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What I haven’t tried yet is removing the limbs after they are already wearing the warcasket.
It may be that only in the latter case, the game applies some kind of hidden hediff or pseudo-prosthetic to keep the capacities from dropping to zero. That mechanism would need to be identified first.
Either way I'm glad you looked into it and wish you the best of luck in your projects :)
Update:
内部を整理して安定性を向上。グール判定を安全化/Anomaly未導入でうっかり起動してもnullに。外見や挙動の変更はありません。
Internal cleanup for stability. Safer ghoul checks and graceful startup without Anomaly. No visible changes.
I got other pawns to carry a downed pawn to the Warcasket Foundry and take them all the way through to warcasket assembly.
…But. Yeah, no.
A pawn with no legs stays at effectively 0% Moving even after putting on a warcasket—unless you install prosthetic legs.
I tried a capacity-boosting actuator hediff, but it couldn’t break the “0% wall” with both legs missing.
Conclusion:
Rather than hacking in temporary legs, it’s more sensible to install prosthetics first and then designate the pawn.
So this mod will stick to its original, simple concept:
just add a gizmo that lets you designate ghouls.
more like Warhammer 40k Dreadnoughts, where you entomb a great soul inside?
It’s a cool idea, but I’m still just a newbie – barely a month into C# – so I don’t really have the chops yet. Maybe one day.
If warcaskets make you unable to work, then entombing a ghoul — who can’t work to begin with — is only logical.
Luckily, some warcaskets are vacuum-proof. Your space-ghoul will fight even among the stars.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3533261706