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Adding this kind of functionality to animals and mechanoids would be absolutely extravagant. If I can already do this, I haven't been able to figure out how yet. Is this a feature...? If not, would it be possible to convince you to look into that in the future?
Regardless, even if I still have to do my animals and mechanoid mass-upgrades manually, I'm very pleased I can augment my regular supersoldiers en-masse easily now. Thank you!!
P.S. If anybody has a solution for copy-pasting mass surgeries for mechanoids and animals besides this mod, please elucidate me.
This should allow you to automate surgeries on prisoners, which has been a commonly requested feature. You can add a Specialist work spec with the new "is prisoner" condition to exclude prisoners from being assigned to work they cannot do further down the list.
Can I use this to tell my people to hemofarm my vampires slaves rather than just prisoners? So far I've just been able to automatically have somebody come and conduct the surgery I order manually which isn't what I want. Thanks for the mod and appreciate any assistance. :)
Unfortunately this is not something I currently intend or expect to support any time soon.
@BOT Derek
To help with the lists, the Searchable Menus mod might be of use to you. As to auto-implanting xenogerms, I like the idea and will add it to my TODO.
1) findable list when you open the add bill button since there’s so many bills with mods
2) auto implant xenogerms and let you select with one from your saved list of xenogerm templates
Any and all ideas and suggestions are welcome and appreciated.
Also to note, it does assign people, just doesn't add the implants and stuff to their health list to be installed.
I tried with a fresh start but generating new map failed, and atm I dont feel like trying to figure out why that is xD
Basically added a anesthetize bill with assignment set at 100%, then clicked apply and went through my pawns to check if a bill had been added. I assume clicking apply should apply it immediately as another rule gave feedback that "could not apply as pawn already has" message or however it is written precisely
I have a few ideas on how to resolve the race issue, but the way bodies and body parts are tracked makes it rather tricky. I hope to find some time to look into it soon.
if I could be bothered to set up to compile mods I'd happily help out, but alas I am lazy xD
Regardless, many thanks for your time and your fantastic mods!
Even just looking through how you managed some of the implementation was fun, as was figuring out the ins and outs of the automated work mod
I'll have to figure out a more robust way of handling body parts in the future, but for the time being I recommend not using my mod with other races than humans. It seems my mod is racist ._.
I run alien races mod with orassans, androids, some other race mods I cant remember, and (nsfw) RJW which adds gentials to the game, and some race modds from loverslab as well , I dont think any of them alter the bodies in terms of changing how arms work with epoe etc, the body types are the same though their texture is changed I believe
I'll send it to you on steam if thats ok
The mod depends on the underlying human body plan definition, if your pawns have a different body plan, then that might be the cause of this issue.
[AWA:AS] AddBillPostProcessor failed: Target body part mismatch.
https://i.imgur.com/WIPfC5W.png - advanced bionic spine
This is trying to install a synthetic heart
https://i.imgur.com/ypp0irE.png - setup
Its not an issue with reserving the item, it shows passing that check
Tested with a fresh save again, and its the same error
It is worth noting that there are a lot of variables with surgeries that my mod needs to account for, and it's perfectly possible that I've missed something.
I do run LWM's deep storage but my suspicion isnt on that atm, as the item is still on the map, unless perhaps it's struggling to reserve it cus its in deep storage, but it didnt work when I used a normal stockpile either on a new save to see if it was a usage / current play issue
Does the mod have any kind of logging built in that I can check? ie logging the results of the functions associated with the process.
I do run like 500+ mods so it could be any one of those that causes the issue, at some point I'll investigate more properly as well. Dont spend any significant time trying to help here, until I get some more narrowing down on it xD
I've added operations to be done, even in new save(I do have big mod list, but I am getting no errors relating to this mod)
https://imgur.com/a/hga4z2d - is it that I have set it up wrong?
A group of enslaved pigskins with VEs Organ Regeneration gene, all automatically harvested the moment an organ is ready, would truly be a sight to behold.