RimWorld

RimWorld

Cyber Fauna (Continued)
19 Comments
DaLLaN 15 Jul @ 4:11am 
https://cs2bus.com/sharedfiles/filedetails/?id=1548649032
The official mod has been updated to versions 1.5 and 1.6. Support for the mod has been resumed.
Please delete this copy.
blackrave 13 Nov, 2024 @ 1:28pm 
Allright, will do
Mlie  [author] 13 Nov, 2024 @ 2:13am 
@blackrave I think that it sounds like a general mod instead of adding into this one and would make sense to implement generally for all implants as non-animal pawns can have different sizes as well. Try the mod-market Discord and see if anyone is willing to make one
blackrave 13 Nov, 2024 @ 2:03am 
Oh, that mod.
No, I asked for an option to do the same
Author said that it's doable, but not now, due to lack of free time.
Mlie  [author] 12 Nov, 2024 @ 10:42pm 
@blackrave You mentioned A Dog Said
blackrave 12 Nov, 2024 @ 10:34pm 
This mod? No.
That's why I'm asking.
Mlie  [author] 12 Nov, 2024 @ 10:24pm 
@blackrave Is that something that mod allows to do? Because I dont know of a way to do that in the base game.
blackrave 12 Nov, 2024 @ 6:00pm 
Asked in A Dog Said, will ask here too.
Would you consider adding option to multiply implants and medicine necessary by body size of animal? Rounded up/down to whole multiplier (so 0-1.49=1, 1.5-2.49=2, etc.)
Because always felt weird that animals of vastly different sizes use same implants and same amount of medicine.
But by multiplying, it can be implied that veterinarian is assembling part from modules right before surgery.
Would make a bit more sense.
Chargoal 7 Aug, 2024 @ 10:36pm 
Never heard of it, will try
Mlie  [author] 3 Aug, 2024 @ 11:06pm 
@Chargoal Have you tested if you can do this with Rimmsqol? Sounds like it would be better to do in a general way instead
Chargoal 3 Aug, 2024 @ 10:27pm 
I used this mod for quite long amount time and I really like its idea and options it provides, but I don't need it that often, really only when I want to boost animals to hell or replace missing parts, which I either do on my own or trade.
My point is, it's quite useless to get it from quests as it's quite niche, even if it's a cool part - I'd rather get pawn part as quest reward 99,9% of the time. Would it be possible to implement a config option so that items added by this mod are not added to quests reward pool? They are appearing too often and dilluding the reward pool, which is already quite problematic in vanilla
Chimbo 28 Jul, 2024 @ 6:31pm 
Thanks for continuing this so the original creator can go be a crybaby, I seriously appreciate it.
Mlie  [author] 28 Jul, 2024 @ 3:16pm 
@Aesonne You should probably report that to the developer of rimhud
Aesonne 28 Jul, 2024 @ 2:08pm 
I have problems using this mod with RimHud i assume, huge drops fps and tps when animal on map gets injured, rimhud gets deactivated, not sure how to give more usable info..
Visible Disgust 15 Jun, 2024 @ 1:00pm 
MSE2 adds more body parts to pawns making them damageable and replaceable, such as shoulders, lower arms, fingers, toes to both humans and animals, It also changes all bionic mods its compatible with to have these additional parts, either made separate then attached to the rest of a bionic or person or made as a complete bionic, allowing for modular parts like having a mostly organic hand but a couple of bionic fingers.
I've used it with med expansion and yeah it works... Kinda, it doesn't have additional body parts like feet/paws and their fingers/claws but there doesn't seem to be any conflicts or issues. Though if you have any other medical mods that affect animals it might clutter the medical tab but just use compact headiffs and dropdowns.
Mlie  [author] 10 Jun, 2024 @ 10:26pm 
@Visible Disgust No idea, never used that mod
Visible Disgust 10 Jun, 2024 @ 5:32pm 
Is this compatible with medical system expansion 2?
Mlie  [author] 7 Jun, 2024 @ 11:25pm 
@TechMiko No idea, never used that mod.
TechMiko 7 Jun, 2024 @ 6:33pm 
Does it compatible with Integrated Implants?