边缘世界 RimWorld

边缘世界 RimWorld

Skill Implants
26 条留言
danzloblaha13 10 月 1 日 上午 2:08 
looks amazing, but jsut the anomaly .. completly left out for me then .... :steamsad::steamsalty: ty anyway
Consho 8 月 31 日 上午 11:22 
@DrwalZ Damn, it's okay, man. I'll save the mod for the next colony then.
DrwalZ  [作者] 8 月 31 日 上午 3:01 
@Consho Nope, sadly not. I tried but then it just didn't do anything. I could probably try to code it myself, but that's way too much hassle for me.
Consho 8 月 30 日 下午 5:03 
Damn man, it's possible to make a version without anomaly as a dependency? I really need something like that.
DrwalZ  [作者] 8 月 21 日 上午 1:55 
It's installed just like every bionic in base game. Through the health menu.
Nomad 8 月 21 日 上午 12:17 
I have a melee skill implant laying around in my colony and don't know how to use it :/
Pr1mer 2024 年 8 月 7 日 上午 1:58 
bro,i made a Chinese translation of your mod.If u mind , i will delete it.
0ddbase 2024 年 5 月 1 日 下午 10:12 
very excited for a servitor related mod. been really aching for that's balanced and not just a straight upgrade
Moxie 2024 年 4 月 26 日 上午 10:22 
Interesting! This is a pretty reasonable approach to artificially enhancing a pawn's skills.
DrwalZ  [作者] 2024 年 4 月 25 日 上午 7:23 
Reasonable tbh
FarmerJoe 2024 年 4 月 25 日 上午 7:23 
my apology for saying false info
FarmerJoe 2024 年 4 月 25 日 上午 7:22 
in my defense. I did test it and it show up in the hediff tooltip. which made me assume that it work(because otherwise why would it show there at all.) because of that I forget to check the pawn skill tab. I blame the game for misdirect me with that tooltip :steamfacepalm:
DrwalZ  [作者] 2024 年 4 月 25 日 上午 7:17 
Yeah, just tested it and hediffs with aptitude don't work without Anomaly. The code may be vanilla 1.5, I haven't looked into that, but as far as I know, this mod requires Anomaly to work. Just like it did when I made and posted this mod. Thank you for your care, but it would be much more productive if you tested your theories yourself first.
DrwalZ  [作者] 2024 年 4 月 25 日 上午 7:00 
@Eddie Gaming no, it won't conflict because that's not how it works. Also I won't add this to the description because I don't want to.

@Farmer Joe Maybe, but when I tested it while making the mod it didn't seem to work. If it works now I'll change the dependency.
FarmerJoe 2024 年 4 月 25 日 上午 2:58 
there no need to make this require Anomaly. the code for aptitude doesn't require Anomaly to be active. it is part of vanilla 1.5
Eddie Gaming 2024 年 4 月 24 日 下午 5:38 
Would this conflict with VE: Skills? (It adds different passion types and lets pawns specialise in a specific type of skill work eg smoothing, drilling, art quality) these new skill specialisations add a new skill bar.
I advice you add your answer to the mod description to avoid repeat question.
Dutchglorius 2024 年 4 月 23 日 下午 9:35 
cool idea would love if these gave passions
hamed91211173 2024 年 4 月 23 日 上午 6:16 
this is a great idea and more useful than skill trainers
have an idea for balance and make them more useful and expensive
in place of making multiple tier of them why not make them multiple level like Mechanitor implants like Control sublink that way you can increase the number of need them without need to make many different type like make them only add 3 level with max 5 time implant or 4x4
sorry for long comment and have a good day
DrwalZ  [作者] 2024 年 4 月 22 日 上午 7:52 
@AtomicRobot Not really, also I never liked skilltrainers, they're so rare I forgot they existed.

@oinko sploinko I could've made them require a techprint, however I'm not especially fond of them. To get techprints you need to get pretty far into the empire or get lucky with an orbital trader, none of which are as reliable as I'd like them to be. Also, this is just a skill bionics mod, nothing more, nothing less. I am planning to make a more in-depth mod, where these skill bionics will decrease conciousness, similar to joywires/circadian half-cyclers, to balance them out a bit more.
oinko sploinko 2024 年 4 月 22 日 上午 4:27 
oh, how about a techprint?
oinko sploinko 2024 年 4 月 22 日 上午 4:27 
you can't create skilltrainers. not by default anyway

anyway i think the requirements to unlock/make these should be significantly higher to balance that out maybe
AtomicRobot 2024 年 4 月 21 日 下午 2:56 
...Isn't this basically just a Skilltrainer?
TurboPickle 2024 年 4 月 21 日 下午 1:41 
This makes every single pawn you get have potential once you can make em, perfect and maybe a bit overpowered with how much skill these give.
Anytorp 2024 年 4 月 21 日 上午 11:45 
i know kung fu -´´neo form matirx´´
DrwalZ  [作者] 2024 年 4 月 21 日 上午 4:58 
@Waiter, while making such a mod would be nice, it would require much more effort than this one does. However, I might make a passion bionics mod sometime in the future. Thanks for the suggestion.
Waiter 2024 年 4 月 21 日 上午 3:44 
Have you ever thought of a mod that add passion implants? would love to my pawn love learning specific skill so i can level them up faster