RimWorld

RimWorld

62 ratings
[Deprecated] Configurable Biocoding
   
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Mod, 1.1, 1.2, 1.3
File Size
Posted
Updated
369.050 KB
12 Mar, 2020 @ 4:37pm
17 Aug, 2021 @ 6:45am
7 Change Notes ( view )

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[Deprecated] Configurable Biocoding

In 1 collection by Squirting Elephant
Squirting Elephants Mods
17 items
Description
I asked Mlie to continue this mod and he made an even better one over here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2583236920
Please us this one instead now.



A tiny mod that allows you to change the biocoding chance for weapons that drop (or just completely disable it). You can adjust it for each type of person if you prefer so. The vanilla default is 0.1 (=10%).

Is translation-ready, can be added & removed from an existing game without any problems and drains NO performance during play whatsoever (mod is inactive during play).

If you want to disable biocoding all together, just enter a 0% biocoding for everyone. If you prefer you can also increase difficulty using this mod by making the biocoded chance 100%, whatever you prefer.


Techcnial Info
  • Is safe to add & remove from an existing game.
  • Is translation ready.
  • Drains 0.00% performance because the mod is inactive during play.
  • Compatible with the official Royalty DLC.
  • Live settings menu.
  • Has no dependencies (like Harmony or HugsLib).
42 Comments
Squirting Elephant  [author] 23 Aug, 2021 @ 2:20pm 
I asked Mlie to continue this mod and he made an even better one over here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2583236920
Please us this one instead now.
FoxyLover69 22 Aug, 2021 @ 3:54pm 
Can't turn off Biocoding, or indeed change the numbers at all.
Menu works fine but the mod reboots to default values.

Could not find type named CompProperties_BiocodableApparel from node <li Class="CompProperties_BiocodableApparel" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
LupineWitch 22 Aug, 2021 @ 10:53am 
For me, even after setting biocoding chance to 0.9 no weapons are biocoded at all ;c
Squirting Elephant  [author] 17 Aug, 2021 @ 6:48am 
I rewrote it a bit. It now supports all "Human" races dynamically and reduced filesize. Now it should be compatible with all factions as long as they are from the "Human" race. I don't play Rimworld myself anymore so please let me know if I messed something up.
kingslycamben 15 Aug, 2021 @ 9:17pm 
I have the royalty faction, The Fallen Imperium same as caz, the royalty factions must have multiple names for selection.
Caz 29 Jul, 2021 @ 6:59am 
Cool cool.
Slight correction to my initial post: It's the shattered empire faction. The royalty added faction. It just happens to be coincidentally named Broken Empire in this save.
Dunno why it's doing that, though. Never had that issue until this save and I haven't added anything that adds new weapons that wasn't in previous saves where it was working. (did that sentence make sense? lol)
Squirting Elephant  [author] 29 Jul, 2021 @ 6:05am 
@Caz: I would have to check that when I have time. It's possible that, that specific race is missing.
Caz 29 Jul, 2021 @ 5:20am 
Just had some broken empire units show up with biocoded weapons even though I have everything set to 0. I don't see a broken empire option in the config, though.
The Bard of Hearts 21 Jul, 2021 @ 4:12am 
awesome!
Squirting Elephant  [author] 21 Jul, 2021 @ 3:15am 
Updated for game version 1.3.