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																									报告翻译问题
							
						
 
											 
													







Also, the astraltech bionics like astraltech arm, astraltech legs, cannot be installed with the astraltech implants for the leg and arms, because they are bionics, and a body part with an installed bionic makes it so you can't install implants in that body part.
Hey everyone,
The mod has been updated to version 1.6 !
We’re currently working on resolving the issues that appeared in the comments, and a fix will be included soon.
Thanks for your patience and continued support!
Any plans for 1.6?
adding
<li MayRequire="Ludeon.RimWorld.Anomaly">CreepJoiner</li>
to the recipeUsers in each of the surgery 'recipes' should solve this issue
Installing a torso removes all other implants, leaving the colonist with only an installed torso.
Hey everyone,
I've removed the problematic code that caused the issue mentioned by @Slepislif. I will try to reintegrate the changes in a future release.
Hey everyone,
I've fixed the issue where the body part wouldn't heal after installation. Now, all bionics will properly replace the corresponding body part. I'll be working on other requests soon. Stay tuned!
Found the reason. In the XMLs the headiff and surgery extend the implant classes Hediff_Implant and Recipe_InstallImplant, making them act like additions to the natural spine, not replacements. I tried switching them to Hediff_AddedPart and Recipe_InstallArtificialBodyPart and now they seem to work as expected, replacing a shattered spine without a fuss.
Any plans for Save our Ship compatibility (if it’s there and I missed it, my bad)?
Basically, SoS2 adds in some archotech implants that allow a pawn to just go in space (the use the trace atoms in space, or make it via mass-energy conversion, iirc), the skin prevents decompression and cold, and I feel like there was a third needed (and the stomach is basically a vanometric generator, removeing the food need)
Also, I’m still curious about how it relates to archotech, as in being as less advanced (so between bionics and archotech), more advanced, or parallel (similar in strength, but developed separately and have differing uses, makeing them equal, but not the same)
Hey everyone, thanks for your feedback and reports!
Spine Healing Issue:
I’ve noted the issue where the Astraltech Spine can’t be installed on a fully missing spine. It looks like the game requires the spine to be "healed" first before replacement. I’ll be looking into fixing this in an upcoming patch and checking if other body parts are affected by the same issue. This patch will be worked on when I have time available.
Animal Implementation:
While this won’t be part of the next patch, I’m keeping it in mind for future updates. If you have any ideas on how Astraltech implants could integrate with animals, feel free to share!
Thanks for your support and patience!
I know in-game it's scenario-dependent, but just concept wise, I'm curious.
Tried and couldn't even replace the missing spine with the Astraltech spine in Character Editor until it was fully healed so something is going on there.
We’ve released a small update for the Astraltech Bionic Implants mod focused on balance and accessibility:
- Backstory Adjustments : Minor debuffs for certain adult backstories to improve balance.
- Bionic and Implant Tweaks : Slight reductions in power for some parts to maintain fair gameplay.
- Price Adjustments : Lowered market prices for many implants and bionics to make them more accessible earlier in the game.
⚠️ Note : With reduced part prices, your colony’s wealth calculations may change, potentially affecting raids and events. Plan accordingly!
These updates aim to keep gameplay engaging and balanced while letting you enjoy the powerful tech of Astraltech. Thanks for your support, and let us know what you think!