RimWorld

RimWorld

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Biosculpter Pod and Neural Supercharger Variations
   
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Mod, 1.4, 1.5, 1.6
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688.097 KB
4 Jan, 2023 @ 12:24pm
18 Aug @ 1:02pm
15 Change Notes ( view )
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Biosculpter Pod and Neural Supercharger Variations

Description
Description
Adds differently sized variations of the Biosculpter Pod and the Neural Supercharger to the game.

Unlike my other mod "Biosculpter Pod and Neural Supercharger Resize", Variations adds new buildings instead of resizing the existing buildings, as well as adding a lot of settings for far-reaching customizability.

Yes, you can have all sizes at the same time!


Available dimensions for Biosculpter Pod are:
3x2 (standard), 2x2 (left), 2x2 (right), 1x2, 1x3

Available dimensions for Neural Supercharger are:
1x3 (standard), 1x2


Includes many settings to adjust Biosculpter Pods, Neural Superchargers and Sleep Accelerator to your liking!

Changing some settings requires reloading the game.

Biosculpter Pod interaction spots can overlap. This is set as the default behaviour when using this mod, the setting for it has been removed.

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Notes:
Should be safe to add to an ongoing game, but as always I recommend creating a backup save.
In case of removing the mod from the game - once again, create a backup save! - take utmost care in ensuring that none of your colonists is in a modded Biosculpter Pod, as these colonists will be removed from the game when the building stops existing! It is recommended to deconstruct all modded Biosculpter Pods and Neural Superchargers before disabling the mod.
(In other words, do this at your own risk.)

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Compatibility:
Compatible:
- Animal Biosculpter
- Death Rattle - Biosculpter Patch

Incompatible:
- Biosculpter Pod and Neural Supercharger Resize
Functionality is reworked and/or included in Variations
- Faster Biosculpter Pod
Not necessary, not compatible. Do not have active at the same time, likely to cause issues!

Please report any issues and include the HugsLib log (CTRL+F12) when reporting bugs,
it helps immensely tracking down what went wrong, thank you!


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Modder Notes
Expands "ThingListGroupHelper.AllGroups" by two additional groups, as well as applying transpiler patches to "ThingListGroupHelper.Includes", "ThingRequestGroupUtility.StoreInRegion", "CompBiosculpterPod.PostDraw", "CompBiosculpterPod.CompTick", "WorkGiver_HaulToBiosculpterPod.PotentialWorkThingRequest" and "JobGiver_GetNeuralSupercharge.ClosestSupercharger".

Please inform me if you encounter conflicts, especially in regards to the "ThingRequestGroup" changes!

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GitHub: https://github.com/XT-0xFF/BPaNSVariations
108 Comments
Syrus  [author] 18 Aug @ 1:13pm 
Version 1.6.1
Fixed error on saving NeuralSuperchargerSettings when changing PawnCapacityModifiers

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@WhiteMantis
Fixed the error that would occur when changing a setting, but it was only related to the Neural Supercharger. Modifying the settings afterwards saved and loaded everything fine. If there's still issues on your end after the update, please post it here (include any errors that occur at the time).
WhiteMantis 18 Aug @ 7:48am 
The global learning factor of the neural enhancer and hunger factor of the sleep accelerator are reset each time the game is restarted.
Neunmalklug 10 Aug @ 11:22am 
hey, is it possible to make the smaller biosculpter pods compatible with the mod Bioform Matrix? and thanks for all the mod options, i love to make the neural supercharger 10x more espensive and energy hungry, but with no cooldown.
Syrus  [author] 31 Jul @ 11:03am 
Not sure I understand what you did, but I'm happy to hear you solved your issue...I guess!
Fortenraven 30 Jul @ 4:12pm 
Ah nevermind, something happened when I tried to go through my mods to figure out what may have been conflicting. Something seems to simply just disable the options menu but loading the same mods up made it work again. For anyone who has the same issue: Save your current mods and revert to previous (less loaded) list and try loading into the last good version where you had a working menu, open menu, close, load back your current mods list.
Fortenraven 30 Jul @ 4:03pm 
Would you know what would render the menu a blank page in regards to potential conflicts? I definitely disabled "Faster Biosculpter Pod" and had originally been able to see the menu but now it comes up as a blank.

Also wanted to add: Excellent mod, love it for space consolidation on pod farms and customization per pod size as well and it did (before my current issue above) work quite well with flushing training if the larger pods are set to really fast cycle times (for the sake of personal balance). Same with the neural superchargers in being able to adjust for faster charging (with higher power consumption...)
Rovstam 24 Jul @ 2:19pm 
Your mod essentially allows for doing what i wanted.
Syrus  [author] 24 Jul @ 1:13pm 
@Mose
No plans for that currently

Main thing with resizing structures is having to change the graphics, which is a lots of work for me, since I lack experience in doing so. If it's just something like 3x3 to 2x2, that may be easy. Anything else can be much harder

I'd probably be annoyed by the size of those structures - which was why I made this mod, but I haven't played since Biotech released, so I never saw the size of them
Mose 24 Jul @ 12:55pm 
@Rovstam, Yes, change the Supercharger recharge time to 0 in the mod options.

@Syrus Works great thanks! Any chance of a Biotech machines(mechtech specifically) variations mod? Hard to fit everything on my ship with how big they are.
Rovstam 22 Jul @ 7:54pm 
Can you make a single neural supercharger without cooldown