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
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发表于
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4.998 MB
2020 年 2 月 25 日 上午 12:53
9 月 25 日 下午 5:00
202 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)
150
9 月 3 日 下午 8:13
置顶: Bug Reports
FrozenSnowFox
75
9 月 13 日 下午 3:15
置顶: Feedback and Suggestions
FrozenSnowFox
4
2022 年 10 月 28 日 上午 3:39
Git repository
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930 条留言
acerew2436 9 月 26 日 下午 1:53 
@FSF, thanks!
FrozenSnowFox  [作者] 9 月 25 日 下午 4:54 
@acerew2436
The error for the Detoxifier Lung is probably due to another mod messing with it. I'm not aware of any other mod that removes the recipeusers section from it. I'll put out an update to modify the patch so it checks for the node before attempting to remove it. That should safety proof it for other people messing with it.

As for the other error its saying <hatRenderedFrontOfFace> has been put in a node where it shouldn't exist. Not sure who is doing that but they've messed up either some XML or a Patch. I'd suggest asking on the unofficial Rimworld discord for help with the other errors if you can't figure them out. I find dealing with troubleshooting related to my own errors troublesome and time consuming enough.
acerew2436 9 月 25 日 下午 4:41 
The other three are for gas mask, NVGs, and another set of goggles:

XML error: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><bodyPartGroups><li>Teeth</li><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Headgear/GasMask/GasMask</wornGraphicPath><hatRenderedFrontOfFace>true</hatRenderedFrontOfFace><layers><li>EyeCover</li></layers><tags><li>IndustrialAdvanced</li><li>IndustrialMilitary</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags></apparel>

There's more after this for each error related to the Unity Engine stacktrace, but it doesn't fit here. Thanks!
acerew2436 9 月 25 日 下午 4:39 
FSF, I'm getting errors on load. Not sure how critical they are, but wanted to post to see what you think and if I've misconfigured something or if a fix is needed. One is for detoxifier lung:

[[FSF] Advanced Bionics Expansion - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[defName = "DetoxifierLung"]/recipeMaker/recipeUsers"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=5
XmlExtensions.OptionalPatch(key='FSFABEBionicsTableOn', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2006925330\1.6\Frameworks\XML Extensions\Patches\Bionics_Table.xml
FrozenSnowFox  [作者] 9 月 20 日 下午 4:18 
@舟
That issue has come up before but I don't think its something I can actually fix. It's a mod related issue due to having children with servitors. When I tested it I was unable to reproduce the issue in the vanilla game or with any of the pregnancy and genetics mods I use.

Some mod is changing how child birth is being done. Also for whatever reason its using the PawnKind Defs. Which in this case, the ones I added for servitors contain a bunch of information so they spawn at the correct age with the appropriate skills and bionics.
9 月 20 日 下午 4:04 
(From machine translation) A bug occurred during slave childbirth. For example, you set the crafting skill range of a crafting slave to 10~20, but the game was unable to assign crafting skills to the baby. Additionally, the bionics you configured could not be applied to the baby either.
FrozenSnowFox  [作者] 9 月 16 日 下午 1:06 
@Gizmoooofox
As per the description this mod includes Vanilla Bionics Expansion. So you only need this mod active.
Gizmoooofox 9 月 16 日 上午 3:03 
Hey, so do I only download this mod? Or this and vanilla version? Sorry if it says so in the descp., i just don't understand it :(:gearthumbsup:
Shikimori ❤ 9 月 14 日 下午 10:58 
thankyou for the response! i appreciate it, i think ill just use the normal bionic mod for now i totally forgot theres that version you have
FrozenSnowFox  [作者] 9 月 14 日 下午 2:56 
@Shikimori ❤
My mod kind of excels in giving pawns stats that border on absurd. Archotech bionics especially are intended to be rather broken. If you're only interest is the hp and durability it might be better to try to find another mod. As for your question it's not something I plan to do. As for other mods I don't know any off hand however there are mods that allow you to mess with the cap. Normally they're intended to make it higher but you might be able to use them to make them lower.