RimWorld

RimWorld

New Limbs Needs Training
180 Comments
Natalie6 13 Jul @ 3:29pm 
spent half an hour confused why my pawns were going immobile after devmoding them bionic legs and facepalmed when I figured out the *obvious* answer.

10/10, I'll forget and be doing this again.
NihilRetnar 26 Dec, 2024 @ 11:17am 
Would it be possible to have a patch to just avoid interacting with V.O.I.D.? Let's just say... void bionics and whatever are super high tech and avoid needing training, they are just plug and play, or whatever. I honestly don't know the nature of the incompatibility but it is annoying to have to choose between the two.
Mlie  [author] 22 Aug, 2024 @ 1:25am 
@Dragonjspider Should be fixed now, they had just changed their mod-id when they reuploaded the mod
Dragonjspider 21 Aug, 2024 @ 6:01am 
So I did some searching around to check if this was talked about, and noticed you already tried to patch it before, which I saw looking through the changelog as well, but it seems like Winston Waves is still spawning enemy pawns with bionics they never learned to use.

I imagine it was fixed with the 1.4 version of Winston Waves, so the issue might just be with the 1.5 version ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3215569151 )

Let me know if there's anything I forgot to mention
SilkMoth 12 Jul, 2024 @ 1:45pm 
oh im blind. sorry for asking and thank you
Mlie  [author] 12 Jul, 2024 @ 1:16pm 
@SilkMoth Yes, as stated in the description
SilkMoth 12 Jul, 2024 @ 1:14pm 
hey i didnt know it was incompatible with Faction: Void can i remove this mid save?
Artilleryfire 21 May, 2024 @ 3:50pm 
Or more likely, it's technically the injury healing that causes the check, not the part gaining hp.
Artilleryfire 21 May, 2024 @ 3:44pm 
I don't really feel like doing more testing right now, but my guess is that certain things happening cause moving to be checked to see if a pawn can walk. Most likely any change to a health condition. So since a new limb gaining proficiency doesn't cause any change or update to an actual health conditions, it doesn't get checked.
So after someone is injured in battle, I'd guess moving is checked each time an injured body part regains hp, level of blood loss decreases, etc.
Mlie  [author] 21 May, 2024 @ 6:09am 
@Artilleryfire Sounds strange, that would mean that if someone lost their limb in battle and regained their ability over time would also never leave the bed? Or does it only happen with anesthetic?
Artilleryfire 21 May, 2024 @ 6:08am 
One more thing I tested, administering a drug updates the pawn as well, even if the drug does not affect moving.
Artilleryfire 21 May, 2024 @ 5:57am 
Hi, this is a great mod, however I have found something that is probably technically a bug/issue in the base game, but only really comes up with a mod like this.
If a colonist has a leg installed, and does not reach the moving threshold for being able to walk (16%) by the time the anesthetic fully wears off, they will never get up until this save is reloaded. Not actually a problem since that's an easy workaround, but was a bit concerning until I figured it out lol.
I have replicated in in a clean test with just this mod and harmony.
Anyway, IDK if this is something that would be easy to fix, but my guess is that the game just stops checking if the pawn is able to get up after anesthetic wears off, since it doesn't expect the moving stat to increase after that without further surgery.
give me games on GoG 22 Apr, 2024 @ 1:46pm 
This is very good mod im adding it to my modlist thanks!!!
Mlie  [author] 17 Apr, 2024 @ 12:47am 
@Darian Stephens Should be fixed now, will ignore all naturally added parts like mutations
Darian Stephens 16 Apr, 2024 @ 5:01pm 
With Anomaly, some of my starting colonists had fleshy tentacles and similar modifications, but they had to get used to them due to this mod.
Is this intended? It felt weird to have my colonists far less useful than they're meant to be until a significant amount of time had passed. These are organic things, so should they be excluded?
Mlie  [author] 16 Apr, 2024 @ 10:34am 
@SleepyNotDead Should be fixed now
SleepyNotDead 15 Apr, 2024 @ 8:52pm 
I keep getting the following error in the log, no other mods are installed aside from this, Harmony and Vanilla Expanded Framework, all DLCs enabled.


[NewLimbsNeedTraining]: Failed to find Vanilla Expanded ApplyGeneEffects-method. Pawns spawning with replaced bodyparts using gene-effects will enter the map with 0% efficency.
Mlie  [author] 22 Feb, 2024 @ 9:54pm 
@ChekitBrekit Yes, there are pretty large info about save-compatibility in the description
ChekitBrekit 22 Feb, 2024 @ 4:39pm 
is this mod safe to remove mid save even if the pawns training isnt fully complete?
Blorpmeister 14 Jan, 2024 @ 1:09pm 
Just to let you know, Roo's xenotypes are now unhooked from VE Genetics, so they seem to be having issues again. One possible workaround is to have a list of parts to exclude, and allow users to select anything they feel shouldn't require time.
Mlie  [author] 8 Oct, 2023 @ 12:39am 
@Tablenack This only affects artificial limbs
Tablenack 8 Oct, 2023 @ 12:13am 
iv harvested shoulder from a humain and transplanted them to a wolf humain ? (yttakin) and he isnt affected by the transplant at all ?
Karmapowered 1 Jul, 2023 @ 2:38pm 
@Mlie Just for you [i.chzbgr.com]. I was really sad when I had to deactivate this mod.
Mlie  [author] 1 Jul, 2023 @ 2:34pm 
@Kyria @Karmapowered
Mod should now supports the gene extension in Vanilla Expanded Framework that replaces bodyparts when applying a gene. This fixes the issue with Roo's Minotaur Xenotype-mod and any other mod that uses that feature.
Kyria 23 Jun, 2023 @ 12:39am 
ah right - sry did only half my homework then.
Yeah crossing fingers for a compatibility patch - but wouldn't wanna rush anyone ^^
Karmapowered 22 Jun, 2023 @ 2:16pm 
@Kyria Yes, the Roo's Satyr and Faun Xenotypes mod warns about an incompatibility with this one.

Knowing the probable workload of Mlie, I'm very hesitant to ask, but I wonder if in the future we could have a nice surprise in a compatibility patch given the popularity of both mods (or at least make it so they play "nice" together). Please?
Kyria 14 Jun, 2023 @ 11:33am 
ah sry - saw in my screenshot that actually the legs seems to come from the minotaurs mod even though the pawn is a satyr.
Kyria 14 Jun, 2023 @ 11:30am 
Hey Mlie, first off: thanks for the mod! :BEheart:

However today I noticed some Satyr pawns (from this mod ) to spawn incapacitated due to their "unguligrade legs" starting at 0 efficency. Is that sth you can add an exception to?

No error logs as it's not causing an error at all, made a screenshot though.

Sry this was mentioned before.
Mlie  [author] 13 Jun, 2023 @ 11:56am 
@Steve Thanks for the report, there should be a patch for that mod now. Let me know if it works, I havent used the mod myself so testing it was tricky.
Steve 13 Jun, 2023 @ 10:54am 
Yeah I tried loading this mod above Winston to see if it'd do something and they still spawn wrong unfortunately
Steve 13 Jun, 2023 @ 9:58am 
It's this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2734032569&searchtext=winston+waves
There's a wave modifier where raiders spawn with tons of bionics and they always seem to spawn with the settings I have for efficiency
I'll see if moving my mods fixes it I guess maybe this loads before Winston it'll work or vice versa
Mlie  [author] 9 Jun, 2023 @ 7:21am 
@Steve All spawning pawns should have full efficency when spawning and when testing this is what happens. If you can describe how to replicate the issue with this mod and whatever mod that breaks it I can look into a fix. A link to the mod would slso help
Steve 9 Jun, 2023 @ 7:02am 
Apologies if this has been mentioned before but is there anything I can do to make it so that Raiders spawn at full efficiency? This might only be a problem with Winston Waves actually.
Sometimes you get a modifier where Raiders spawn fully kitted out with bionics but it seems to start them at whatever you set it to, so I get Raiders with legs at 30% coming in and...it just feels mean, they're meant to be super strong and they just get wiped out.
Not a game breaking issue or anything.

I'm feeling like it must be the way Winston applies modifiers that does it, they get attached to Raiders and therefore must be considered freshly installed.
Uiopik 23 Apr, 2023 @ 10:13am 
Big Smile, lookin good. flexin´
N Boi 14 Nov, 2022 @ 2:02pm 
And they are ignored, thank you, kind sir. Much appreciated.
Mlie  [author] 9 Nov, 2022 @ 12:27pm 
@N Boi Werewolfs should now be ignored
N Boi 7 Nov, 2022 @ 2:26pm 
Hey Mlie, thank you for your work! Much appreciated!
If you ever felt super bored and wanted to work on this to pass the time, would it be possible to add a filter so we could choose some limbs to not be affected at all? No idea how hard that is or how much it would cost.

Eg.: i run this one with the werewolves mod - and every time they transform they get new claws and teeth - but these new limbs have low efficiency so they cant use them and only headbutt others. The only solution now is to change the settings so the basic efficiency is high enough which kind of defeats the purpose of this mod (obviously i dont have to use both mods at once, this was just an example). I believe there are more mods like that so it could increase the compatibility.

Anyway, thanks again (even if you never decide to get this bored :)
Have a good day, sir.
AlFaraS'ulTane 18 Oct, 2022 @ 8:12am 
Note: Your mod doesn't work when being run in combination with the mod called
Rim73 - Performance and Optimisations (from Ghost_Rolly, it's in the steam workshop too)

Expected behaviour in your mod: set limb training to 1 day and the % go up like always.
Behaviour in combination with rim73: set limb training to 1 day and in 2 hours, the % go up from 0.00 to 0.03.

Since the comments of Rim73 suggest that the Rim73 mod is broken, i don't think that you need to change something.
Mlie  [author] 16 Oct, 2022 @ 10:11pm 
@brokolilikek The reason I combined those was to improve the gui. I see no such reason here
brokolilikek 16 Oct, 2022 @ 8:30pm 
Hey Mlie, do you plan on combining your bionic/limb/health mods as well, like prisoner interactions? Would be cool.
Tam 31 Aug, 2022 @ 7:26am 
Thanks you <3
Mlie  [author] 31 Aug, 2022 @ 6:59am 
@Tamm Should work with any added parts
Tam 31 Aug, 2022 @ 6:41am 
Greetings, does it work with Medical System Expansion 2 ?
This mod has bionic parts like fingers/arms
Mlie  [author] 29 Jul, 2022 @ 1:18pm 
@Steve A binary-search will identify the issue in about 7 restarts.
1. Disable half the enabled mods (that aren't known to be good), see if it solves the problem.
2. If no, go to step 1.
3. If yes, the enabled mods are "known good." Re-enable half the disabled mods, see if it solves the problem.
4. If yes, go to step 3.
5. If no, go to step 1.
Steve 29 Jul, 2022 @ 12:54pm 
@Mlie I have like 300+ mods so narrowing it down would be super hard sadly. Thinking about it, it might be Ignorance Is Bliss. It was a bunch of samurai who spawned so obviously they shouldn't have bionics anyway, maybe that affected it?

It's either that or Winston Waves added bionics to them to make the wave more difficult and it made them spawn untrained. Fortunately they all had death acidifiers and for some reason all instantly died when captured so I wasn't tempted to get free bionics.
MercuryDoll 29 Jul, 2022 @ 10:15am 
Bless you.
Mlie  [author] 29 Jul, 2022 @ 9:59am 
@Lumi MercuryDoll Sorry about that, should be fixed now. Silly rounding issue.
MercuryDoll 28 Jul, 2022 @ 11:34pm 
I dont know what villain did this, but you cant set the starting efficiency to sane numbers like 10, 15 or 20%, it specifically skips these.
Mlie  [author] 27 Jul, 2022 @ 11:32am 
@Steve They should spawn with their bionics already trained as the age of the bionic is set to the time needed to be trained when a pawn is spawned. Perhaps you have a mod-conflict. Can you verify with just this mod loaded?
Steve 27 Jul, 2022 @ 11:15am 
Is there any way to make Raiders have limbs trained already? I just had 3 raiders turn up with Bionics all over them but they all immediately collapsed because they were untrained. It feels like cheating to take the bionics off them...