Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!Yea, since there are multiple request for the "box" that contains all the bionics, i could cook something up for this in the next update. The bounties i also have that in mind but it will be push to much later update since i do want to complete some more feature befores doing custom bounties content.
I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?After a quick check on the word document i have for this and in conclusion, im unsure as well LOL (These bionics was made quite a while ago and i can't remember the reason). May be with those beautiful legs that the captain got, the crew got those heart eyes and start working harder to raise the shield ? (I don't know AHAHA).
That's great looking forward to the bounties and new features, also yeah the reasoning behind how the bionics improve ship performance can be quite hard to figure out, especially since how we pilot ships is not made clear yet and might differ from ship to ship(haven't seen any loredump go into detail about ship piloting)Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!Yea, since there are multiple request for the "box" that contains all the bionics, i could cook something up for this in the next update. The bounties i also have that in mind but it will be push to much later update since i do want to complete some more feature befores doing custom bounties content.I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?After a quick check on the word document i have for this and in conclusion, im unsure as well LOL (These bionics was made quite a while ago and i can't remember the reason). May be with those beautiful legs that the captain got, the crew got those heart eyes and start working harder to raise the shield ? (I don't know AHAHA).
The mod is great and i really like, i understand that its just in beta\alpha right now, so I cant wait for the future! domain tech bionics and ruins with special bionics, cant wait! love it!
I have been having an issue in where the bionic hullmod keeps dropping from battle, with the resulting crash coming from hovering over the modspecSeems like you are using one of the older fix from 0.0.3, update to the 0.0.3 fix9 (same post on discord as the place you get 0.0.3)
here is the crashlog just in case:
2322536 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
at pigeonpun.bionicalteration.hullmod.ba_bionicinfo.addPostDescriptionSection(ba_bionicinfo.java:47) ~[?:?]
at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
at ...
(Fixed the thread title typo for you. *thumbs up*)Thanks David! (Even though I don't know where the typo located)
Hello, love the concept of this mod, but I can't find the Bionic menus. Where is the ability tab?Hello, the Bionic menu will be in
Im guessing if im playing on a previous version and then update to the 0.0.3 it wont spawn the station right?
Love the mod and have been enjoying it so far, but I feel like it impacted the loot from salvaging (might be a pseudo effect idk), but other than that a QoL addition where you can see all the positives + negatives lined up on the screen when checking officers would make life easier, so I can tell the positives / negatives from bionics and loss of humanity and can calculate it easier by skimming over them on the main screen instead of having to hover over different menus. Can't wait to see more of your work, it's been amazing! The flesh is weak, EMBRACE THE OMNISSIAH!The bionic loot spawning is seperated from vanilla's loot generation so it shouldn't effect it. For the QoL, I could look into the officer skill and displaying more information on it but unsure how it would look like yet.
What happens if humanity & condition reach 0%? do i become Funny Adam Smasher from bootleg cyberpunk, or do i simply bite the dust?You become Adam Smasher
I legitimately squeeled like a little girl the moment I started reading the mod description. You wonderful magnificent bastard, its been a while since a mod made me giddy to play.Glad to hear!
Hello, I've enjoyed using this mod, the early game of scrounging up augments and building up your characters is fun, and there is a genuine high from finding legendary mods out of the blue. However I dont think I'd use it for future runs because:
1. the UI does not lend to the easy readjustment of builds, which adds yet another stresser to a modded playthrough that has a lot of ways of wasting time in ship load-outs, some sort of "loadout" feature where you can save a deck and quickly swap out different selections of augmentations would alleviate this a lot.
2. The mod makes gameplay too easy, specifically endgame content. For the most part, the toughest threats in a playthrough, modded or not are AI, who do not at all benefit from augments. This makes it so the extra stats you add to your fleet easily overpower whatever mechanical difficulty that endgame fights would have normally had. I dont know if I like the idea of AI augmentations conceptionally but it may be a needed inclusion in order to bring any kind of semblance of real balance.
Criticism aside. overall its still a very conceptionally cool and fun mod and I hope you continue to building on it in the future! o7
Now I can Rimworld in my Starsector!Hope you enjoy the mod. As for your nitpick, I'm not sure if I can implement something like that without hardcoding it, so I won't be doing that.
Although I have a nitpick with the slot being Eye(s), when my player portrait is clearly wearing an eyepatch, and thus only needs one eye. We can sell the extra, looking cool is more important.
I'll have to give this a real spin and see what kind of shenanigans you can get up to.
Now I can Rimworld in my Starsector!Hope you enjoy the mod. As for your nitpick, I'm not sure if I can implement something like that without hardcoding it, so I won't be doing that.
Although I have a nitpick with the slot being Eye(s), when my player portrait is clearly wearing an eyepatch, and thus only needs one eye. We can sell the extra, looking cool is more important.
I'll have to give this a real spin and see what kind of shenanigans you can get up to.
What creatures get 'second heart'?Hello, hope you are enjoying the mod. The "second heart" limb appears by chance so keep looking around if you haven't encounterd one!
What creatures get 'second heart'?I'm guessing the Time Lords from Doctor Who
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]
i'm having a new-game crash with magellan plus's mothership custom startCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]