边缘世界 RimWorld

边缘世界 RimWorld

Medical System Expansion 2
794 条留言
toetruckthetrain 11 月 13 日 下午 12:15 
archotech and bionic internal supports also have less than the main limb, only reaching 110% and 120% respectively, causing more ♥♥♥♥♥♥♥ disconnect between what you can see in part efficiency and pawn capacities, seriouly, how is this still a thing???
Dontcarebear83 11 月 8 日 上午 3:07 
Not sure what changed, but making a new map removes all settlements from the map except for one. Tried dropping all mods except for Harmony, crashed on 1.6 without hugslib. With hugslib, behavior reproduced as with 100+ other mods, narrowing it down. I play on Linux, maybe that has something to do with it? Just thought you'd like to know.
toetruckthetrain 11 月 5 日 下午 4:42 
prosthetic fingers and hands (and possibly toes) seem to have lower efficiency than their complete counterparts, leading to a disconnect between what you can see on the health tab and what a pawns manipulation actually is, is this on purpose? because it seems like an odd design choice...
Andy 10 月 22 日 上午 7:05 
Experiencing severe bugs on the newest version of the game even without any other mods installed.
Limbs are missing sub-components, even when a fully assembled cybernetic limb is installed.
Furious Canadian, Vulpine Gaming 10 月 21 日 下午 7:44 
Module slots do not appear and the bill to operate on a pawn to put one into an arm that should have a slot does not appear either
Hugalafutro 9 月 24 日 下午 5:36 
On a new colony Bionic Arm worked as expected, but now I'm unable to put stoneskin gland on a ghoul, but I can on a normal pawn. On a ghoul it shows grayed out as if I was missing the items I just have no idea which mod it is coz it's like 4 mods dealing with bionics
Hugalafutro 9 月 22 日 上午 4:16 
@Semper Augustus i just encountered the same issue, have you found a solution? My colonist didn't even have the arm missing i just wanted to replace the natural part, but could only install Bionic forearm at which point the natural hand shows as bionic hand,

His other arm was bionic from before the mod and shows installed a t shoulder. I have nothing in the other shoulder slot so it offers me to install bionic arm in shoulder, but when I try to perform the operation the option is greyed out saying Missing 1x Bionic arm despite having multiple of them. Hand cannot be installed as it is already bionic somehow. Very confused.
Semper Augustus 8 月 28 日 下午 3:49 
I have EPOE installed and it looks like a bionic arm is blown off at the shoulder. I say shoulder because it still says the arm is attached. I made a forearm but I cannot while the operation to install it appears it does NOT appear in the ability to order my pawn to actually perform the operation. It isn't greyed out like for the bionic leg I guess I don't have but simply does not appear, so I think the operation will never be performed. I presume I will need to add a hand then too if I get the forearm to work? I hope forearm includess the upper arm too because I cannot find how to create that part. I also have "bionic arm" crafted and therre isnt an operation for that either.
0miner666 8 月 27 日 下午 6:09 
Is there a reason for why archotect parts seem to always spawn incomplete? Seems to make them near useless as rewards.
BearHandsAHHH 8 月 25 日 下午 4:29 
Do you know if this is compatible with Pawn Editor? I know you specify Prepare Carefully and Pawn Editor, so I feel like the answer is no, but I wanted to ask.
bullforce100 8 月 21 日 上午 5:59 
how would i make a complete limb from segments it doesn't seem to work or i'm doing it wrong
it's saying (bionic arm missing) when trying to install an arm segment
Aquifel 8 月 16 日 下午 2:57 
Posting here too, @Kothliim 's fix worked for me, factions generate consistently with the linked patch.
Kothliim 8 月 15 日 上午 3:03 
Made a small patch that should catch NullReference errors and prevent them from crashing faction generation: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3549108548

Please test and let me know if it works, especially those who get the error a lot and/or predictably.
Sir PotsNPans 8 月 13 日 上午 9:47 
Adding another comment that the Power Claw Module does not appear as a Bill for colonists in 1.6.
mr-mucho-Bueno 8 月 13 日 上午 7:46 
just noticed how the X85% manipulation debuff from trotter hands still persists after installing bionic arm on a rox-touched colonist
Kade 8 月 9 日 上午 11:47 
How do you actually install a module? There is no option to install it. I have crafted a Bionic Arm (Complete) and it has 2 slots but no way to install, no matter where I click.
torchlyte 8 月 5 日 下午 8:48 
Most likely they just forgot to bump the version number when making changes. The mod is still broken for a lot of people, though.
Aquifel 8 月 5 日 上午 11:24 
I've been looking at this more, does anyone actually have a version reporting as 4.13.3? I see it in the change notes here and notes that it might address our map generation issues, but after testing with a few friends, it doesn't look like it's actually released to anyone.
QQ 8 月 3 日 下午 1:36 
+1 for the faction generation issue. Factions were not generating correctly on the world map with this mod enabled.
silverteq1 8 月 3 日 上午 11:17 
@Greev Integrated implants doesnt work in that manner with MSE2, as i just found out :(
Aquifel 8 月 2 日 下午 9:30 
Extra note: Unfortunately the latest version of github also seems likely to be v4.13.1 by date. Is there any way to get the latest version of this mod?
Aquifel 8 月 2 日 下午 9:28 
There seems to be an issue with v4.13.1 potentially still being pushed out to at least some users for this mod as of 30 minutes ago. I was having difficulties forcing this to update on my desktop so downloaded Rimworld and just this mod/dependencies on my laptop (which has never had rimworld before) and it is still showing the mod version in game on my laptop (fresh install) after rimworld is loaded as v4.13.1. The latest version reported here on the change notes seems to be v4.13.3.

Like many others below, I have the faction base generation issue and I can reproduce it with just this mod, dlc and dependencies running. I can even do it on more than one computer now.
Argus von Stein 7 月 30 日 下午 4:23 
This mod is decisively irreplaceable. The missing hediffs with lower total HP plagues the game and every other solution focuses solely on the apparel part of the problem. I wish I could do something to help with the development or compatibility patching, but have 0 experience with coding, have 0 exeperience with making mods for rimworld and in a too financially unstable situation to hire someone to solve this...
Princess Katsume 7 月 28 日 下午 5:40 
not getting option to add power claw module
Greev 7 月 27 日 上午 9:12 
Upon further investigation it seems like this mod removes the surgery recipe to add extra limbs entirely. Not sure how or why.
Greev 7 月 27 日 上午 9:08 
Couple minor things: Alpha Thrumbos cannot have modules added to their bionic limbs, looks like you just forgot to add them to the list of allowed workbenches on the surgery recipe. Second, the mod Integrated Implants adds the ability to implant extra arms on colonists, but unfortunately with this mod it seems like it doesn't recognize the modified limbs as valid ingredients for the surgery. Unsure whether that's something you'd need to fix in your mod, or if it's something the mod author of Integrated Implants would need to fix.
Vibing14 7 月 26 日 下午 1:37 
To update, I also made a prosthetic Clavicle and I wasn't able to install that on the left side of my colonist either.
Vibing14 7 月 26 日 下午 12:55 
So I have a colonist that is missing their left arm, I made a bionic shoulder segment with the forearm, hand, and fingers segments attached. (For reference, I use EPOE forked.) However, I seem to be unable to attach the plasteel humerus, radius, and clavicle to it, even though I have them ready. I also can't install them on my colonist after I add the arm, the option isn't there. It shows that those left bones are missing. I even installed the clavicle first, as the other two bones couldn't be installed on the left side at all, but when I attached the bionic arm, the clavicle got removed and placed on the ground. Is this a bug or intentional? The colonist is a human sanguophage. There also doesn't seem to be any incompatible problems.
DuckGoosebear PrairieDogLover 7 月 25 日 下午 5:59 
I have the same exact issue as kd8lvt
kd8lvt 7 月 21 日 上午 11:26 
Decided to do a detailed breakdown of MSE2's compatibilty with each DLC, and I'm glad I did! It looks like both Royalty and Odyssey cause the faction generation bug independently. Here's a gist with more details, which I've also put in an issue on Github: https://gist.github.com/kd8lvt/6a7f7a0d01941090d0dbecacc655b808
horologium 7 月 20 日 下午 2:47 
mine was also 4.13.1, if you're running the game outside of steam keep in mind the base game itself had a tiny update recently so make sure rimworld itself is up to date if its not auto-updating. I also know in the past this has had some minor conflicts with the big & small mod series so you may need to see if you have those mods on your list/up to date or not.

please note i have not updated the mod past 4.13.1
torchlyte 7 月 20 日 下午 1:04 
For those who have it working, what version number does the mod state ingame? For me, even after deleting the local files to force a new download, it says "4.13.1".
Hemplas 7 月 20 日 上午 8:22 
So I have a bionic arm (segment version) but it says I'm missing the arm when I try to operate on the pawn. I'd rather not have to install a whole complete arm just to have to uninstall the various parts so that I can install individual parts for the module slots
Filipino Goku 7 月 20 日 上午 12:03 
Can confirm that the mod no longer gives me the faction generation problem. Thank you for your hard work!
horologium 7 月 19 日 下午 7:21 
So it does seem that steam is being picky about giving me updates. finally got the update to fix world gen and it very much does! thanks a ton! also re-added it to my save with around ~490 mods, no errors so far.
torchlyte 7 月 19 日 下午 2:54 
I resub for each update, and it certainly isn't fixed for me. I'm not using windows so here's a manual copy of my log data:
https://pastebin.com/raw/NYHG7ZQz
Tensair 7 月 19 日 上午 9:06 
Alright, I had a bright idea of doing something that should've been done by me from the start. And it worked. I simply redownloaded MSE2, HugsLib and Harmony. And you know what? No errors anymore. No errors on minimalistic mod setup as well as on a more heavy setup of 150+ mods.

So, for everyone facing similar errors as I have - just unsubscribe and subscribe again (redownload) to MSE2. This should do the trick.

noj, thx for your amazing mod and sorry for making a fuss. Should have just redownloaded it from the start. Have a nice day everyone!
Tensair 7 月 19 日 上午 8:53 
Here you go. Only base game + all dlc + MSE2 + it's dependencies. Started new game, generated world, rerolled pawn several times (got errors as well) and started a game on a map (another error).
https://gist.github.com/HugsLibRecordKeeper/2203c4553184cf96b6e9cefb43039315
DerTod 7 月 19 日 上午 7:33 
I can't observe the faction generation issue with my ~200 Mods Collection. Do mods like faction control mitigate this issue, perhaps? For reference, here is my collection.
noj  [作者] 7 月 19 日 上午 5:18 
I still cannot reproduce the issue, so I am kinda trying fixes blind. Could you share a full log of a failed world generation?
Tensair 7 月 19 日 上午 4:09 
Hey! Thx for your update for the mod!

Unfortunately the problem is still there and I can confirm 100% that the worldgen/pawngen problem is tied to this mod. Tried starting a game with my collection of 157 mods with and without MSE2. Without it - zero errors and a planet full of different faction bases. With this mod - errors on world generation and only one base per faction. Also, having the very same outcome after trying to start a new game with just MSE2 and it's dependancy mods.

Thx again for trying to fix it, mate! Hope you'll get to the root of this soon enough, let us know if we can help you somehow!
Spikey 7 月 18 日 下午 5:06 
I would like to note to anyone commenting, that faction generation is broken with a few mods, and not just this one. Starting to wonder if it's a 1.6 bug.
Schadenfreude 7 月 18 日 上午 9:49 
Since MSE recommends RBSE, is RBSE still working in 1.6? Or does anyone know if it'll get an update soon? These two mods are one of the reasons I keep playing this game.
Tensair 7 月 18 日 上午 7:44 
A correction to my previous message. I'm not getting a game crash on world generation, just an error I've described. After playtesting some more, I see this error repeats sometimes. It also can be repeated if you start rerolling characters in a pawns selection screen. So yeah, looks like pawn generations is broken but not for every generated pawn. Hope this will help in finding and fixing the issue. Looking forward to my next playthrough with MSE2 :)
torchlyte 7 月 18 日 上午 7:12 
Thanks for the work you're putting in. The patch was not successful, however. The faction generation problem persists.
Tensair 7 月 18 日 上午 3:08 
Hi! I'm also getting a crash during world generation even with only Medical System Expansion 2, Harmony, and HugsLib enabled. The error happens when the game tries to generate a faction leader (pawn).

The log points to this line:
MSE2.CompProperties_IncludedChildParts+<>c__DisplayClass9_0.<AverageMarketValueForPawn>b__0 (MSE2.LimbConfiguration l)


Stack trace shows this flow:
at CompProperties_IncludedChildParts.AverageMarketValueForPawn (Verse.Pawn pawn)
at CorrectHediffCostOnGeneration.AvgMarketValueForPawn (ThingDef def, Pawn pawn)
at PawnTechHediffsGenerator.GenerateTechHediffsFor
...
at Faction.TryGenerateNewLeader()


Looks like AverageMarketValueForPawn() assumes all pawns have valid LimbConfiguration, but that's not always true.

Just starting world generation is enough to get the error.

Hope this will help. The mod is amazing and one of my favorites, I LOVE fiddling with my cyborgs in every playthrough) So really looking forward to an update!
alonlystalker 7 月 17 日 下午 10:04 
@Nov you have empty slots in pawn health tab? some mods mess with it, as example with VRE - Androids installed, slots on limbs just not appear and surgery can not be done.
Fostori 7 月 17 日 上午 3:28 
@noj Won't be able to provide that info anymore. Another mod I forgot to mention was Xenobionic patcher.

The only piece of info I can provide is that the spikes were very inconsistent (on 3x speed they showed up every 15-45s) and began once I started adding limb prosthetics in the midgame (vanilla prosthetics only) -- No xenotypes. Despite the large modest (284), it was a very smooth playthrough other than this mod which is why I remember it 😅

I'll add this back for my next playthrough and let you know if I run into any issues.
Nov 7 月 16 日 下午 5:32 
How do i install the modules? I have a colonist with a bionic arm and the option to install a melee platform module isn't showing up anywhere in the bills
GroovyTaco 7 月 16 日 上午 7:31 
I don't think it has to do with faction control or vanilla expanded, as I had all of the vanilla expanded and FC but didnt start having the issue until I added some more mods separate to them but I was never able to narrow it down