[MOD] (Alpha 7) More Bionic Parts! DISCONTINUED

Started by GottJammern, October 08, 2014, 02:40:48 PM

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cj360man

How do you add these during surgery? Doesn't give me the option...

bob2ball


GottJammern

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.
StarCommander of  Clan Nova Cat Int.
---------------MechWarrior Online---------------
More Bionic Parts!

Jaxxa

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.

bob2ball

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

TheCrimsonKing

The download dosent seem to work, theres no link to get to it is what i mean by this

Igabod

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


TheCrimsonKing


Renazo09

Would this be compatible with personal shields from Enhanced Defense: Phoenix Edition?

Minus

#69
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.



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!

Our cybernetic hearts mean we care more!
Mods: Extended Surgery and Bionics, Brain Surgery, Medical XP Balance

Zeta Omega

WHEN DO WE GET TO KNOW HOW TO MAKE HYPERWEAVE AND SYNTHREAD

Commander Beanbag

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.




GottJammern

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
StarCommander of  Clan Nova Cat Int.
---------------MechWarrior Online---------------
More Bionic Parts!

Zeta Omega

Ahem.......LIAR! My game works better without the recipe nurse on! havnt tested the new brain systems yet though

GottJammern

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.
StarCommander of  Clan Nova Cat Int.
---------------MechWarrior Online---------------
More Bionic Parts!