RimWorld

RimWorld

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Compensate For Lost Limbs
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Mod, 1.3, 1.4, 1.5, 1.6
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136.312 KB
6 Jan, 2022 @ 2:31pm
23 Jun @ 1:28pm
7 Change Notes ( view )

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Compensate For Lost Limbs

In 1 collection by Mlie
Developed by me
111 items
Description


Over time pawns that have lost limbs will find ways to compensate for it to some extent.
The efficency of lost limbs will rise over time to simulate this.

There are mod-settings to define what maximum efficency a lost limb can have as well as how long it will take to recover it.

Safe to add and remove from existing games.

Idea by: HazMat

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: rehabilitation, recovery
63 Comments
Babaloo321 24 Sep @ 10:45pm 
@Mile
Cool, thanks
Mlie  [author] 24 Sep @ 10:25pm 
@Babaloo321 Its just limbs
Babaloo321 24 Sep @ 8:42pm 
Does this affect conditions like Blindness and Deafness? Or is it just lost limbs like it says?

Just want to make sure it works okay with your Blindness and Deafness mod and Blindsight - Unified 's Sight gain from being blind and having Psylink levels.
тетеря, блин 12 Jul @ 4:05pm 
Error while generating pawn. Rethrowing. Exception: System.Collections.Generic.KeyNotFoundException: The given key '1363|148939328' was not present in the dictionary.
[Ref AF7DEF5D]
[0x00010] in <51fded79cd284d4d911c5949aff4cb21>:0
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <51fded79cd284d4d911c5949aff4cb21>:0
at CompensateForLostLimbs.PawnCapacityUtility_CalculatePartEfficiency.Postfix (Verse.HediffSet diffSet, Verse.BodyPartRecord part, System.Single& __result) [0x0014f] in…

https://gist.github.com/HugsLibRecordKeeper/894981406e7fb98ae6d22dded37291e3

1.6 Odyssey, while generating planet.
Mlie  [author] 1 Oct, 2024 @ 11:15am 
@Vril Please see the Reporting Issues section described above
Vril 1 Oct, 2024 @ 10:53am 
This mod have issue with Quality Bionics (continued) or new limbs need training.
Error starts at 6235 line.


https://gist.github.com/HugsLibRecordKeeper/805284424a1d461315e60400e3c0ac35
Mlie  [author] 16 Aug, 2024 @ 9:58pm 
@Darian Stephens Easiest is to remove mods until it stops happening.
Darian Stephens 16 Aug, 2024 @ 5:04pm 
Is there a way to figure out what mod might affect a pawn's organ placement?
I've started a new game without Medical System Expanded 2, and the same thing is happening, so it's probably some other mod that's shared between the 2 modlists.
Mlie  [author] 9 May, 2024 @ 1:38am 
@Darian Stephens It only affects parts that are defined as outside, if you have a mod that changes that it may cause issues
Darian Stephens 9 May, 2024 @ 1:28am 
Ah, I see that it's supposed to ignore internal organs.
I recently installed Medical System Expanded 2, so... I guess that complicates things?