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Probably need to load MO after this so their patches can remove/overwrite mine.
Will put testing it on my todo list but no promise or ETA.
Can try to find a solution for this but it will take a few days.
https://gist.github.com/HugsLibRecordKeeper/c85c3ceee897f50bd0507b3fb890fce3
My mod does force some bionics like limbs, painstopprer and so on by patching techHediffsRequired. They also have an increased budget in addition which they use to buy bionics on spawn.
and then the mod also gives them more budget for bionics
so if i want to disable them i just have to get the thingdef name for the extra bionic arms and add it to the list?
I added a c# patch on raid generation that sets them to mastered which doesnt affect caravans.
Might have to pach pawn generation directly although that could affect performance. Not sure how much so.
Quick fix would be adding the arms to the list of disallowed bionics for the pawns.
In 00_EmpirePawnKindPatches.xml
find the part
<Operation Class="PatchOperationAdd">
<xpath>Defs/PawnKindDef[@Name="ImperialFighterBase"]</xpath>
<value>
<techHediffsDisallowTags>
<li>PainCauser</li>
<li>Joywire</li>
<li>DrillArm</li>
</techHediffsDisallowTags>
</value>
</Operation>
you can add the arms to the list.
Will think about a better solution.