RimWorld

RimWorld

Rimbody
250 Comments
CrackaJack 3 Oct @ 11:50pm 
thats awesome! and youre an awesome mod author
Maux  [author] 3 Oct @ 9:25pm 
@CrackaJack I've set up some testing bed for mods that fixes hugner need. I'll do some balance work and get back to you. Sadly I need to go to do some familiar duty for a week starting from tomorrow, so the actual update will take a bit of time.
Maux  [author] 3 Oct @ 9:24pm 
@恰似宛然一笑生花 Thank you! will add the link in the mod page when I get home!
恰似宛然一笑生花 3 Oct @ 7:54pm 
Hello Maux, that's an interesting mod. So I created a mod "Rimbody_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
CrackaJack 29 Sep @ 8:18am 
no :D then i wouldnt have commented about it, i had tried that in a way earlier save, this issue persists basically since release of this mod. what did fix it was dev mode removing that hemo eater gene and just letting him eat normally
Maux  [author] 28 Sep @ 6:12pm 
@CrackaJack Would assigning them an hour of workout solve this issue, do you think?
CrackaJack 25 Sep @ 8:45am 
what i remember is: i had not set the vampire to have a training schedule but gave him a body goal(to be thinner), so he worked out a little on his own. he started off average and it did take some time for him to get fat,but i cant say how long. uuuhm let me just check the dll with dnspy maybe i can find the value
Maux  [author] 25 Sep @ 8:26am 
@CrackaJack Could you give me some timeframe / your experience so I can use it as a basis to work on the balance? How much fat on average did they gain per day or two? (If you know how much they worked out, sharing it could also be very helpful)
CrackaJack 22 Sep @ 9:29am 
"give them nutrient from hemogene. That's still nutrient and should fatten them" +1, remember the fat vampire from blade 1?^^
but yeah balancing is the issue, because they get so much nutrient its almost impossible to keep them thin.
Maux  [author] 22 Sep @ 8:39am 
@CrackaJack I mean, I'm pretty sure they implemented it that way to prevent incompatibilities with some other mods. The patch should come from my end and I already have a system set up to take genes into account (Like how thin/fat genes affects muscle/fat gain and loss). I am just asking from the thematic point of view: it seems the gene isn't supposed to freeze the bearer's metabolism, rather give them nutrient from hemogene. That's still nutrient and should fatten them is my opinion. But I don't play with the mod so maybe you have a better understanding. I'm willing to listen to your suggestion if you have one: do you believe that gene should be interpreted as freezing the metabolism? or are you asking for a bit of balance patch to make their fat gain lower since it's too difficult to manage their fat?
CrackaJack 22 Sep @ 8:03am 
ah,i should probably suggest doing that to the author of said mod:
"If the hemogen eater gene acts as am inhibitor for metabolism, it should freeze muslce/fat gain"

because as it is, it does not "freeze food need" , but keeps food at 90% by constantly refilling it (and i havent found out how much nutrition exactly is given at what interval, but it must be more then required).
ideas to fix this on YOUR side- well, replacing that gene with a patched version, or outright removing it.
Maux  [author] 22 Sep @ 3:22am 
@CrackaJack I think what you are experiencing is similar to what Tantalus experienced below. (You can read the conversation below in the comment) If the hemogen eater gene acts as am inhibitor for metabolism, it should freeze muslce/fat gain, if it provides food need via some other route I think it makes sense that the gene forces the gene bearer to require more exercise. I have not played with that mod but from the description just freezing muscle/fat gain and loss for hemogene eater doesn't seem like it fits the theme IMO. However, if you feel there need to be some kind of balance patch or you have some other idea as to solve the issue, I'm all ears.
CrackaJack 21 Sep @ 3:17am 
fun fact, if you have a "dracul" xenotype pawn from big and small vampires+undead or anything else with the hemogen eater gene(or probably anything else filling the food need automatically), those pawns will just become fat by themselves, without eating, you´ll have fat vampires^^
any chance something would be doable about that?
Lemniscate_Mike 4 Sep @ 4:56am 
@Maux, okay! It's nothing major, it would just be nice to be able to directly tell someone to work out on equipment.

Whenever you got a minute!
Great mods you've made, mate!
Maux  [author] 4 Sep @ 1:07am 
@Lemniscate_Mike I am very busy rigjt now so it probably won't happen soon but I'll look into it once I get time.
Maux  [author] 4 Sep @ 1:07am 
@Cretz 1) I think if your colonists have reached their goal you should dis-assign their goal/workout time. 2) If colonists who are not assigned such are gaining muscle too fast, this sounds like a balance problem. In this case, can you give me more info?
- How long do your colonists work out a day in general?
- How long did it took them to be hulk bodytype?
- Have you assigned them goals?
Lemniscate_Mike 3 Sep @ 10:55am 
Can you please add support for Chill the Fork Out(asking them too, dunno who needs to do what)?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3523235444
Cretz 3 Sep @ 8:54am 
Since chunks were allowed to be used as strength training many of my pawns have become hulks due to exercising during anytime as well as recreation and scheduled exercise time. Is there a way to limit the rate muscle is gained? As it doesn't appear cardio reduces muscle mass.
Tantalus 25 Aug @ 3:15pm 
@Maux Fair enough - thanks for looking at it!
Maux  [author] 25 Aug @ 7:49am 
@Tantalus I think for now, it would be better to leave it as it is. As you play with Rimbody and that gene, if you find it too difficult to manage the fat, do report and I'll try to find some way to balance it without completely freezing it.
Tantalus 22 Aug @ 1:37pm 
@Maux It's totally your call; I just appreciate you looking into the possibility at all. I'm using Alpha Genes because it's the only mod with a gene that even comes close to removing the need for food. Last I looked, there weren't any mod genes that could completely remove it.
Maux  [author] 22 Aug @ 5:14am 
@Tantalus Hey, I just was just working on the integration, but as I read the Foodless gene description, it felt kind of awkward to halt muslce/fat gain for that, as the gene doesn't stops metabolism or makes the carrier undead, rather it provides extra nutrition. Wouldn't it be more faithful to the gene to having the pawns have to workout to burn the excess calories the nanites are prividing?
Tantalus 19 Aug @ 2:28pm 
@Maux Oh wow, thanks! I was just asking if it was already included; I didn't mean to suggest that it should be added if not present. I fully understand it's a really niche request and am perfectly fine if you decide it's too much trouble.
Maux  [author] 19 Aug @ 8:31am 
@Tantalus I see. It uses hediff to bring hungerRate down to almost 0. This is a bit problematic on compatibility part, but I'll see what I can do. I may be able to freeze the muscle/fat progress when this gene is added.
I'm very busy at the moment so the update will probably be published on the weekend.
Tantalus 18 Aug @ 2:12pm 
@ Maux It's the "Foodless" gene in Alpha Genes, so it doesn't actually disable hunger (AG's author says that removing the need entirely would break a lot of genetics in Biotech, which makes sense), so instead, hunger is really, really toned down to the point that a pawn with the Foodless gene only needs to eat like twice per in-game year.
Maux  [author] 18 Aug @ 2:20am 
@Tantalus Genes need integration patch. Normally, if a gene removes a food need, the progression should stop. Could you tell me which gene you are using to remove the food need?
Maux  [author] 18 Aug @ 2:18am 
@snake Currently biotech bodytype genes influences muscle gain. (hulk body will increase muscle ghain and thin body gene will decrease it). As for other implants and genes, I'm quite busy at the moment so it might take some while for me to implement them. But I'll put that idea on my list and see what I can do.
Tantalus 17 Aug @ 3:26pm 
Sorry if this has been asked and answered before. I have used the mod Alpha Genes to create a custom vampire xenotype that does not need to eat and survives solely on hemogen. Is there a setting (or a gene I can add to my xenotype) that effectively disables this mod just for vampire pawns but still have it active for all other pawns?
snake 17 Aug @ 4:34am 
hey, i had an idea. maybe some implants/genes that influence the muscle gain/loss? i also thought of an archotech implant that would freeze current progress in place so you could have your pawn stay muscular forever
Maux  [author] 14 Aug @ 4:02pm 
@VarietyPrincess♡ most of the items are buildings you can build in recreation tab. Rack is a storage so it's either in furniture or 'storage' if you have ASF
VarietyPrincess♡ 14 Aug @ 10:35am 
I am so sorry if I missed something in the description, but I'm having issues finding certain items like the flat bench, for example. I know I can create a lot of the items at the smithy, but many of the other items, I'm not seeing where/how to create. The research is completed for the gym equipment and industrial as well.
csc001 8 Aug @ 11:29pm 
i know,thank your mod:steamthumbsup:
Maux  [author] 8 Aug @ 10:31pm 
@csc001 steroids and hormones are planned for Rimbody Supplement Module, but this module is postponed indefinitely, mostly due to my lack of time and inability to get the necessary arts.
Rimbody Stats Module makes muscle/fat affect Max Nutrition.
csc001 8 Aug @ 10:21pm 
Very nice mod,make rimworld more muscle.
Does the author intend to add some banned drugs such as steroids, peptide hormones, growth hormones, and clenbuterol? As a counterbalance, could the use of these drugs reduce the IQ, respiratory rate, mood impairment, mental breakdown, and the like of the users? Alternatively, could the satiety level of individuals with large body types and muscles be increased? A professional who consumes 10,000 calories a day may not have the same appetite as ordinary people
Of course, this is just a trivial comment from me. Thank you again for your MOD.:steamthumbsup:
Maux  [author] 7 Aug @ 7:07pm 
@Shadow Show Me Your Hands targets items held and works by rendering as they render. Rimbody equipment are buildings, so the two operates in completely different sphere and thus no compatibility is possible.
Shadow 7 Aug @ 8:06am 
Great work on this mod, it's one of my favorites. Would you consider making this mod work with the Show Me Your Hands mod? So you can visibly see the pawns hands on the training equipment in use.
NPH 6 Aug @ 6:09pm 
very excited for waypoints for a jogging track, was just thinking how id like to make a gymnasium for pawns to run in without wandering too far from base.great mod, this + the stat mod is genuinely essential for any playthrough imo
Maux  [author] 6 Aug @ 6:32am 
@lmgginspace They will prioritize other strength workout equipment over rocks if there is one. They will also only use rocks if they can find one in vicinity (within 20 tiles), and return to storage if the chunk was stored in one. I was contemplating if I should make a dedicated boulder for workout (am still contemplating) for this reason, but for now, just building strength workout equipment would be the way.
lmgginspace 6 Aug @ 2:06am 
I need more time to check but I think it's related to point 2. I've checked on the few colonists that have both goals already met, and they mostly do "Wandering" when idle instead of working out, so the logic seems alright. I have the case, though, in which some colonists have already met the muscle goal, but not the fat goal, but they keep gaining muscle instead of losing fat.

However, I think I ve realized everything is working as intended, as you told me. If I see anything else worth mentioning I'll tell you.

A side question. Is there a way to disable training with chunks? When my twelve colonists scatter around all the chunks of the map, and leave them indoors making a mess, it drives me crazy hahahahaaa!
Maux  [author] 5 Aug @ 4:29am 
@lmgginspace That's strange. Current logic allows workout if 1. Schedule is set to workout 2. They are idling and their goal is not met. 3. The Recreation Workout option is turned on and joyseeker choose workout for joy.
Can you tell me a bit more about what's happening?
1) Are they working out during they are idle or while they are doing something (trying to see if it's idle behavior or joy behavior)
2) Are their goals set to something? Both fat/muscle goals are met?
lmgginspace 5 Aug @ 3:43am 
Yes, the setting is off. And in my schedule I mostly use "anything" and "work", I hardly ever use "recreation", "meditation" or even your "workout" option, just if that info is relevant.
Maux  [author] 5 Aug @ 1:11am 
@lmgginspace have you tried setting the 'Recreation Workout' in mod setting to off?
lmgginspace 5 Aug @ 1:02am 
Hi, I've been using this mod for a few weeks and I love it, but I have a question. Don't the colonists do much more work out than needed? I mean, I have many of them that already went well over their assigned muscle goal, for example, but keep doing strength training when idle. Shouldn't they stop? Maybe a setting in the mod options to only exercise when the schedule is set to work out could be handy
Soaryn ツ 4 Aug @ 8:26am 
@Maux Thank you for the great mods ^^
Maux  [author] 4 Aug @ 8:10am 
@Soaryn ツ I see thanks for notifying. Will make a patch of it and see if I can add the option too.
Soaryn ツ 4 Aug @ 4:55am 
I think it only conflicts because I have too many options on the schedule menu and there isn't enough space for everything, but right now it's conflicting with "Schedule Everything!"
Maux  [author] 3 Aug @ 8:33pm 
@Soaryn ツ Could you tell me which mod is interfering? I think it would be better to make them compatible rather than give an option to chose, for users who might want full functionality for both.
Soaryn ツ 3 Aug @ 6:41am 
I mean a setting to hide the option to select the workout schedule, I currently have other options in the schedule menu and they are overlapping visually, and honestly right now it's kind of unnecessary to have a workout scheduled since my pawns do it on their own without it
Maux  [author] 2 Aug @ 5:53pm 
@Soaryn ツcould you elaborate on what you mean? you can set and unset the workout schedule in the schedules menu.
Soaryn ツ 2 Aug @ 11:39am 
Hey can we get a setting to turn off workout schedule?