边缘世界 RimWorld

边缘世界 RimWorld

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Yet another prosthetic expansion mod - Core
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Mod, 1.3, 1.4, 1.5, 1.6
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3.703 MB
2022 年 5 月 16 日 上午 5:14
8 月 29 日 上午 11:54
17 项改动说明 ( 查看 )

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Yet another prosthetic expansion mod - Core

描述
Because patching someone else’s mod somehow takes longer than making your own.

Content

This mod, like a lot of other mods like it, adds more prosthetics to fill the gaps in the vanilla game while also bringing in something new. For example:

-all tiers now have replacements for all organs

-all tiers (with the exception of ultratech and archotech) have replacements for hands, feet, toes and fingers

-a new ultratech tier of bionics, a not-so-new advanced tier of bionics and a “new” biological tier (a sidegrade to standard bionics and a way to keep your body purist sane, if you haven’t gotten rid of them yet)

Some Details


Simple body part replacement made out of steel and industrial components. They’re usually less effective than their natural counterparts, but 85% is still better than 0%.

Craftable at the machining table.




Standard vanilla bionics, this mod doesn’t change much about them, except (like mentioned before) it adds more to cover the ones that are missing like lungs, hands, kidneys etc.



Basically better, but more expensive version of standard bionics. Lots of other bionic mods have this tier, I think they’re neat so I’ve decided this one could too.



I thought it is kind of odd that there are barely (if any....honestly at this point I have no idea if those implants from Royalty are even ultratech) any ultratech prosthetics in the base game. The empire faction (the bases at least) sells them very often, but without the Royalty DLC they might function pretty much like Archotech ones function in vanilla, still, I like the flavor so eh.



Other than adding ones for the missing body parts, archotech prosthetics have been buffed to 200% efficiency, mainly because I thought it is a bit weird that such a complex device is only slightly better than a spacer-era one...and y’know, with advanced bionics claiming the 150% efficiency there weren’t a lot of other good solutions.

I’ve also made sure that they cause no duplicates when used with Save our Ship 2 (Sos2). They’ve been given the same DefNames (no, this will not cause errors, those only happen when the duplicates are from the same mod), so this mod’s version will overwrite them, for that reason it is recommended to load this mod AFTER Sos2, nothing serious will happen if you don’t, it will just cause them to be at 150% efficiency instead of the desired 200%. Oh yeah and I’ve made it so the archotech stomach only reduced the required food intake by 60%, because not ever having to eat was honestly kind of ridiculous and sometimes detrimental (good food can give some decent mood buffs).

Balancing

I’ve tried to keep crafting costs within “vanilla range”.

The only issue I have with balancing is that I’m not sure if the adaptive/biological replacements are fair. Currently they cost x2-x3 more in nutrients than a biosculpor session, but without needing the patient to stay in it for the entire process.

Extra Details/content
-ultratech body part replacements can be made craftable in the mod's settings

-body part replacements of the prosthetic, bionic and advanced bionic tiers can be salvaged for resources at the machining table. Should work with most vanilla and modded implants, though if you feel like a specific one yields too little or too much, let me know.

-other than the ultratech and archotech skin this mod adds no implants, only replacement. This has been done to avoid possible overlap with other mods. I have ideas for possible implants, but they will only appear in other modules. Feel free to share any ideas you have.

-some replacements have been given extra stat improvements other than their efficiency, a bionic nose also improves breathing, an ultratech stomach lovers the hunger gain rate, an archotech spine improves manipulation etc. This has been done because some body parts don’t really have that big of an impact, even with high efficiency.

Compatibility

-Like I’ve mentioned before, this is compatible with Sos2, but it is recommended to load this after it

-This should be compatible with other bionic expansion mods, though be prepared for a lot of duplicates

-CE - patched by the CE team

-Elite Bionics Framework - artificial body parts get bonus hp if this is active

-Elite Archotech - causes bufs to archotech parts added by that mod to stack ones with this one, may or may not be a good thing

Mod recommended to use with this

High quality textures: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1676969930
Elite Bionics Framework: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1665403571
热门讨论 查看全部(6)
47
8 月 29 日 下午 3:00
Suggestion pile.
MrKociak
47
2022 年 10 月 24 日 下午 2:47
Implant ideas for the Miscellaneous module
MrKociak
9
2023 年 1 月 23 日 上午 3:17
Issue pile
MrKociak
373 条留言
Christineeeeeeeeeeee 9 月 8 日 上午 10:29 
@MrKociak understood, thanks a lot for looking into it!
MrKociak  [作者] 9 月 8 日 上午 9:44 
@Christineeeeeeeeeeee sorry, I'm not familiar with MSE2, so I have no idea how to make a patch for that.
Last time I checked, I couldn't figure it out.
Christineeeeeeeeeeee 9 月 8 日 上午 8:16 
First time using this instead of the usual EPOE-forked-enhanced-original, may I ask if it would be possible to add a patch for Medical System Expansion 2? It's a shame that I upgrade to the advanced/ultratech/etc tier of bionics but lose the ability to further enhance or customize the bionic part by install modules. Much appreciated for your time and effort in the mod!
Bladebro79 9 月 4 日 上午 8:01 
@MrKociak Copy and thanks for the quick reply. I will see what i can figure out. Thanks again for the mod.
MrKociak  [作者] 9 月 4 日 上午 7:38 
@Bladebro79 honestly, I dunno, I haven't used that mod in ages, I don't really know how it works at this point.
Bladebro79 9 月 4 日 上午 7:35 
@MrKociak Thanks for the reply.
That makes sense with the bloat thing. Just curious at those levels could it just be hands and feet or does it have to includes fingers and toes?
With the regenerating is there a way to stop it? I have some other mods that add prosthetics. I am also using this mod "Prosthetic No Missing Body Parts (Continued)", would this have anything to do with it?. Or do i just install bionic feet if they grow a foot back after installing a archotech leg? Any help or suggestion is appreciated.
MrKociak  [作者] 9 月 4 日 上午 2:05 
@Bladebro79 I just didn't wanna bloat the quest loot table with archotech toes, that's pretty much it. I felt like in most cases, the player would prefer to get the whole arm from a quest instead of just the hand.
As for regenerating feet and arms with the medpod, that's just a quirk of how bionics work in rimworld. For example, when a pawn has a bionic leg installed, their foot and toes are considered "removed" by the game [it's also why, without mods that fix it, pawns with bionic legs can't wear shoes].
Bladebro79 9 月 3 日 下午 7:42 
Love the mod. Just had a quick question, why no Ultratech & Archotech Feet and hands? Also i am using Medpod and after one of my colonist has a bionic arm or leg installed, they ten go to the Medpod and regenerate their feet or hands/arms. Is there a reason for this as far as you know?
Luckspeare 8 月 29 日 上午 11:53 
Awesome, ty sir.
MrKociak  [作者] 8 月 29 日 上午 11:49 
@Luckspeare Nice, imma edit the about.xml then.