RimWorld

RimWorld

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Biosculpter Pod and Neural Supercharger Variations
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
688.152 KB
4 Jan, 2023 @ 12:24pm
11 Jul @ 11:41am
14 Change Notes ( view )
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Biosculpter Pod and Neural Supercharger Variations

Description
Description
Adds differently sized variations of the Biosculpter Pod and the Neural Supercharger to the game.

Unlike my other mod "Biosculpter Pod and Neural Supercharger Resize", Variations adds new buildings instead of resizing the existing buildings, as well as adding a lot of settings for far-reaching customizability.

Yes, you can have all sizes at the same time!


Available dimensions for Biosculpter Pod are:
3x2 (standard), 2x2 (left), 2x2 (right), 1x2, 1x3

Available dimensions for Neural Supercharger are:
1x3 (standard), 1x2


Includes many settings to adjust Biosculpter Pods, Neural Superchargers and Sleep Accelerator to your liking!

Changing some settings requires reloading the game.

Biosculpter Pod interaction spots can overlap. This is set as the default behaviour when using this mod, the setting for it has been removed.

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Notes:
Should be safe to add to an ongoing game, but as always I recommend creating a backup save.
In case of removing the mod from the game - once again, create a backup save! - take utmost care in ensuring that none of your colonists is in a modded Biosculpter Pod, as these colonists will be removed from the game when the building stops existing! It is recommended to deconstruct all modded Biosculpter Pods and Neural Superchargers before disabling the mod.
(In other words, do this at your own risk.)

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Compatibility:
Compatible:
- Animal Biosculpter
- Death Rattle - Biosculpter Patch

Incompatible:
- Biosculpter Pod and Neural Supercharger Resize
Functionality is reworked and/or included in Variations
- Faster Biosculpter Pod
Not necessary, not compatible. Do not have active at the same time, likely to cause issues!

Please report any issues and include the HugsLib log (CTRL+F12) when reporting bugs,
it helps immensely tracking down what went wrong, thank you!


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Modder Notes
Expands "ThingListGroupHelper.AllGroups" by two additional groups, as well as applying transpiler patches to "ThingListGroupHelper.Includes", "ThingRequestGroupUtility.StoreInRegion", "CompBiosculpterPod.PostDraw", "CompBiosculpterPod.CompTick", "WorkGiver_HaulToBiosculpterPod.PotentialWorkThingRequest" and "JobGiver_GetNeuralSupercharge.ClosestSupercharger".

Please inform me if you encounter conflicts, especially in regards to the "ThingRequestGroup" changes!

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GitHub: https://github.com/XT-0xFF/BPaNSVariations
94 Comments
哈尔菲斯 11 Jul @ 6:45pm 
thank you for updating 1.6
Syrus  [author] 11 Jul @ 11:42am 
Version 1.6.0
Update for 1.6
Crimson 2 Jul @ 4:25am 
I have used both for my entire 1.5 play time and i never had any issues with the two mods running together
Syrus  [author] 30 Apr @ 11:49am 
I would assume it to not be compatible - but have not tested it
Could be, could not be. If you test it, feedback is appreciated
Tardo The Ass-Monkey 29 Apr @ 8:05pm 
Is this compatible with Overloaded Bioscultper ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2637020437 )? Assuming I don't touch any of the speed settings on this end, and only use it for the different sizes?
Lathrael 26 Feb @ 2:55am 
Or maybe even wall mounted superchargers? Those would be amazing especially for spacecraft colonies.
Lathrael 26 Feb @ 2:43am 
Hey, how about a wall mounted sleep accelerator?
surefirecure 22 Nov, 2024 @ 6:01pm 
This is a gorgeous mod. Is there any way to make biosculptors useable by guests?
Syrus  [author] 22 Jul, 2024 @ 11:32am 
Sadly, there was no value that allows changing that and I didn't see any way to easily mod that in while having a quick look over it just now.
AJarOfDirt 21 Jul, 2024 @ 1:18pm 
Any way to make neural Superchargers not draw power when they are fully charged?