RimWorld

RimWorld

Faster Biosculpter Pod
280 kommentarer
REDACTED 21. aug. kl. 14:53 
can you make this work with animals? the current mod on the workshop for that is rather trash
Unikatze 14. aug. kl. 6:47 
Awesome. Thanks for making this.
Emilie Sackenball 29. juli kl. 6:05 
amazing I wonder why many moders do not make it easier to edit their own buildings like this, heck even they could add a "silence" option to tackle these noisy buildings
Ghalès Azotobacter 27. juli kl. 10:15 
Ah, synchronisation duration setting works when I build a new biosculpter pod.
Ghalès Azotobacter 26. juli kl. 13:57 
Hi! I have a pb with personal changes I chose. Some settings works and others don't. Synchronisation duration, building costs and remaining work don't change.
Tannu 20. juli kl. 6:04 
Ok so this seems like it must have been asked many times, but to me it always seemed so obvious that the Biosculpter should be changed so that the duration changes on what it's actually doing?? Like if you're healing 2 small cut scars it shouldn't be taking as long as if you're healing several massive burn injuries? Would this be possible? Because like I feel this would totally fix it, make it feel more fair/sensible.
Flesh Forge 18. juli kl. 17:58 
happy to see this again, biotuning is such a silly mechanic
SirSmith148 16. juli kl. 11:14 
Possible future feature for there to be a way to add a setting that sets a Minimum age for the sculptor? Like a boundary or age limit. For example say I want my colonist to stay around 25yo and my settings for bio sculpting are set to lower the age by 5 years so I can get older colonists younger quicker. If I put one in at 28yo, I don't want them to be 23 I want it to turn off once they hit 25, to keep trans humanist colonists happy with the once a year sculpting. Or maybe a setting that instead of setting a number of years to take off, sets a colonist to a specific age instead?
Inglix  [ophavsmand] 7. juli kl. 18:59 
Seemed to work fine in 1.6, but I recompiled it just to be safe and did some light testing. If anyone encounters any issues please submit a proper bug report.
Inglix  [ophavsmand] 7. juli kl. 17:29 
Unless something has changed recently, the de-aging scaling with the growth rate setting is a vanilla feature, not something I added via this mod.
ChrisB 6. juli kl. 14:11 
@00no4 this was the case in <1.6 too, the pod scales by the ageing multiplier by design
Wiegraf Folles 5. juli kl. 9:09 
Works fine for me in 1.6
00no4 24. juni kl. 16:34 
I don't know what fixed it because I didn't change anything but my age reversal demand seems to have returned to normal....

I still don't know wether the fact that years de aged scale with the growthrate percentage is an undisclosed feature of this mod. Or a Vanilla aspect that I can't see mention of on the wiki...
00no4 23. juni kl. 21:02 
So im not sure if this is a wierd vanilla implementation or a side effect of this mod. Or a bug from useing this mod on 1.6

I play at 400% growthrate. And my Transhumanists pawns seem to be demanding age reversal way more then once a year.

I have the mods value set to vanilla and the de aging also scales with the growthrate. So when the biosculper is set to 1 year younger it make the pawn 4 years younger.
Klarum 16. juni kl. 8:53 
I set the biotuning to zero but it did not work. Do I need to build the structure after i have the mod?
Evono 5. juni kl. 10:05 
thanks for making this mod
Visoth 8. feb. kl. 11:11 
Would it be possible to keep the biosculpting schedule, but allow anyone to use a biosculpter? Might be outside the scope of this mod. But I'd love if my colonists would auto assign themselves to use the pod every x days for age reversal, even if its not tuned to them.
Inglix  [ophavsmand] 6. okt. 2024 kl. 7:28 
@Zargul The issue is because the Harmony postfix patch used the Graying Hair mod for the biosculpter pod assumes that the number of years the pod will have reversed is always equal to what was selected in the game configuration for the adult age multiplier. It's effectively ignoring the age reversal settings in this mod.
Zargul 6. okt. 2024 kl. 0:13 
There's a major incompatibility with the "Graying Hair" mod (as it conflicts and doesn't allow the Biosculpter to revert the hair colour).
7 inches 21. sep. 2024 kl. 10:59 
okay, the memory leak was caused by rocketman mod
7 inches 17. sep. 2024 kl. 4:49 
does anyone experiencing memory leak with this mod?
TiraboTurbos 5. aug. 2024 kl. 17:31 
I assume the options are in the mod options menu, where you go into settings.
Cadian Marine 10. juli 2024 kl. 7:28 
This is probably a stupid question, but how do I access those settings if I add it mid-game?
Russian Bear 2. juli 2024 kl. 11:03 
Thanks man, just what I need
Cubile Oddity 26. apr. 2024 kl. 11:38 
hey you should include the mod biopsylink with this one it would be great
Patient12bis 18. apr. 2024 kl. 0:50 
Well, seems fixed now but when i said lower i mean "if set to 9 from 10 didn't worked, but to 11 from 10 worked, and unable to go under 11 after that." but of course, i tried that after trying to set it to 0 from 2. maybe the 0 fucked everything at that moment. anyway, thanks for the quick fix. you do an amazing work here.
Stollie 18. apr. 2024 kl. 0:47 
Would be awesome if you could make a fork of this code and require a 'device' instead that costs advanced components etc. (balanced cost) to increase the speed of the Biosculptors with a decent energy cost to it, like a toolbox sorta idea.
Inglix  [ophavsmand] 16. apr. 2024 kl. 13:02 
Fix has been pushed up to Steam. Make sure you have the most recent version (3.0.5) by checking the mod setting screen.
Inglix  [ophavsmand] 16. apr. 2024 kl. 12:50 
@Patient12bis: If by "lower" you mean "remove entirely by setting it to 0" then it appears you're correct. Setting it to any value but 0 still seems to work fine. I'll get this fixed ASAP.
Patient12bis 16. apr. 2024 kl. 10:54 
little bug: when you try to lower the number of glitterworld medicine needed the amount doesn't decrease (but it can increase correctly)
Inglix  [ophavsmand] 15. apr. 2024 kl. 18:26 
@Samuel_Bucher: The pull request with your changes was merged, tested, and pushed to Steam. I did have to make a small change to your changes in the 1.4 source though, as the way it was written there would have required me referencing your assembly. I just changed it to work the same way as in the 1.5 code. You can check the github repo to see what I mean.

Everyone else, please let me know if anything seems amiss. There was a lot of code refactoring done and while everything looks okay, there's always the possibility of something having slipped through the cracks. Remember to include a HugsLib log with any bug reports.
Samuel_Bucher 13. apr. 2024 kl. 6:45 
Hey, man. I'm currently trying to make it so that the same choice window appears for the medic cycle since it also has hediffs it randomly heals only one of. However, doing so breaks compatibility with your mod. Would you be willing to accept a pull request from me that adds some compatibility changes?
Flesh Forge 10. apr. 2024 kl. 12:32 
nice, thank you
Inglix  [ophavsmand] 10. apr. 2024 kl. 9:04 
Quick shoutout for a new mod that definitely falls into the "Why isn't this vanilla?!" category.

Selective Bioregeneration allows you to select which hediff to heal when putting a pawn into a bioregeneration cycle. Considering the cost and long (default) duration of this cycle it's nice to not have to gamble on what ailment it's going to randomly decide to fix.
Smokeykiller51 3. apr. 2024 kl. 12:58 
Sweet now wont have to use god mode to complete the super long cycles. They are long even with the transhumanist buff. Like its hightech maybe like a day or two tops.. unless you doing regeneration.
Flesh Forge 27. mar. 2024 kl. 18:07 
lol it was barely half a day, it's fine
Inglix  [ophavsmand] 27. mar. 2024 kl. 18:02 
Updated to fix that exception being thrown on startup. Apologies it took so long for such a simple fix, but work and life got in the way.
Inglix  [ophavsmand] 26. mar. 2024 kl. 3:46 
Oh fun. Based on that screenshot I'd guess the names of those compiler generated methods changed again. I'll get that fixed as soon as I can, but real life responsibilities might get in the way in the short term.
Nepsis 26. mar. 2024 kl. 0:58 
I also noticed the exception Flesh Forge mentioned today. It was working fine last night, then I go to play the same file today and the mod just refuses to do anything in my game. Doesn't matter how I change the settings, it only uses the vanilla settings.
Flesh Forge 25. mar. 2024 kl. 13:21 
Something happened today that causes your mod to throw an exception - I see it's not that you've updated/changed it since 12 days ago, so it's something else more recent that's causing it, but nevertheless the error is thrown by your mod:
https://i.imgur.com/s1NlDHe.jpg
Risk 16. mar. 2024 kl. 13:32 
thx for the update. mine is pretty simple just adding conditions to heal so I dont think all need to change anything but updating the version
Inglix  [ophavsmand] 15. mar. 2024 kl. 5:25 
Doesn't seem like they really touched biosculpters at all. The only things I've had to actually update in the code so far are the names of some compiler generated methods that I was patching with Harmony transpilers.

Bear in mind that, as I stated below, I haven't sat down and tested everything relating to the biosculpter and this mod yet. I did just enough to get rid of the errors being thrown on startup, and did some quick verification that changing the mod settings seems to actually apply the changes as intended.

I'm going to try and carve out some time to thoroughly test it this weekend.
Risk 14. mar. 2024 kl. 22:39 
question Ive got a biosculpting mod that I am gonna update once the update roles out, (bioreneration adds extra things that the biosculpter heals) anything to note for the update that I should be aware of (I am a rookie modder)
Inglix  [ophavsmand] 13. mar. 2024 kl. 12:54 
Tentative update for the 1.5 unstable branch is now up. Has not been properly tested yet, but no longer throws errors at you the moment the game loads. Please feel free to report any bugs running this on the 1.5 unstable branch in the new bug report discussion thread for 1.5.
Inglix  [ophavsmand] 4. mar. 2024 kl. 20:07 
@Inked.: You're unfortunately correct, it cannot be changed via XML patching. The value is actually hard-coded as a constant in the CompBiosculpterPod class. I use Harmony transpilers to replace the default value with my own in the two methods where that constant is referenced.
Inked. 4. mar. 2024 kl. 15:55 
Question, what is required to change the length a pod is biotuned to someone - speaking from a modding perspective. I'm trying to mod it for myself to change the duration a pod is tuned to a specific person, but I'm not sure where I can find it to change it.

Unless I'm blind, I'm guessing it's not as simple as changing this via xml patch?
The Crow 31. jan. 2024 kl. 5:01 
ok! thanks man! i didn't knew that, my bad
Inglix  [ophavsmand] 30. jan. 2024 kl. 18:30 
@Karasu - Based on that log, you have both this mod and Biosculpter Pod and Neural Supercharger Variations active at the same time. That mod wouldn't be compatible with this one as they both make similar changes to the biosculpter and therefore their patches would conflict with one another.
Krof Gninut 8. jan. 2024 kl. 16:51 
im giving this a try bc I cant seem to fix a bug making my biosculpt patients starve to death without removing things id like to keep