapons and armour. Ally with the Cyber Covern for a tremedous ally that will aid you in taking down the hardest of spacer invaders. Grow and create advanced materials to advance your colony or trade for them instead with all new traders specialising in future tech. Take the planet for your own!


Update: 07/01/18 - Beta 18.002 - A new colony and world are required to play if the save is from a previous alpha.
Download: B18.002
MediaFire Download
Steam Upload
Please rate on Steam if you download it from there, thank you!
Download: B18.001
MediaFire Download
Download: Alpha 17 V4
Media Fire Download


Preview:
Carbon Fibre Prothesis, Limbs, Implants and Brains, Organs and Exoskeletons:






Workbenches & Production:

Weapons:

Armour:

Power:

Items:

Plants:



Research tree:
Click Here for Tech Tree


Mod Team:
- elStrages


Video:
Cybernetic Storm Mod Spotlight by Feniks
Blitzkriegsler Plays RimWorld


Details:
Features:

  •   A whole host of items including:

    • Construction Materials, Advanced Items and Plants
    • More body parts and Carbon fibre limbs
    • Basic Organs, Additional Bionic Limbs and Organs, Nanotech Organs, Cybernetic Limbs, and Exoskeletons
    • A range of skill based implants as well as combat implants
    • Melee and Ranged based Armours, Helmets and Grieves and Worker Suits
    • 3 additional tiers of weapons inclusive of 19 weapons
  • 2x Workbenches
  • Growing advanced plants to make advanced materials
  • Advanced Power systems to power your colony
  • Advanced limb and organ Harvesting
  • Material crafting old and new including medical supplies
  • Traders
  • Full research tree


Compatibility:
Version B18+ should be compatible with all other mods.

elStrages

#1
So first off a big sorry and thank you. I know for a long time people wanted me to update this mod and keep it alive. Although i did i had a lot going on in my life and i had to cut some things loose. So i am sorry i couldn't keep it up. But i thank you all from the bottom of my heart for your interest and support. I will aim to keep the mod up to date as much as possible in the near future.


Saved for me

kaptain_kavern

Hey you're back :-D

Thx for the mod

elStrages

Yes i am, after what has probably seemed a very very very long time lol! And thanks i hope you enjoy it.

Canute

Sorry i am blind or there is not download link ?
The topic say v4.0 but i only see download links for V3.5.

elStrages

Quote from: Canute on June 29, 2017, 12:40:37 PM
Sorry i am blind or there is not download link ?
The topic say v4.0 but i only see download links for V3.5.

Sorry was the tight download, just hadn't edited that text :D

blaktek

I had so much fun with your mod, back in the days. Thank you for the update, much appreciated.  ;D

elStrages

Quote from: blaktek on June 29, 2017, 04:15:47 PM
I had so much fun with your mod, back in the days. Thank you for the update, much appreciated.  ;D

You are most welcome, thank you using it!

bizarre_chicken


Dima_

holy crap. i dont believe my eyes. is it really true? I thought this day would never happen... I've been visiting these forums about weekly for about half a year before i even made this account, september 2015, waiting for someone to take this project back up. Thank you so much for bringing this back! I can finally play Rimworld the way that I remember playing when i just found out about this game.

Facepunch

Oh my God! This was the first mod I ever used, way back when...Was heartbroken when it died. This is incredible

Canute

One error on activation of the mod
XML error: 0
doesn't correspond to any field in type IngredientCount.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

https://gist.github.com/2c851d49097fd565e44e84b879262979

elStrages

Quote from: Canute on June 30, 2017, 02:49:46 AM
One error on activation of the mod
XML error: 0
doesn't correspond to any field in type IngredientCount.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

https://gist.github.com/2c851d49097fd565e44e84b879262979

Thanks for this. i am aware of this error. its not game breaking but i am yet to find the issue!

elStrages

Updated mod and fixed a few issuies sent to me!

Also added a patch for OPOE so enjoy the two mods togteher!

elStrages

Updates to fix know value issues, and test and ajusted armour and weapons to fit new values