RimWorld

RimWorld

Combat Bionics
142 Comments
Mlie 3 Jun, 2024 @ 11:39am 
Brambeo  [author] 19 Apr, 2024 @ 10:24am 
Been busy with life, will try to update soon. i give full permission for anybody to fork it for 1.5 though, not sure ill be able to
Zadkhiel_TV 14 Apr, 2024 @ 2:25pm 
Literally one of my favorite bionics mods, please update to 1.5!
Mr. Conspirator 13 Apr, 2024 @ 6:49am 
will this be updated for 1.5?
Skye Chambers 14 Mar, 2024 @ 3:26am 
this mod's flamethrower arm seems to be incompatible with Fortifications Industrial for some reason. It causes the flamethrower to be removed from the pawn's body upon forcing the attack to end
Mr. obgd 1 Feb, 2024 @ 8:09am 
CE compatible?
Trapus 23 Jan, 2024 @ 6:58am 
out of all the implant mods I have the only incompatibility I have is dual wield mod after further testing
Damon_Vi 27 Jul, 2023 @ 9:46am 
also dealing with pawns auto using the jump spine when it's disabled.
Ginger Snap 25 Jun, 2023 @ 11:38pm 
is there any way to make the jump pack spine NOT auto jump? I have it un-checked and my pawns still use it even though they are not supposed to.
brokolilikek  [author] 21 May, 2023 @ 1:33am 
@Antharann Fireblade the game's EMP adaptation mechanic make it an inconvenience. It's not completely removed, rather it's replaced with an EMP distruptor, which has three upgrade levels, and gains an ability with each level. Last time I worked on it, it was working gameplay-wise and only missing some misc stuff like ability icons and effects. Hopefully I'll push it when I get some time to clean it up.
Antharann Fireblade 20 May, 2023 @ 3:21pm 
why is tesla getting removed?
brokolilikek  [author] 20 May, 2023 @ 7:39am 
@Loepio It's uncraftable, unfoundable, only here because of compatibility reasons for a while. It's being removed, and players are given some time to adjust their save files
beam0 19 May, 2023 @ 10:32am 
i have vwe lasers but i cant find the tesla wrist anywhere
SirSmoustache 30 Mar, 2023 @ 10:50pm 
@Bimsham It kinda works but obviously expect bugs and the like
brokolilikek  [author] 21 Jan, 2023 @ 7:38am 
@Bimsham Ask CE! :)
Bimsham 20 Jan, 2023 @ 5:36pm 
does this work with ce?
brokolilikek  [author] 20 Jan, 2023 @ 3:05pm 
Good news: Jump pack spine is fixed (again): It no longer conflicts with better jump packs, and it reloads properly. Latter needs VE Framework to update though. Big thanks to both Mlie and Legodude for their quick and precise fixes, it's basically them fixing the code! Enjoy.
Empty Body 17 Jan, 2023 @ 7:17pm 
CONGRATULATIONS!!!! YOUR MOD HAVE 1000 FAVS!!!!!
Victor 25 Nov, 2022 @ 3:37am 
I casually found an error in my log regarding the jump pack spine: https://gist.github.com/HugsLibRecordKeeper/11a095f4700cd31b15d60ed9056d1145#file-output_log-txt-L2466
Line 2466
kmcl11 22 Nov, 2022 @ 12:57am 
hi, i'm not getting the verb jump error anymore, but i did get a couple more, i think about the arms this time... https://gist.github.com/1bf3878a51d5cc4f6d6b10070f69095c
Jackal 29 Oct, 2022 @ 12:02pm 
preem
brokolilikek  [author] 29 Oct, 2022 @ 10:23am 
Ah. For now, jump pack spine works & it does not crash stuff (there's a single time red harmless error with allow tool I suppose), y'know, free unlimited jumps
brokolilikek  [author] 28 Oct, 2022 @ 1:50pm 
No innate support, ask if CE did comaptibility work.

Also, jump pack spine is not working for now, we're trying to fix the issue
Papito 28 Oct, 2022 @ 10:28am 
is this combat extended compatible?
Resistance Band. 3 Sep, 2022 @ 6:22am 
Man I'm excited for the fellas in the comments talking about mod development and eventual MSE2 support, you guys are awesome!
Comrade Johnny 15 Jul, 2022 @ 9:37am 
I do not have any patches or other mods that "should" not conflict with Combat Bionics. Maybe something is wrong with my game/modlist but thanks anyway. I guess ill just stick to the ordinary held minigun
Comrade Johnny 15 Jul, 2022 @ 5:52am 
Maybe. I alreaady have an unhealthy amount of mods but there should not be any patches there. However I recently did uninstall CE so maybe an old, now derelict patch is killing it. Ill look for it, thanks
brokolilikek  [author] 14 Jul, 2022 @ 12:17pm 
@LplayerJohnny: I just checked three versions of this mod's defs and all look functional. Are you sure there's not another mod that patches the functionality of combat bionics? (Btw, if you're using it, simple ammunition remastered's patches are also fine.)
Comrade Johnny 14 Jul, 2022 @ 12:13pm 
Question, Is the minigun arm currently functional? I have a pawn that has it and all it does is it shoots a single shot, misses and then takes 1 minute irl time until it shoots a single bullet again. Is it supposed to be this way or is the mod/my game broken? (No, Im not using bullshit CE)
spacecowgirl 10 Jul, 2022 @ 12:44pm 
I saw minigun arm and immediately subbed.
brokolilikek  [author] 26 Jun, 2022 @ 6:20pm 
@Hamacelos I checked the XML and it looks perfectly fine, tested and it seems working. Maybe you targeted an area? IDK, can not help further.

@Ulas @Lenin's Cat @Kylo Ren Rest of the guys, ask the CE team! They're handling the patches in their end and it's healthier for the balance they're aiming to build.
Ren 21 Jun, 2022 @ 5:09am 
i'm curious if this is compatible with an obscure game modification called "Combat Expanded"
Hamacelos 13 Jun, 2022 @ 11:44am 
the homing patch with ve weapons doesnt seem to work, the swarm wrist misses quite a bit
Lenin's Cat 18 May, 2022 @ 10:57am 
the forbidden question
is it ce compatible
Ulas 11 May, 2022 @ 6:01am 
Hey is this CE compatible?
Halfdan 19 Feb, 2022 @ 2:03pm 
@brokolilikek I only noticed it because I installed in on a brawler, who got the -20 from the spine. So I removed the spine via the Character Editor mod. And you're right - it generally doesn't come up under normal gameplay, so it's totally fine lol

Thanks for the brawler fix though, that's wonderful!
brokolilikek  [author] 17 Feb, 2022 @ 10:33am 
@Halfdan: Not sure how did you remove the hediff via character editing but it's not supposed to happen in-game anyways.

Also, brawlers now do not hate their own spines, that's fixed.
Halfdan 19 Jan, 2022 @ 9:19am 
Thanks for the wonderful mod :)
I've noticed a couple bugs I think though, with the jump pack spine.
1. If you remove the spine, they keep the widget to jump, and can still use it while drafted. But only when removed via dev mode/character edit.
2. If you install it into a Brawler, they get the -20 ranged weapon thought so long as they have the widget to jump (ties into the first bug). Not sure if this was intentional though.

Either way, thanks again for the mod!
brokolilikek  [author] 15 Jan, 2022 @ 12:57pm 
@Mr. J "Soda": We reached Mlie, it's on them now. Also, there are plans for expanding the combat bionic catalogue, but not with archotech parts, unfortunately.
Mr. J Soda 14 Jan, 2022 @ 12:52pm 
Would it be possible to get a Archotech jump spine, which while having a lesser jump range and longer use time than the normal spine, has infinite jumps
drsavagethe1 10 Jan, 2022 @ 3:45pm 
Is this CE compatible?
Black Momba 6 Jan, 2022 @ 5:34am 
Tear Gas Arm lmao
WhiskeyTick 17 Dec, 2021 @ 2:04pm 
Will enemy raiders/non colonists use the jump pack spines, and if so, will they also crash the game? I really like the other bionics in this mod but I've gotten too used to being able to jump over walls to get rid of Better Jump Packs.
Mr. J Soda 15 Dec, 2021 @ 11:55am 
I don't know if this has been asked recently, but with Yayo's better jump packs getting picked up by Mlie will there be another attempt to reach out and get the two mods patched together? According to the comments over there they still are not compatible after the mod was picked up and brought to 1.3.
Antharann Fireblade 2 Dec, 2021 @ 11:40pm 
@cirejc05 and @Jedinate6
order the pawn to reload from a stack of chemfuel.
cirejc05 29 Nov, 2021 @ 9:13pm 
How do I re-load the flamer and swarm wrist?
Natalie6 13 Nov, 2021 @ 5:56pm 
Is it possible to reload the ammo weapons, or do they just reload with time?
Antharann Fireblade 4 Oct, 2021 @ 10:32pm 
@bblkepling
I can later boot up rimworld again to get the error logs, i noticed this in a minimal mod setup i use for testing and developing mods, one of which is planned to be a patch mod for this mod to be compatible with MSE2! hopefully no recoding required, i just HATE patching in rimworld, thats why im procrastinating on it.
bblkepling 4 Oct, 2021 @ 7:08pm 
@⎛⎝RubbelDieKatz⎠⎞ - You're likely using an old version, unsub and resub

@Antharann Fireblade - Could you provide more information about the multiple bionic bug, I haven't seen that one before and is likely a mod incompatibility.

@Xtract 3.14 - Search "Ammunition" on the workshop, Freefolk has Simple Ammunition Remastered which is getting better each update, LTS Ammunition is also really good, and I don't personally like it but tons of people swear by Yayo's Combat. Also if you want single use throwables like CE check out my alpha Single Use Grendes N'at, compatible with both SAR and LTS, and faster bullets speeds can be done with my Universal XML Multiplier.

All - CE and MSE2 support are both planned, but have no ETA currently as both require me to learn new systems. I'm not 100% sure about the license for Combat Bionics, but if anyone wants to make a fork the best place to ask would be the Freefolk Discord, link above.