边缘世界 RimWorld

边缘世界 RimWorld

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[FSF] Advanced Bionics Expansion
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
5.008 MB
2020 年 2 月 25 日 上午 12:53
10 月 13 日 下午 2:26
203 项改动说明 ( 查看 )

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[FSF] Advanced Bionics Expansion

在 FrozenSnowFox 的 1 个合集中
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 件物品
描述
Description

This mod includes my other mod Vanilla Bionics Expansion which fills in all the missing vanilla prosthetics, bionics and archotech so it's not required. This mod expands the scope past the normal vanilla bionics. It adds a new set of advanced bionics with 150% efficiency and a number of different implants that can be installed in various locations. To craft them you must research new ultra tech research projects (Tech Prints are required if you have Royalty). Advanced bionics generally cost double their normal counterparts.

The vanilla Archotech that was previously at 150% efficiency is now 200% efficiency. It is now truly beyond human comprehension as the tooltips suggest. It's extremely powerful but also extremely rare and expensive.

List of Vanilla Bionics/Implants

This mod includes everything from my mod Vanilla Bionics Expansion which fills in missing prosthetics/bionics/archotech such as Nose, Ear, Eye, Jaw, Arm, Spine, Heart, Lung, Kidney, Liver, Stomach and Leg. It adds a new tier Advanced Bionics as well as a number of more unusual parts for Advanced Bionics and Archotech.

A full list of bionics/implants can be found in the pinned thread here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Elite Bionics Framework Additions

If Elite Bionics Framework is loaded alongside my own mod all bionics will have a HP bonus. This mod is not required it is simply an optional addition. Below is the logic of the HP bonuses.

Bionics +25% HP
Advanced Bionics +50% HP
Archotech Bionics +100% HP
Durable Bionics +25% HP on top of bionics tier (Total of +75% HP)
Fragile Bionics -25% HP on top of bionics tier (Total of +25% HP)

Vanilla Skills Expanded

If Vanilla Skills Expanded is loaded alongside my own mod the Bionics expertise will be added. This allows all bionics and bionics related items to be crafted faster.

Compatibility

This mod will likely run with other bionics mods like EPOE or Rah's Bionics but it is not recommended. Running multiple large bionics mods will result in duplicate body parts with differing stats. My mods are designed to be run on their own or in conjunction with bionics mods that simply add additional implants.

Recommended Mods

Prosthetic No Missing Body Parts
This mod changes how the game checks for hands and feet making it possible to wear items such as gloves, boots and rings on bionic limbs. Check your mod settings for it to ensure all possible bionics are enabled.

Elite Bionics Framework
THIS MOD IS NOT REQUIRED
This mod can be run alongside my own mod. If my mod finds it enabled a HP bonus will be added to bionic parts. To my knowledge and from my brief testing it can be installed and uninstalled without issue.

Xenobionic Patcher
While A Dog Said is the popular choice for animal bionics. Xenobionic Patcher makes bionics a one size fits all. You can install normal human bionics on your animals without crafting, finding or buying separate bionics.

Bionic Icons
Modifies the icons for bionic boxes so you can tell what they contain without clicking on them.

Credits

Made by FrozenSnowFox
A icons are from Game icons[game-icons.net] and were modified by me. They are used under the CC BY 3.0 Licence[creativecommons.org]
The Bionics Table texture was put together by FrozenSnowFox by gluing together Rimworld textures.

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
热门讨论 查看全部(7)
152
10 月 5 日 下午 6:11
置顶: Bug Reports
FrozenSnowFox
75
9 月 13 日 下午 3:15
置顶: Feedback and Suggestions
FrozenSnowFox
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11 月 11 日 下午 12:41
Git repository
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968 条留言
FGK 11 月 4 日 上午 12:04 
@FrozenSnowFox I see! Thank you so much for the help and time!
FrozenSnowFox  [作者] 11 月 3 日 下午 11:38 
@FGK
I don't think there was a specific reason for them not being stackable. I think I just set it to match bionics which are non stackable without a stacking mod.
FGK 11 月 3 日 下午 11:20 
@FrozenSnowFox Hello, sorry to bother you again, author. But I have a question. There are these enhancing mechanites added by this mod. May I ask why they are not stackable? Perhaps you have tested these things and found there would be problems if they are allowed to stack? Thank you!
FGK 11 月 3 日 上午 2:33 
@FrozenSnowFox I see, no worries! Thank you for making this mod!
FrozenSnowFox  [作者] 11 月 3 日 上午 1:05 
@FGK
Ah sorry I think I misunderstood a bit earlier. I forgot those traits have them just randomly consume drugs even when not allowed. That part of the trait is handled via code I think and is beyond my ability to change. The addiction assistant will simply prevent them from having the chemical need. Which should help with the resulting mood issues and forced mental breaks for drug bingeing.
FGK 11 月 3 日 上午 12:57 
@FrozenSnowFox I have tested it in-game. Pawns with Chemical Interest or Fascination still takes Drugs even though their Chemical need bar is gone. Thank you!
FGK 11 月 2 日 下午 9:01 
I see! The Chemical need bar of a Chemical Fascination pawn disappeared once I install that device in her brain. I will see if she still takes drugs, thank you!
FrozenSnowFox  [作者] 11 月 2 日 下午 1:40 
@FGK
It's supposed to although I can't recall if I ever specifically tested the traits.
FGK 11 月 2 日 上午 11:17 
Dear Author, sorry if this question has already been asked before. Does Addiction Assistant helps preventing chemical interest and chemical fascination pawns from taking recreational drugs? Thank you so much!
FrozenSnowFox  [作者] 10 月 22 日 下午 3:02 
@tha peng
The limit is one of each type. The modules are basically intended to be software you install.