RimWorld

RimWorld

[PS] Reconditioning Pod
Showing 1-9 of 9 entries
Update: 14 Apr, 2019 @ 7:49am

[Auto-generated text]: Update on 4/14/2019 9:49:32 AM.

Update: 7 Feb, 2019 @ 7:05am

[Auto-generated text]: Update on 2/7/2019 9:05:28 AM.

Fixed the last update to work for all tiers of android. Was only working for T1.

Update: 29 Jan, 2019 @ 10:56am

[Auto-generated text]: Update on 1/29/2019 12:56:52 PM.

Added a patch for the "[1.0] Android tiers" mod. Now allows for Neural Cementing to be applied to androids.

Update: 21 Dec, 2018 @ 2:19pm

[Auto-generated text]: Update on 12/21/2018 4:19:47 PM.

Fixed bug where Hediff_Reconditioned.ConditioningDataList was saved with the name COnditioningData.

Added check so that if a pawn ever has conditioning with a null data list, they are forceable deconditioned.

Update: 18 Dec, 2018 @ 7:16am

[Auto-generated text]: Update on 12/18/2018 9:16:39 AM.

Blacklisted Creepy Breathing after adding it the PlasteelSurgery.

Make the fail on reconditoning reroll the fail result. Chance for botched conditioning is now a true 30% and not a 10% on top of the sucess roll.

Update: 17 Dec, 2018 @ 1:32pm

[Auto-generated text]: Update on 12/17/2018 3:32:16 PM.

Removed Jogger, Fast Walker, and Slowpoke from the black list. They can now be added or removed.

Update: 16 Dec, 2018 @ 2:23pm

[Auto-generated text]: Update on 12/16/2018 4:23:26 PM.

Added cheat mode, don't abuse it.

Added multiple conditioning. This changing some things in the conditioning hediff. Had to throw in some code to support the old version but it shouldn't cause anything more than a log entry. Also moved hediff from full body to brain. Changing it on startup caused weird stuff, but it will not fix itself it when to pawn goes to their pod for any reason.

Pods and pawns now lose their link if either despawn. Pawns can claim an unclaimed one if they lose theirs.

Reconditioning takes longer now. 1 day + 0.5 days per active conditioning. Maybe adjust this later.

Added neural cementing to make conditioning perminate. 0.5 success factor and 0.25 chance to die on failure. Maybe adjust these later.

Added chance to fail or botch conditioning. Success is 0.9 - 0.1 per active conditioning. Roll bellow that passes, above fails. If above 0.9 reconditioning is botched. If above 0.99 reconditioning is lucky botched. Just realized that first surgery will be pass or botched. Will adjust these later.

Added Fix Botched Reconditioning action. Removes botched conditioning in 1 day with 100% success. Maybe adjust these later.

Decreased Conditioning fall rate to 0.125 but now doubles with each conditioning. Maybe adjust later.

Update: 11 Dec, 2018 @ 8:53am

[Auto-generated text]: Update on 12/11/2018 10:53:08 AM.

Update: 11 Dec, 2018 @ 8:49am

[Auto-generated text]: Initial upload.