RimWorld

RimWorld

Don't take my feet[v18]
46 Comments
IamJaylyn 22 Apr @ 10:02pm 
i miss this mod
KiameV 1 Oct, 2018 @ 8:07pm 
Re-wrote the mod from the ground up so it no longer overrides the body defs and instead moves the defs around after the fact to allow other mods that might change defs to still modify body parts. It's available here for B19: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1528295006
Cotton Joe  [author] 11 Sep, 2018 @ 12:57pm 
Not sure, I havent been plying rimworld or modding for it. Anyone who wants can take over any of my mods.
Exende 10 Sep, 2018 @ 10:27am 
b19 version needed or no?
Vellis 9 Jul, 2018 @ 8:01am 
hmm
Plaidstone 7 Jun, 2018 @ 7:57pm 
Hey, uh, my colonists don't seem to be suffering any penalties for losing fingers, thumbs, and entire hands after installing this mod.
Almantuxas 18 Apr, 2018 @ 10:18am 
I want "Don't take my fingers".
Lucifer 6 Feb, 2018 @ 6:48am 
Just a small question, is it normal that it still shows as removed for the Clavicle, Arm, Humerus and Radius, when installing a bionic arm? The colonist still have his hand by the way.
LilCatGaming 26 Jan, 2018 @ 6:52pm 
k
Cotton Joe  [author] 26 Jan, 2018 @ 7:12am 
@Lil'CatGaming no
LilCatGaming 26 Jan, 2018 @ 3:30am 
Can i have this and the cybernetic storm one activated at the same time?
Cotton Joe  [author] 12 Jan, 2018 @ 9:01pm 
@Nianor Skywolf, possibally but that would require much more complex codeing than a smiple xml which this mod is. The best fix for that kind of thing would be to just not do it.
Nianor 12 Jan, 2018 @ 8:40pm 
So, I assume that you're already aware of this, but is there any way to fix the fact that I can now attach a bionic left hand to a colonist missing his left arm?
Jdalt40 25 Dec, 2017 @ 6:38pm 
Yeah I know, just an issue for people who use this for other mods that don't redefine Ribs
Cotton Joe  [author] 25 Dec, 2017 @ 4:30am 
@Jdalt40 The base game has the ribs but they are just all called "Rib". For this mod they are named "Rib1"-"Rib12"

The Cybernetic Storm version keeps all Ribs with the defult game defs.

I breifly tested the mod with Cybernetic Storm and found no issue.

I don't really have any more time to work on mods than this tho - hopefully this clears things up a bit.
Jdalt40 25 Dec, 2017 @ 4:11am 
Hey Joseph, I don't think you understood me sorry :D
I meant that in base game, Rib 1 through 12 doesn't exist as a body part def, and you didn't define it in your mod, causing those with the base game to have errors. I noticed this because I was using Jecrell's Werewolf mod which converted the hands every time the person turned, I just needed this so I could keep the bionic arms with the werewolves still being powerful.
Sorry about the misunderstanding :D
Grizzly Bear 23 Dec, 2017 @ 8:37pm 
Duuuude if only this was compatible with Cybernetic Storm...This would be the bees knees for my modded playthrough. I don't have the slightest clue why they would remove the hands and feet from the bionic arms and legs, it's completely mental. If someone makes a patch for this, PLEASE post here. I'd totally DL. Some day @.@ Some day my colonists will be able to wear gloves and boots and toolbelts again!!!
Jdalt40 21 Dec, 2017 @ 3:45am 
It's fine, everybody makes mistakes, including me :D
Cotton Joe  [author] 21 Dec, 2017 @ 3:14am 
@Jdalt40 Ok, so Cybernetic storm does use traditional body defs and since this mod changes ribs it conflicts. I am sorry that this is an issue for people who use that mod. Thaks for figureing this one out for me!

I have become a bit buise lately, so if anyone else wants to take the code for this mod and repost it with normal rib def to be compatible with cybernetic storm, or even create a version with conditional patching, I give full permission to use any and all of this mod.

Happy hollidays
Jdalt40 20 Dec, 2017 @ 8:43pm 
Can confirm, you can fix it by doing that, make sure you get all references of Rib changed back
Jdalt40 20 Dec, 2017 @ 8:38pm 
Nevermind, will try to figure out the issue later
Jdalt40 20 Dec, 2017 @ 8:32pm 
For now, people can fix this by going to C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1231027888\Defs and modifying Bodies_Humanlike, then replacing all remove all of the numbers after Rib, since Rib1-12 does not exist in vanilla.
Jdalt40 20 Dec, 2017 @ 8:22pm 
Can confirm, there is no actualy BodyPartDef named Rib1 to 10
There is only:
<BodyPartDef>
<defName>Rib</defName>
<label>rib</label>
<hitPoints>8</hitPoints>
<oldInjuryBaseChance>0</oldInjuryBaseChance>
<skinCovered>false</skinCovered>
<isSolid>true</isSolid>
</BodyPartDef>
Jdalt40 20 Dec, 2017 @ 8:19pm 
Hey Joseph, I am getting the same error as Eshir, are you sure there is actually a body part def called Rib 1 and so on?
Eshir 18 Dec, 2017 @ 5:14pm 
just flipped the load order of em and still got the same error thanks for looking into this
Cotton Joe  [author] 18 Dec, 2017 @ 3:44pm 
EPOE and RBSE are both xml only mods, and I found it easy to figure out what was causing the issues.

With cybernetic storm, I looked through the xml files and found no mention of a rib anywhere, so I am not sure what would cause the issues. For the previous mods it was because they both renamed ribs.

Cybernetic Storm does use assembalys which I do not know how to read/work with. So its possible that is causing the issue.

Did you try flipping the load order of the 2 mods and see if that made a diffrence? Other than that I am not sure, I will try to look into this issue more later, but right now I am falling asleep and will be going to bed now.
Eshir 18 Dec, 2017 @ 3:15pm 
i want to use this mod and cybernetic storm but there seems to be the same issue as with EPOE that was fixed its the Rib issue and im not sure how to fix link to the logs https://gist.github.com/3e49866137b1dee1584d1d29902379c4
Scrotum Scratcher 16 Dec, 2017 @ 7:45pm 
Not my proudest fap
The Flesh 16 Dec, 2017 @ 1:10pm 
I spent 2 years googling for a mod that does this and finally God of Mods answered my call.
Cotton Joe  [author] 15 Dec, 2017 @ 8:14pm 
@Minute_of_decade. Pawns with bionics have alwasy missed there feet/hands, it just did not display.

As far as not being able to equip headgear... I have been using the mod and my pawns all have helmets on... Its possibally a mod conflict, but since this mod did not touch anything related to heads I don't think this mod is causing it. If you can pinpoint the conflict I can look into createing a fix for it.
minute_of_decade 15 Dec, 2017 @ 4:30pm 
I'm encountering a weird bug since using this mod. Pawn will no longer equip headgear and when I force them to do the helmet just disapear
minute_of_decade 15 Dec, 2017 @ 3:04pm 
Nice mod. but you should add in the description that your pawn with bionics arms or legs will miss there hands and feet if added to a savegame
Cotton Joe  [author] 15 Dec, 2017 @ 9:14am 
That is my foot :D
Hunting 15 Dec, 2017 @ 4:22am 
Is that your foot?XD
XerbuTheHutt 14 Dec, 2017 @ 4:33pm 
BUT FEET ARE DELICIOUS!
WE MUST SACRIFICE YOUR MEAT FEET TO THE CYBER GODS!
FEET FOR THE MEAT GOD!
CHROME FOR THE CYBER GOD!
kaptain_kavern 14 Dec, 2017 @ 1:19pm 
But it's logical from the point of view of the game though, feets are part of the leg, so removing the whole leg is also removing feets ;D
kaptain_kavern 14 Dec, 2017 @ 1:16pm 
@Joseph

About patches, here is a tutorial : https://ludeon.com/forums/index.php?topic=32785.0

Do not hesitate to come see us on the forum, and ask for help, we're used to help each others between modders.

https://ludeon.com/forums/index.php?board=14.0
Meow Mix 14 Dec, 2017 @ 9:54am 
Good Deal. Now to find someone to add exoskeleton attachments and my full conversion cyborg will be complete. https://pre00.deviantart.net/e3a6/th/pre/f/2011/118/2/f/admech__octus__dragon_scale_by_majicxiii-d3f2nya.jpg
Cotton Joe  [author] 14 Dec, 2017 @ 8:50am 
Update: Now compatible with both EPOE and RBSE. Luckly they both used the same simple meathod of renameing ribs. This mod now uses the same system. And this change will not hurt anyone who is only using vinilla bionics.

Cotton Joe  [author] 14 Dec, 2017 @ 8:38am 
Actually I know exactly how and why it does that. EPOE had to rewrite body parts to include ribs. Since this mod rewrote bodies to move hands and feet, .. they are not compatible. Since this is a simple change. I suppose its best to ask the creator of EPOE to just add this change to that mod. I'm sure the same goes for RBSE.


I can look at the codes for those mods, and if we are lucky enough for them to be the same, then I can just make this mod compatible for both.

I suppose a patch operation might work, but I have never done a patch before.
Cotton Joe  [author] 14 Dec, 2017 @ 8:32am 
The only thing this mod does, is remove hands and feet as "parts" of legs and arms and put them in there own place ... I cant imagine how it would change EPOE, but you never know i guess?
Meow Mix 14 Dec, 2017 @ 8:31am 
The mod seems to have created an interesting problem. Or at least I hope it's this mod. I no longer have access to replacing ribs in EPOE.
Cotton Joe  [author] 14 Dec, 2017 @ 6:49am 
This mod only allows your people to keep hands and feet if they loose arms and legs. However if you are using a mod that adds bionic hands and feet, then yes I suppose the stats from the hands and feet will stack with the stats of arms and legs.
Avericat 14 Dec, 2017 @ 6:31am 
Does the modificators from the hands and feet add up?
cola98765 14 Dec, 2017 @ 4:19am 
was looking fof this. thanks.