RimWorld

RimWorld

BattIePatch: Enhanced Bioregeneration
41 Comments
Jacubus 15 Sep @ 6:26pm 
Hi, does mod work with Kiiro race? I mean their tails
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2988200143&searchtext=Kiiro

Pretty popular and i love these cute girls : P
BattIeBear  [author] 1 Sep @ 12:02pm 
Agree! Glad I'm not the only one!
Demopan 1 Sep @ 11:55am 
I don't understand why vanilla isn't like this by default.

25 days is already bad enough and too susceptible to interruption in elecricity, but also needing to provide nutrition, 2 glitterworld medicine? Makes the whole system completely useless.

And redundant when you consider unnatural healing.
BattIeBear  [author] 14 Aug @ 5:50pm 
@Kateye So strange! I'll have to look into it, because I can't imagine VPE would change something so important.
Kateye 14 Aug @ 2:57pm 
It's happening again. Did VPE change the ID?
BattIeBear  [author] 20 Jul @ 5:41am 
FIXED! I updated it so there is a special exception for psylinks, and you were right about VPE adding their own so I patched that as well. It shouldn't matter what order you have it in other than placing this mod after VPE.
BattIeBear  [author] 17 Jul @ 11:03am 
Got it! Okay, well Faster Biosculpter was compatible in 1.5, I'll confirm that's still the case and test the other one also!
interlamer 17 Jul @ 9:03am 
@BattIeBear No, my issue is NOT caused by that. I don't even have VPE. I was referring to the double psylink mentioned by @LordvonNichts.
BattIeBear  [author] 17 Jul @ 7:16am 
@interlamer I can test w/ Vanilla Expanded Psycasts when I get home, if that's the mod causing the issue I should be able to make a patch this weekend 👍
interlamer 17 Jul @ 5:24am 
Also, @LordvonNichts if you're reading this: The two psylinks are the result of Vanilla Expanded Psycasts. It hides the hediff for the vanilla psylink and puts its own in instead.
interlamer 17 Jul @ 5:10am 
After commenting out <li>Brain</li> from 1.6/Patches/Buildings_Ideo.xml, it stopped trying to remove the psylink. However, that would lead to the bioregeneration cycle not healing any brain injuries, correct? So, I'll keep the brain commented out until the need arises.
interlamer 17 Jul @ 5:06am 
It tried removing a psylink from my pawn as well. The mods I have that are touching the biosculpter are:
- This mod
- Faster Biosculpter Pod
- Biosculpter Nudity

I tried putting this mod after the other two in the load order, but that hasn't helped. Neither did putting this mod at the very end of the load order.

For now, I think I'll just modify the xml temporarily to exclude the brain from the cycle.
BattIeBear  [author] 17 Apr @ 3:26pm 
Please do! I don't mind checking again if you have any more info.
LordvonNichts 17 Apr @ 11:22am 
Hey, thanks for everything, but I dont have any other mod that should affect biosculptor pods, so I think Ill just be a bit more carefull with my psycasters. But thanks for trying♥ Ill comment again if I find the mod conflict causing this
BattIeBear  [author] 15 Apr @ 5:24pm 
@LordvonNichts Glad you think so! Unfortunately, I still can't replicate this. In the screenshot you sent it shows that the bioregen cycle wants to remove both psylinks, the tuned band node, and the neural supercharge. I have tested every combination of those, and even removed all mods but this, faster biosculpter, and archons, and my mod does not target any of those conditions.

Do you have any other mods that touch biosculpters? I'm happy to keep poking around, but right now I can't even replicate the issue.
BattIeBear  [author] 15 Apr @ 4:44pm 
Thanks, I will take another look!
LordvonNichts 15 Apr @ 9:17am 
So my Pawn had non-senescent, natural psylink(lvl51),transcendent and gene implanter in his xenogenes. (Hes dead now). But if I try to put a pawn with similar genes into the pod it says this:

https://imgur.com/a/mcgFtOS

So they somehow have 2 psylinks?
Even though in the health tab it showws only 1


And Im also playing with faster biosculptor pod.




But, for the pawns that dont have this gene this is an extremly usefull mod, so thanks♥
BattIeBear  [author] 14 Apr @ 4:10pm 
@LordvonNichts I just downloaded VFE-Archons, grabbed an Archon pawn, and threw him in the biosculptor after severing an arm. The arm healed, but it did not remove the natural psylink he spawned with. Is there any other info you can give? Is there another gene I'm not aware of (I don't usually use any VFE mods)?
BattIeBear  [author] 14 Apr @ 2:35pm 
Thanks! Will figure it out ASAP.
LordvonNichts 14 Apr @ 9:04am 
I'm sorry for taking so long to answer, but I finally found the mod that adds the gene. It's the natural psylink archite gene from VFE-Archons
BattIeBear  [author] 18 Mar @ 4:06pm 
@LordvonNichts Hello! Do you know what the gene specifically was? I looked at the Vanilla Psycasts Expanded page and didn't see any new genes. I also didn't see any new genes in the custom xenotype section.
BattIeBear  [author] 12 Mar @ 3:36pm 
@LordvonNichts I will look into it!
LordvonNichts 12 Mar @ 3:30pm 
I am playing with VPE and have a pawn with a psylink it got from genes. If I try to bioregenerate a missing eye the pod will always try to remove the psylink? Maybe because it's not really an implant but a genetic condition, do you know how to circumvent this?

Thanks in advance
BattIeBear  [author] 9 Jun, 2024 @ 8:31am 
@DmytroUndertaker did some testing this morning by loading up a new game, dev spawning a psylink neuroformer and psychic sensitizer, and then trying to "treat" the pawn who had these installed. I even used dev mode to attach injuries to the brain of said pawn just to make sure. I never saw it try to remove the psylink, and, in fact, it is programmed to specifically NOT treat implants.

It might be a mod conflict, but I tried every combination of my mod and the two you mentioned and it never even gave me the option to cure, and wouldn't even let me try to cure the pawn unless I added another injury that it recognized as harmful.

It could be another mod conflict that caused it, let me know if there is any other info you have so I can replicate the issue!
BattIeBear  [author] 8 Jun, 2024 @ 1:11pm 
@DmytroUndertaker thanks for the info! I'll look into it, should be a "quick" fix, though last time I said that it took me almost a week of testing to get it right. Either way, will be patched ASAP :steamthumbsup:
Therion_TheRuiner 8 Jun, 2024 @ 1:07pm 
Mod is quite good but it's treating psylink which isn't a bad condition actually and make psy enhanced pawns lose benefits by making them normal again, (Using VPE, and mod for selective bioregeneration so i've see that when pawn choosed for regeneration cycle it's counts like a treatable condition)
The Blind One 18 May, 2024 @ 6:10am 
Awesome work man!
BattIeBear  [author] 17 May, 2024 @ 11:17am 
New update! Se changelog for additional features. Should allow for more customization while still fixing my original issue with the the bioregeneration cycle. Balance it as you see fit, or make it as OP as you like!
BattIeBear  [author] 11 May, 2024 @ 5:34pm 
@The Blind One gotcha, I understand. Shouldn't be too hard to add an option, enjoy your vacation!
The Blind One 11 May, 2024 @ 5:05pm 
@BattleBear

If I have a pawn with 2 cataract eyes and a bad back I'm just going to blind both his eyes since they will both regenerate on a full cycle AND have his bad back repaired.:steammocking:

You can still cheese the biosculptor.

It probably makes more sense if the regeneration cycle works in a point or itemized based method but I understand that this would take much more coding. With that being the case, I'd rather have a biosculptor that just heals everything at once so I dont need to pull any shenanigans.

Another option would be a short healing cycle and a longer healing cycle. With the short one healing smaller body parts like digits and a single condition, and a longer cycle which just heals all.

Currently on vacation but will check out the full functionality of this mod when I come back
BattIeBear  [author] 11 May, 2024 @ 1:47pm 
@The Blind One Hey great news! It already fixes conditions of the same type. So if you have a pawn with a bad back and two cataracts, it will randomly cure either the bad back OR both cataracts. Let me know if you experience any issues!
The Blind One 8 May, 2024 @ 2:24pm 
@BattleBear

I think that is a fair balance mechanic that you are proposing where it only applies to some conditions. It's just silly the way it is coded now (in vanilla), cutting off ears and eyes just because they regenerate wholly if removed but not if they have a condition is strange.
BattIeBear  [author] 8 May, 2024 @ 11:53am 
@The Blind One I have an idea how to make that change, but I don't want to make this a "fix everything." My main goal was to address the lack of options when it comes to missing parts.

That said, I simply cannot in good conscience let you go around blinding your pawns, so I will make it so it heals both cataracts at the same time (same thing with blindness, hearing loss, etc.)
The Blind One 7 May, 2024 @ 4:37pm 
@BattleBear

What if I have two cataract eyes? Will it still only heal 1 cataract eye at a time?

Because in those situations it's actually better to just blind the pawn in both eyes so the eyes just regenerate completely in one cycle instead of requiring two, one for each cataract lol.

Maybe an option to allow all permanent health injuries to be healed at once too?
BattIeBear  [author] 7 May, 2024 @ 3:03pm 
@TurtleShroom I might make a version where you can toggle between two options - the current option or one where it heals only one major part per cycle. I'd need to test it a bit more, but should be doable. Adding it to the suggestion list!
BattIeBear  [author] 7 May, 2024 @ 2:58pm 
@The Blind One Yep! Heals any missing body parts and scars all in one cycle :steamthumbsup:
TurtleShroom 7 May, 2024 @ 1:30pm 
Personally, I'd prefer that the Bio-Sculptor, on default mode, regrow only one body part outright like it does not (but still fixing all scars and what-not), and have this mode be a super enhanced mode that takes longer and is more costly.
The Blind One 7 May, 2024 @ 10:56am 
Wait so this heals ALL of their body parts / scars in one cycle? Cuz I've been looking for a mod that does that. the vanilla mechanics are hella annoying where it only heals 1 scar at a time. Like fuck me sideways. I'm often encouraged to remove body parts just so they heal faster such as double cataract requiring either 2 cycles or just 1 if you blind the guy before he goes in.
BattIeBear  [author] 7 May, 2024 @ 3:48am 
@Risk Honestly, I didn't see your mod when I was on the workshop trying to find one that does this, so I made my own. However, I will say that your mod also cures illnesses, addictions, cancer, and Alzheimer's, whereas my mod only fixes the body of a pawn as some of those conditions bring their own challenges.

That plus the settings of my mod lets people control whether the perks of this mod requires extra commitment in terms of time and/or medicine.
Risk 6 May, 2024 @ 9:40pm 
Ive got a mod very similar to this called bioregeneration. I am curious on whats different about this one?
Talonmaster 6 May, 2024 @ 9:28pm 
This looks like it'll be another permanent addition to my mod list. Thanks.