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MedPod Luciferium Patch
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
11.466 KB
11 Dec, 2022 @ 1:06pm
9 Feb @ 3:28pm
4 Change Notes ( view )

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MedPod Luciferium Patch

Description
A patch for sumghai's MedPod mod so that MedPods do not remove/treat Luciferium from pawns. Intended for Luciferium addicts and abusers.

Compatibility/Patched for...

1. Medpod
2. Luciferium+ by GMsU | AuxiliusM
3. Seraphites from Recon And Discovery (Continued)

Place this patch below MedPod (and anything else it patches) in load order.

F.A.Q

Q: Combat Extended Compatible?
A: Yes.

Q: Does this mean I don't need to supplement my pawns with regular doses of Luciferium while keeping Luciferium buffs?
A: No. You will still need to give your Luciferium users regular doses of Luciferium, or they will die as intended in Vanilla. All this does is make it so that the MedPod does not treat Luciferium.

Q: Savegame Compatible?
A: Yes. It's safe to add/remove this patch in any save. Note that removing this patch will make your pawns with Luciferium go to a MedPod and automatically treat their Luciferium once you start the save.

Q: Incompatible with XXX?
A: This is just a patch for MedPod. It should not be incompatible with anything else.

License

In case I am ever unavailable to maintain this project, I encourage anybody to continue development under the terms of the GPLv3 license. [www.tldrlegal.com]

Github Repo [github.com]
24 Comments
Tookatee 19 Feb @ 3:49am 
Can confirm it does work! Thank you for your effort in solving this, really glad there's someone willing to do this.
Tookatee 10 Feb @ 6:14pm 
Thank you for your efforts! I'll check next time I play and let you know.
LegitGamer1017  [author] 9 Feb @ 3:31pm 
@Tookatee

I just updated my patch to patch Seraphites if the mod is present. Could you confirm it works on your game?

I've quickly playtested it myself and it seems like it works. It'll cure everything except Seraphites.

Let me know if anything is wrong, and please describe it thoroughly.

As always, unsubscribe and resubscribe to get the latest version of the patch if it hasn't updated already.
LegitGamer1017  [author] 9 Feb @ 1:15pm 
Most likely due to LuciferiumAddiction not being explicitly declared in neverTreatableHediffs, so it get's wiped alongside everything else when treatment does occur. (But pawns won't go to MedPod just for LuciferiumAddiction).

I could be wrong but that's just my first thoughts. I'll try and take a look at it soon, but no promises. Thanks for letting me know.
Tookatee 5 Feb @ 12:40am 
OK, from further play time it looks like this mod only partially works as is. When treating certain hediffs like gene shock loss it will also remove the Seraphite effect. So it does need a specific patch.
LegitGamer1017  [author] 29 Jan @ 10:43am 
After looking at the XML/Code, I can see why it would work. To those curious:

Luciferium and its hediffs (health conditions status) has two parts to it:

LuciferiumHigh:
- The pawn gets stat boosts
- This effect is temporary

LuciferiumAddiction:
- A permanent addiction
- The pawn gets hidden need called Chemical-Luciferium which will deplete over time.
- When the need runs out, Pawn enters withdrawal, goes berserk and die. The only way to get this need back up is to take more Luciferium to reset the need

When a pawn takes Luciferium, they receive LuciferiumHigh n if they didn’t already have it, LuciferiumAddiction.

In regular Medpod, it will treat/remove LuciferiumHigh, but will not touch LuciferiumAddiction. My patch simply just makes it so Medpod does not treat/remove LuciferiumHIgh and LuciferiumAddiction.

In the case of Seraphite, my patched worked because it looks like Seraphite gives the same exact vanilla LuciferiumHigh hediff, but not the LuciferiumAddiction part.
LegitGamer1017  [author] 27 Jan @ 10:48pm 
Good to know then, thanks for testing!
Tookatee 26 Jan @ 5:05pm 
Good news! I just loaded up my game with your patch running, and it looks like whatever you have in place to exclude luci also happens to work with Seraphites! So I guess all u need to do is just update the mod description!
Tookatee 26 Jan @ 2:40pm 
Also don't know if this helps your ability to add support, but the Seraphite hediff isn't something pawns actively go to get healed at the pod, it's just something that gets healed along with other sickness/injuries that do make pawns go to use the medpod
Tookatee 24 Jan @ 6:40pm 
That's it! Thank you for your effort in looking into this!