RimWorld

RimWorld

1trickPwnyta's Biotech Patch
67 Comments
Six Feet Under 16 hours ago 
Does this mod conflict with retexture mods for mechanoids?
1trickPwnyta  [author] 7 Oct @ 12:29pm 
The Pawn Name Variety error should be fixed now.
1trickPwnyta  [author] 6 Oct @ 2:29pm 
@BANGBANGCHOOCHOOTRAIN That's a great idea! I'll add it to my list.
1trickPwnyta  [author] 6 Oct @ 2:28pm 
@JoeOwnage No, sorry, I haven't gotten to it yet. There's been so much to do. I'll double check where it is on my list.
BANGBANGCHOOCHOOTRAIN 6 Oct @ 1:35pm 
Can the charge level of mechs be added to their "mood bar" on the colonist bar up top?
JoeOwnage 6 Oct @ 1:00pm 
Hi did you ever add that feature back in where you could right click and direct mechs on what to prioritize
SketchyGalore 6 Oct @ 1:39am 
Thank you @rustyashalo! Can confirm that this clears the error on load.
rustyasahalo 2 Oct @ 8:17pm 
hi, just adding onto the people below me because i did my own testing before coming here. it appears to specifically be the "children are called by their first name by default" option as the error stopped when i turned it off in the configs. love your work <3
Luckspeare 15 Sep @ 2:39pm 
Was just coming here to report same error. Here is HugsLib with reduced mod loadout.

https://gist.github.com/HugsLibRecordKeeper/315a1f51835ee764c10975562daf8753
Vinni Pukh 12 Sep @ 12:04pm 
You're awesome thank you! <3
1trickPwnyta  [author] 12 Sep @ 10:23am 
@Vinni Pukh I'll add it to my list of things to work on. Thanks!
Vinni Pukh 12 Sep @ 7:52am 
I think the children nickname thing conflicts with the mod Pawn Name Variety, throws an error on startup. Here's the log :)

https://gist.github.com/HugsLibRecordKeeper/4746936bf47fb6bf2433d3e62906c306
Gabe Knight 3 Sep @ 9:42pm 
"Children will not automatically gain a weird nickname like "Man" or "Dude" or "Bicep" at growth moments."

So you mean my kid won't be nicknamed "Protein"? LMAO
-=GoW=-Dennis 27 Aug @ 6:29pm 
Thanks, also sounded too similar and wasn't able to understand what is meant exactly :)
1trickPwnyta  [author] 27 Aug @ 6:28pm 
@-=GoW=-Dennis No, this mod removes the message you get about angering an already hostile faction by extracting hemogen from one of their members.
-=GoW=-Dennis 27 Aug @ 6:11pm 
Is the "no more message spam when extracting hemogen" the same as this mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2887053053
1trickPwnyta  [author] 23 Aug @ 7:18pm 
@XYM04689733 thanks! I'll look into it.
XYM04689733 23 Aug @ 7:05pm 
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3F02D0D1] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch3 (Verse.Root)
Spawning the mech WarUrchin causes the game UI to disappear.
MASTERHAND 9 Aug @ 2:06am 
That would be an amazing idea.
Xeon 5 Aug @ 9:11am 
@1trickPwnyta That would be a great addition! Again, appreciate the work you put in
1trickPwnyta  [author] 5 Aug @ 2:28am 
@Xeon @Azure The only thing that should not be possible outside the radius is commanding a melee attack. This is because it is the only action that can't be accomplished using zones. I do plan to eventually add an option to allow it though.
Xeon 5 Aug @ 12:51am 
Can be commanded outside of command range however when trying to force attack target , the option is greyed out (Out of command range)

Would be great if this issue can be fixed, much appreciated !
Azure 26 Jul @ 5:19am 
Mechanoids can be controled out of range but I still can't command hem to attack
SalazarWindriver 25 Jul @ 4:17am 
Is it possible to have an option to only show combat mechs in the colonist bar? or force them on to a second layer or something? They take a lot of space up but being able to control them for combat.
Tinda 20 Jul @ 12:33pm 
I've been looking for ages for something that makes people go by their first names. Here I find it for children, which is glorious, but would it be possible to get that by default for all pawns?
M2Ferocious 18 Jul @ 7:07pm 
awesome:steamthumbsup:
Con 16 Jul @ 10:51pm 
same as dirigible, was looking for infinite mechanitor range and instead found all of these great QOL changes :dslike:
Dirigible 14 Jul @ 6:07pm 
I just wanted this for mechanitor command range but it turned out to have a bunch of sick changes, good job mate
JoeOwnage 11 Jul @ 12:17pm 
you rock
1trickPwnyta  [author] 11 Jul @ 9:44am 
@JoeOwnage lol what? They took that back out? Good grief...yes, I'll add it back to the mod. Might be a bit before I get to it though with the new DLC having just released.
JoeOwnage 11 Jul @ 6:28am 
1.6 unstable gave us the ability to right click and tell a mech to prioritize, now that functionality is gone. Would it be difficult to patch back in do you think?
1trickPwnyta  [author] 23 Jun @ 5:58pm 
@Blueo I believe they said they fixed it, but when I tested it was still broken. So for now the option still exists (and whether it is "patched twice" or not, it does work correctly).
Blueo 23 Jun @ 5:51pm 
didn't 1.6 fix the "Abandoning the exostrider remains prevents mechanitor complex quest."? what would happen if its patched twice with this mod?
VitaKaninen 21 May @ 7:54am 
Thanks!
1trickPwnyta  [author] 21 May @ 7:35am 
@VitaKaninen It should be fixed now. Thanks!
VitaKaninen 21 May @ 6:24am 
Just a heads up that the option to have children called by their first name throws an error when used with Pawn Name Variety.
Huehuecóyotl 11 May @ 1:08pm 
>Pawns won't move babies to a safer temperature until the baby has at least initial heatstroke/hypothermia.


YEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Steve 9 May @ 7:17pm 
Oh wow this fixes basically every issue I have with Biotech, normally I don't like screwing with base or DLC stuff too much but so much of this stuff is just really dumb, children getting nonsensical nicknames for one thing. I've probably had like 50 kids called Bicep.
chrisque1 18 Apr @ 6:56pm 
@1trickPwnyta turning off the bug fix works great! Tnxs :cozybethesda:
Ryanisunique107 16 Apr @ 11:45am 
could you make it so vat children arent automaticly ejected from growth vats when their born
~Nols~ 15 Apr @ 2:25pm 
I would appreciate it, though as you say it's probably an option that should be disabled by default as it goes beyond vanilla. Using melee mechanoids outside of the command range is very tedious.

I personally think the restriction to melee outside of command range made sense for when they couldn't be controlled outside of command range, but now it's just a bit awkward - also technically the melee mechanoids in vanilla could engage/chase enemies outside of the command range assuming they were autonomous and in the patrol state, just not be manually told to do so or who to target.
1trickPwnyta  [author] 15 Apr @ 11:13am 
@~Nols~ That is intentional since it's how the vanilla game works and there isn't really a way to cheese it, so I didn't make it possible.

I might add an option to do this since it wouldn't change much and even in vanilla it's like the one thing that mechs cannot be made to do outside the command range so might as well allow it I guess?
~Nols~ 15 Apr @ 10:57am 
Mechanoids are not able to be instructed to melee attack outside of the command range
1trickPwnyta  [author] 15 Apr @ 6:01am 
@chrisque1 Yes.
chrisque1 15 Apr @ 4:04am 
Can this one be turn it off? Its a very important bug for magicians :8bitheart: "Bug fix: Traits selected at growth moment are unsuppressed by genes that should suppress them (pyrophobia/pyromaniac)."
1trickPwnyta  [author] 15 Apr @ 3:57am 
@Kaschey Yes.
Kaschey 14 Apr @ 11:09pm 
Are there settings to choose what to enable? I really like the changes but most mechanoid tweaks don't feel right with me.
1trickPwnyta  [author] 13 Apr @ 7:23pm 
Character Editor compatibility is here!
1trickPwnyta  [author] 13 Apr @ 7:22pm 
@浴球不滿 Thanks for letting me know! I will look into that.
浴球不滿 13 Apr @ 2:49am 
Thanks for the amazing QOL mod
Here is a bug I encounter and I tested with only this mod
Steps to reproduce bug:
1.Having a lifter use up all its energy and collapse
2.Left click to select lifter
3.Right click the lifter itself
4.Click prioritize hauling lifter
And then the game would freeze
I suspect it is relate to the mechs right-click prioritize tasks option