RimWorld

RimWorld

[Deprecated] Configurable Biocoding
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.
The Bard of Hearts 20 Jul, 2021 @ 7:00pm 
+1 for a 1.3 update! :steamhappy:

Thanks for the all the mod work
Squirting Elephant  [author] 20 Jul, 2021 @ 1:42pm 
Currently the mod-menu is broken in game version 1.3. It still seems to work but if you can't configure it, it's not that great. I'll see if I can make some time perhaps next week or something to look into it.
Elmiorn 3 Apr, 2021 @ 12:38am 
It would be nice to have a mod that allows you to decode items on a high-precision workbench.
Naturally after studying expensive technology with the purchase of blueprints.
Spürgelwürg 31 Dec, 2020 @ 12:01pm 
@Squirting Elephant You too ^^. Great work btw. Love this mod idea. Wouldbe aweosme if you could get it to work with all animal like pawn kinds, not just this one.
Squirting Elephant  [author] 31 Dec, 2020 @ 11:06am 
I see. Interesting. I would have to make exceptions for those then, if I have time someday ^^.

For now: happy new year!
Spürgelwürg 31 Dec, 2020 @ 10:20am 
@Squirting Elephant
https://gist.github.com/aed050f850cc2b7887dcbc16824d4153
Just your mod and nothing else relevant. I've put the all the sliders on 0.75. What I gather it tries to spawn a lancer with the charge lance as a bicoded weapon and it can not, because it's not a human like pawn.
Both the Empire Janissary and Cataphract pawns also spawn with charge lances. These have a chance of being biocoded by default.
That would mean something in the code makes an exeption for the lancer mech so it will never spawn with a biocoded weapon.

Anyways, as it stands, if you put your sliders anywhere that isn't 0, there is a chance that a Mechanoid raid will not spawn. Your method has to break something.
Squirting Elephant  [author] 31 Dec, 2020 @ 7:54am 
@Spürgelwürg
This mod only makes changes to the DefDatabase. There's no overwriting of code anywhere and the code to change the biocode is just a single line that only changes a DefDatabase integer value:
pkd.biocodeWeaponChance = biocodeData == null ? SquirtingElephantSettings.Settings.BCD_Other.BiocodeChance : biocodeData.BiocodeChance;

@Bear: Did you try deleting your settings first? I haven't played Rimworld in a while and the update to 1.2 was a bit quickly done.
Spürgelwürg 31 Dec, 2020 @ 7:03am 
Yeah, there is an overside in this mod. The charge lance can be a biocoded weapon and the lancer Mech can have it. The game cannot give an animal like pawn a gun that is biocoded so there has to be an exeption build into the code somewhere that this mod overwrites.
Spürgelwürg 30 Dec, 2020 @ 8:51am 
Would be cool if you could add an option to exclude mod pawns individually.
Tom 29 Dec, 2020 @ 11:39pm 
Just an idea but what about an item that allows decoding?
Bear 29 Dec, 2020 @ 11:41am 
It looks like the settings randomly reset for me, I may have a conflict with my other 300 mods.
Squirting Elephant  [author] 1 Dec, 2020 @ 7:37am 
Updated to 1.2.

Note that if you upgrade from the previous version, please delete the Configurable Biocoding settings in (for Steam Windows users) in this directory:
C:\Users\<your username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\
Filler Shmazman 20 Oct, 2020 @ 12:05pm 
It'd be fun to have an ability to bypass the biocoding in game. Like a "Hacking" tech tree branch that allows you to hack weapons' biocoding. Alternatively, it can also give opportunity to players to biocode their own weapons to specific pawns... I don't see use in that myself but I bet some players would've liked it
DildoBaggins 20 Oct, 2020 @ 9:25am 
any chance for an update for 1.2?
Daiki Naruse 29 Sep, 2020 @ 2:05am 
Thank you for allowing us to disable the stupid biocode... !
Ashleymatrix 22 Aug, 2020 @ 12:38pm 
does this work with 1.2?
Alice (She/Her) 20 May, 2020 @ 4:06am 
You Ma-am are a Goddess! Thank you Very MUCH for this mod!
Angry Shrew 6 Apr, 2020 @ 4:58pm 
Thanks for this one, I actually like playing where pretty much everything is biocoded, making research, crafting and trade more critical than waiting for raiders to drop off gear for you.
LionelCG 22 Mar, 2020 @ 3:17am 
I´d leave both as is except for the disclaimer on existing weapons. I found a way around, just spawned me an uncoded weapon and deletet the coded one. For future hardcore playthroughs I am looking forward to push the settings up a notch though :steamhappy:
Squirting Elephant  [author] 22 Mar, 2020 @ 2:45am 
Thanks for the feedback. I didn't save the "all-setting" slider on purpose but I understand now that this might be confusing for others. I'll probably also save this value in the next update then.

If I find time I'll try to make a button to remove the biocoding from all weapons currently in the game. But I'm not sure if it's worth the trouble because any new weapons won't have it so it only affects existing savegames with tons of biocoded weapons already; otherwise I'll just add a text-line like you suggested.

Hehe, yeah RNG sometimes...
LionelCG 22 Mar, 2020 @ 2:05am 
First of all, thanks for your simple but effective mod :) For me the settings are also being saved. I checked it by restarting the game. The only "setting" which remains at 0.1 is the preset for setting all values to 0.1. This is great, because it makes it easy to restore the vanilla settings.

As I observed, the mod does not affect weapons already in the game. Maybe you should mention this in the description just for the sake of clarity.

I had the first stranger drop the one weapon that I desperately needed (chance maybe 1:100) and Rimworld kindly gave me the 0.1 chance for biocoding :D.
Squirting Elephant  [author] 22 Mar, 2020 @ 12:45am 
I just double checked and they're being saved for me. Are you sure? Try setting all settings to an odd number, close the settings menu, exit the game, restart and check if they were saved.

If they aren't saved for you, could you please make sure that you don't have any other mods that are causing serious errors first? Usually when another mod crashes, partial code of other unrelated mods doesn't get executed either. Could you maybe post me a pastebin link of your Rimworld Log?
5katz 21 Mar, 2020 @ 8:00am 
i think the settings are still not being saved
Wolfguarde 18 Mar, 2020 @ 11:07pm 
You, sir, are a gentleman and a saint.
Miyuri 18 Mar, 2020 @ 3:58pm 
Thanks much.
This mod can be renamed to DISABLE BIOCODING
5katz 17 Mar, 2020 @ 11:10am 
thank you :)
Squirting Elephant  [author] 17 Mar, 2020 @ 11:08am 
Oh indeed. I uploaded a new version that should fix this.
5katz 17 Mar, 2020 @ 7:44am 
the mod settings reset on every load, putting all values back to 0 everytime you start the game, please fix this
LUL XD 16 Mar, 2020 @ 4:56am 
The real MVP.. can't wait to try this out!
Squirting Elephant  [author] 13 Mar, 2020 @ 9:04am 
That would be an idea for a different mod.
Wasko763 13 Mar, 2020 @ 8:35am 
Ok, that's cool. But why not to make an recepy to de- or un-code such gear?
Hans 12 Mar, 2020 @ 6:10pm 
Nice