RimWorld
Biosculpter Pod and Neural Supercharger Variations
94 comentarios
哈尔菲斯 11 JUL a las 6:45 p. m. 
thank you for updating 1.6
Syrus  [autor] 11 JUL a las 11:42 a. m. 
Version 1.6.0
Update for 1.6
Crimson 2 JUL a las 4:25 a. m. 
I have used both for my entire 1.5 play time and i never had any issues with the two mods running together
Syrus  [autor] 30 ABR a las 11:49 a. m. 
I would assume it to not be compatible - but have not tested it
Could be, could not be. If you test it, feedback is appreciated
Tardo The Ass-Monkey 29 ABR a las 8:05 p. m. 
Is this compatible with Overloaded Bioscultper ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2637020437 )? Assuming I don't touch any of the speed settings on this end, and only use it for the different sizes?
Lathrael 26 FEB a las 2:55 a. m. 
Or maybe even wall mounted superchargers? Those would be amazing especially for spacecraft colonies.
Lathrael 26 FEB a las 2:43 a. m. 
Hey, how about a wall mounted sleep accelerator?
surefirecure 22 NOV 2024 a las 6:01 p. m. 
This is a gorgeous mod. Is there any way to make biosculptors useable by guests?
Syrus  [autor] 22 JUL 2024 a las 11:32 a. m. 
Sadly, there was no value that allows changing that and I didn't see any way to easily mod that in while having a quick look over it just now.
AJarOfDirt 21 JUL 2024 a las 1:18 p. m. 
Any way to make neural Superchargers not draw power when they are fully charged?
Syrus  [autor] 19 JUN 2024 a las 2:49 a. m. 
You say you "reworked the sizes": in this mod all differently sized variations of the pod and the charger are available for building at the same time via the build menu, just like you would choose different materials for walls, for example.

(Settings can be set per variation, this is because some people may wish to balance smaller pods by making them slower or such.)
Jake, From Allstate, at 3am 18 JUN 2024 a las 10:31 p. m. 
Hi, I'm having some issues with this mod. The "Incompatible" Mods listed above were working for me, but when I disabled them and enabled this one. nothing is "sticking." I've reworked the sizes of the biosculpting pods, etc, but when I save, restart the game, and load, it stays the same as vanilla. Any advice?
Thanks in Advance
https://gist.github.com/HugsLibRecordKeeper/0e0e206fece5aab8a72ff000f6a4be0e
Nachonacho 26 MAY 2024 a las 10:15 a. m. 
Best settings menu I have seen in a while, compact, intuitive and detailed, great job there!
Brooks 6 MAY 2024 a las 11:04 a. m. 
Thank you, Syrus!
Syrus  [autor] 6 MAY 2024 a las 9:57 a. m. 
Is a compatibility issue with Selective Regeneration, should have been fixed, but it seems somethign was - probably accidentally - reverted. Dropped a comment on their mod
Brooks 5 MAY 2024 a las 3:07 p. m. 
Hi! I'm getting this error thrown into the log: https://gist.github.com/HugsLibRecordKeeper/381854f50f49bf34234c44443e6e2966

If you could take a look whenever you've got the spare time, it'd be greatly appreciated. Thank you very much for the mod!
Syrus  [autor] 20 ABR 2024 a las 4:23 a. m. 
@Samuel_Bucher
Thank you

@GoSu
I appreciate the thought, but I don't take donations, thanks though
GoSu 19 ABR 2024 a las 11:45 a. m. 
@Syrus Thank you very much! If you have a kofi link let me know please.
Samuel_Bucher 19 ABR 2024 a las 1:44 a. m. 
I did not think that me saying what I said would offend you as much as it did, and I'm genuenly sorry for that. You can make whatever mods you want, man, popularity is a complete non-issue. I myself only have made 1 mod with more than 300 subscribers. What I was trying to say was that I personally didn't see much of a need for me to potentially break compatibility with Faster Biosculpter Pods to accomodate Biosculpter Pod and Neural Supercharger Variations. But your pull request showed me that I didn't need to break compatibility at all. I had no idea about interfaces. Your pull request has been graciously accepted and Selective Bioregeneration is now compatible with Biosculpter Pod and Neural Supercharger Variations. Thank you. And again, I'm sorry.
Syrus  [autor] 18 ABR 2024 a las 3:52 p. m. 
I don't care if there's a large "market" or not, there are more than two thousand subscribers and at least one who wishes to use both this mod and your newly created one together, so I'm looking for a solution to make that happen.
Variations includes its own settings apart from Faster BP, because it allows modifying each version of the buildings, this was impossible to make compatible with Faster BP. It was requested and I considered it a useful idea - it is optional as settings can be copied to all at once as well, if desired.

Finally, your tone comes off as insulting the work I put into this, you may not see the use in this mod, that does not mean others don't either. Faster BP and Resize got their purpose and work together, when using Variations though, both of them are incompatible and redundant.

I have created a pull request with the changes I desired for your mod, with those it is compatible with Variations.
Do what you wish with it.
Samuel_Bucher 18 ABR 2024 a las 1:56 p. m. 
I don't think that there is a large market for people who want more than one biosculpter pod type, which differ only visually and size wise. Personally, I use one of the 2x2 ones via the resize mod, and I wouldn't want to have the option to build the others. Besides, Faster Biosculpter Pod has a LOT (~20 times) more subscribers. I'd rather go with the option which accommodates the most people. Also, I stand for atomization of solutions. If this mod didn't do settings and just added all of those building variants, then I would have tried to make compatibility changes. But as things stand, it just tries to do too much and either does things as well or worse than the mods it's trying to replace.
Syrus  [autor] 18 ABR 2024 a las 11:13 a. m. 
@Samuel_Bucher
I would rather say that Faster Biosculpter Pod and BPaNS Resize are made redundant by this mod, which was made after the latter, to allow people to use all variations, instead of being limited to only replacing the original pod with one option.
Samuel_Bucher 18 ABR 2024 a las 12:54 a. m. 
@Syrus Hello. It took me a while to realize that this mod and Biosculpter Pod and Neural Supercharger Resize are 2 different mods and that I wasn't getting any issues with this mod because I wasn't even using it. Since this mod is made redundant by Faster Biosculpter Pod and BPaNS Resize, I will not be making any compatibility changes. Instead, I will mark it as "incompatible" with my mod.

@GoSu First and foremost, thank you for using my mod. I suggest you replace Biosculpter Pod and Neural Supercharger Variations with Biosculpter Pod and Neural Supercharger Resize and then install Faster Biosculpter Pod for cycle tweaking. I have worked with the latter mod's developer to make it compatible with Selective Bioregeneration.
Syrus  [autor] 17 ABR 2024 a las 1:50 p. m. 
Hm...yes. I see what the issue is. Not sure how to fix it at the moment, wish the author had implemented it a bit differently.
GoSu 17 ABR 2024 a las 12:56 p. m. 
Hey yea thank you for taking a look at it so fast. I appreciate it. It was indeed the Selective Bio Regeneration. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3217675412 . I can access the setting without that mod now.
Syrus  [autor] 17 ABR 2024 a las 12:38 p. m. 
Oh well, was worth a try.
If you find the mod causing the issue, drop a comment. Not saying I can fix it, but it makes me wonder what it does to cause this issue.
GoSu 17 ABR 2024 a las 12:30 p. m. 
Did not seem to work.
GoSu 17 ABR 2024 a las 12:18 p. m. 
Alright gimme a little bit I have to resub and its gonna take a few to load up.
Syrus  [autor] 17 ABR 2024 a las 12:14 p. m. 
Please check without removing first. Curious if my update change anything.
GoSu 17 ABR 2024 a las 12:11 p. m. 
Oh I think I know what it is the selective bio regeneration choice. I'm going to try removing that and check if that is what causing it.
Syrus  [autor] 17 ABR 2024 a las 12:08 p. m. 
Version 1.5.2

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@GoSu
Please check if it works now.
No promises though, just working on a hunch here.
Syrus  [autor] 17 ABR 2024 a las 11:59 a. m. 
The issue appears much sooner than when you open the settings - it already happens when you launch the game, see:
System.Exception: GetSingleCompPropertiesOfTypeWithCompClass encountered invalid number of CompProperties:
RimWorld.CompProperties_BiosculpterPod_HealingCycle
RimWorld.CompBiosculpterPod_MedicCycle0


My guess is, another mod changes (or removes) the Biosculpter Pod's medic cycle (or its compClass), which my mod therefore can't find, causing an error.
It would be good to know which mod and what it actually does that causes the problem.

I can think of one way that maybe could fix the issue on my end, if the conflicting mod does what I think it does.
GoSu 17 ABR 2024 a las 9:57 a. m. 
When opening the setting for the mod I get red error
xception filling window for RimWorld.Dialog_ModSettings: System.NullReferenceException: Object reference not set to an instance of an object
Syrus  [autor] 13 ABR 2024 a las 9:34 a. m. 
Version 1.5.1
Added patch for "This Is Mine (Continued)"
Syrus  [autor] 12 ABR 2024 a las 4:03 p. m. 
Version 1.5.0
Small code fix for 1.5.0 -- only did some quick testing
Ready effect is offset a bit weirdly, but I saw that on the Resize version of this mod as well, and pretty sure it also happens without mods, so I'll wait with trying to fix that for now, maybe it gets patched.

---

Needed to make sure the mod works in 1.5 before I could look into adding the compatibility patch. Might add it later, unless I forget ... which is quite likely, with my brain.
Inglix 8 ABR 2024 a las 12:13 p. m. 
It would also be trivial for someone to publish a compatibility patch that could be subscribed to as needed. It could be Reninzo's first RimWorld mod if they felt like taking a stab at it.
Syrus  [autor] 8 ABR 2024 a las 11:37 a. m. 
I feel like it would be preferable if the author of ThisIsMine added this to their mod.
In my opinion it's more towards their end to fix than mine, but if they don't respond to the suggestion or don't want to add it, tell me and I will see to adding it with the eventual 1.5 update.
Reninzo 8 ABR 2024 a las 11:02 a. m. 
@Syrus
Thanks for the suggestions! I tested with only these two mods and harmony installed and it didn't seem to make a difference which order they were loaded in. I was able to get it working by adding these operations to the end of the patch file for this mod as Inglix suggested:

<!-- add ThisIsMine comps field to new neural supercharger if it doesn't exist -->
<Operation Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="NeuralSupercharger"]/comps</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/WorldObjectDef[defName="NeuralSupercharger"]</xpath>
<value>
<comps />
</value>
</nomatch>
</Operation>

<!-- add ThisIsMin comp to new neural supercharger -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="NeuralSupercharger"]/comps</xpath>
<value>
<li Class="ThisIsMine.CompProperties_CanBelongToRoomOwners">
</li>
</value>
</Operation>
Inglix 5 ABR 2024 a las 6:36 p. m. 
The mod that Reninzo is referring to by default only works for buildings in the Furniture category, but it's also hard coded to allow the Neural Supercharger, Sleep Accelerator, and Biosculpter Pod.

https://github.com/emipa606/ThisIsMine/blob/main/Source/ThisIsMine/HarmonyInit.cs#L36-L38

You could probably add a conditional patch to add the comp from that mod to the defs for your new variations of these buildings.
Syrus  [autor] 27 MAR 2024 a las 1:43 p. m. 
@Reninzo
I'm not familiar with that mod. Could you please check whether it is loaded before or after Variations? If it's before, try loading it after this mod.
Going by how I assume that mod might work, maybe that helps. Otherwise I'll have to look into it.
Arnovitz 27 MAR 2024 a las 6:29 a. m. 
The latest fix worked, thanks!
Reninzo 25 MAR 2024 a las 7:32 p. m. 
I'm running into a conflict with the mod This is Mine trying to assign the neural supercharger to a bed. It'll work for the default 1x3 supercharger but the 1x2 variant doesn't get the options. If that's something that can be resolved easily that'd be awesome, thanks!
Syrus  [autor] 25 MAR 2024 a las 1:26 p. m. 
Version 1.4.7
Fixed Biotuned Duration not being set to modified value when a pawn reentered a Biosculpter while it is biotuned

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@Arnovitz
Found and fixed. Thank you for the report!
Tested and seemed to work now, makes me wonder if they changed it or if I just missed it and never noticed.
Arnovitz 23 MAR 2024 a las 1:50 p. m. 
Well on second check, after the initial building of the pod, the duration will change correctly after the first use and biotuning, but on subsequent uses it will go back to the default 1.2 years.
Arnovitz 23 MAR 2024 a las 12:00 p. m. 
I figured it out. If you change the biotuned duration, it only applies to newly constructed pods.
Syrus  [autor] 23 MAR 2024 a las 7:59 a. m. 
Works for me, though I tested it with a very limited mod set.
Do you happen to have any other mod that affects that setting or Biosculpters in general?

For example, you won't need Faster Biosculpter Pod when using this mod, and I don't think they are compatible.
Arnovitz 23 MAR 2024 a las 6:32 a. m. 
1.4, all of the other changes I make in the menu seem to work.
Syrus  [autor] 23 MAR 2024 a las 1:42 a. m. 
1.4 or 1.5?
Arnovitz 22 MAR 2024 a las 7:35 p. m. 
Changing the duration of biotuning does not seem to work. It defaults to 1.2 years when the pawn completes the cycle despite editing the ticks in the menu.