RimWorld

RimWorld

1trickPwnyta's Biotech Patch
48 Comments
Xeon 10 hours ago 
@1trickPwnyta That would be a great addition! Again, appreciate the work you put in
1trickPwnyta  [author] 17 hours ago 
@Xeon @Azure The only thing that should not be possible outside the radius is commanding a melee attack. This is because it is the only action that can't be accomplished using zones. I do plan to eventually add an option to allow it though.
Xeon 19 hours ago 
Can be commanded outside of command range however when trying to force attack target , the option is greyed out (Out of command range)

Would be great if this issue can be fixed, much appreciated !
Azure 26 Jul @ 5:19am 
Mechanoids can be controled out of range but I still can't command hem to attack
SalazarWindriver 25 Jul @ 4:17am 
Is it possible to have an option to only show combat mechs in the colonist bar? or force them on to a second layer or something? They take a lot of space up but being able to control them for combat.
Tinda 20 Jul @ 12:33pm 
I've been looking for ages for something that makes people go by their first names. Here I find it for children, which is glorious, but would it be possible to get that by default for all pawns?
M2Ferocious 18 Jul @ 7:07pm 
awesome:steamthumbsup:
Con 16 Jul @ 10:51pm 
same as dirigible, was looking for infinite mechanitor range and instead found all of these great QOL changes :dslike:
Dirigible 14 Jul @ 6:07pm 
I just wanted this for mechanitor command range but it turned out to have a bunch of sick changes, good job mate
JoeOwnage 11 Jul @ 12:17pm 
you rock
1trickPwnyta  [author] 11 Jul @ 9:44am 
@JoeOwnage lol what? They took that back out? Good grief...yes, I'll add it back to the mod. Might be a bit before I get to it though with the new DLC having just released.
JoeOwnage 11 Jul @ 6:28am 
1.6 unstable gave us the ability to right click and tell a mech to prioritize, now that functionality is gone. Would it be difficult to patch back in do you think?
1trickPwnyta  [author] 23 Jun @ 5:58pm 
@Blueo I believe they said they fixed it, but when I tested it was still broken. So for now the option still exists (and whether it is "patched twice" or not, it does work correctly).
Blueo 23 Jun @ 5:51pm 
didn't 1.6 fix the "Abandoning the exostrider remains prevents mechanitor complex quest."? what would happen if its patched twice with this mod?
VitaKaninen 21 May @ 7:54am 
Thanks!
1trickPwnyta  [author] 21 May @ 7:35am 
@VitaKaninen It should be fixed now. Thanks!
VitaKaninen 21 May @ 6:24am 
Just a heads up that the option to have children called by their first name throws an error when used with Pawn Name Variety.
Huehuecóyotl 11 May @ 1:08pm 
>Pawns won't move babies to a safer temperature until the baby has at least initial heatstroke/hypothermia.


YEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Steve 9 May @ 7:17pm 
Oh wow this fixes basically every issue I have with Biotech, normally I don't like screwing with base or DLC stuff too much but so much of this stuff is just really dumb, children getting nonsensical nicknames for one thing. I've probably had like 50 kids called Bicep.
chrisque1 18 Apr @ 6:56pm 
@1trickPwnyta turning off the bug fix works great! Tnxs :cozybethesda:
Ryanisunique107 16 Apr @ 11:45am 
could you make it so vat children arent automaticly ejected from growth vats when their born
~Nols~ 15 Apr @ 2:25pm 
I would appreciate it, though as you say it's probably an option that should be disabled by default as it goes beyond vanilla. Using melee mechanoids outside of the command range is very tedious.

I personally think the restriction to melee outside of command range made sense for when they couldn't be controlled outside of command range, but now it's just a bit awkward - also technically the melee mechanoids in vanilla could engage/chase enemies outside of the command range assuming they were autonomous and in the patrol state, just not be manually told to do so or who to target.
1trickPwnyta  [author] 15 Apr @ 11:13am 
@~Nols~ That is intentional since it's how the vanilla game works and there isn't really a way to cheese it, so I didn't make it possible.

I might add an option to do this since it wouldn't change much and even in vanilla it's like the one thing that mechs cannot be made to do outside the command range so might as well allow it I guess?
~Nols~ 15 Apr @ 10:57am 
Mechanoids are not able to be instructed to melee attack outside of the command range
1trickPwnyta  [author] 15 Apr @ 6:01am 
@chrisque1 Yes.
chrisque1 15 Apr @ 4:04am 
Can this one be turn it off? Its a very important bug for magicians :8bitheart: "Bug fix: Traits selected at growth moment are unsuppressed by genes that should suppress them (pyrophobia/pyromaniac)."
1trickPwnyta  [author] 15 Apr @ 3:57am 
@Kaschey Yes.
Kaschey 14 Apr @ 11:09pm 
Are there settings to choose what to enable? I really like the changes but most mechanoid tweaks don't feel right with me.
1trickPwnyta  [author] 13 Apr @ 7:23pm 
Character Editor compatibility is here!
1trickPwnyta  [author] 13 Apr @ 7:22pm 
@浴球不滿 Thanks for letting me know! I will look into that.
浴球不滿 13 Apr @ 2:49am 
Thanks for the amazing QOL mod
Here is a bug I encounter and I tested with only this mod
Steps to reproduce bug:
1.Having a lifter use up all its energy and collapse
2.Left click to select lifter
3.Right click the lifter itself
4.Click prioritize hauling lifter
And then the game would freeze
I suspect it is relate to the mechs right-click prioritize tasks option
Demonic 12 Apr @ 10:20pm 
As far as I can tell, the only issue with Character Editor is clicking the area to change a pawn's name. Doing so breaks the main UI tab of Character Editor until a full game restart. Outside of that, no issues.

If you use an alternate method of renaming, it really isn't an issue at all. Hopefully @1trickPawnyta gets it patched soon as it is annoying but I'm still using them both together just fine.
DarkHeart03 12 Apr @ 4:26am 
looking forward to editor patch though i suppose one could use it to make starting pawns and then uninstall to use this in the meantime?
Vartarhoz 12 Apr @ 3:47am 
Now I'm looking for Royalty patch just to complete my set.
1trickPwnyta  [author] 12 Apr @ 2:46am 
@Pink Lion Gaming You will get errors in the Character Editor UI that may make it practically unusable.
Pink Lion Gaming 12 Apr @ 12:50am 
How big of a problem is trying to use Character Editor and this mod together?
versus 11 Apr @ 12:01pm 
it's finally ok for pawns to leave their baby in a hot car if it's just for a little bit
1trickPwnyta  [author] 11 Apr @ 11:26am 
@Vulkandrache Okay, that makes sense. Unfortunately this mod only does it for children. Adult pawns are not a biotech feature so they're out of scope for this mod.
Vulkandrache 11 Apr @ 10:53am 
I am aware of that, but when you are going through about 700 colonists
in a generations playthrough i would prefer an automated solution.
1trickPwnyta  [author] 11 Apr @ 10:22am 
@Vulkandrache You can just type their first name into the nickname field and it will effectively remove their nickname but call them by their first name.
Vulkandrache 11 Apr @ 7:05am 
I tried leaving them empty, does not work.
Sometimes it gives them a nickname, sometimes it
starts using the lastname, its a total mess.
I dont know if this changed going into 1.5,
but in 1.4 it was terrible.
Alma_S 11 Apr @ 5:38am 
@Vulkandrache you can technically leave nicknames empty instead of copying the nickname and itll autofill the pawn's first name into the nickname, which is to say, its so dumb that it sometimes generates with being filled with the surname
1trickPwnyta  [author] 10 Apr @ 4:43pm 
@北冥有渔翁 I'm getting the same error with Character Editor. I'll try to fix that error when I can. Hopefully soon.
北冥有渔翁 10 Apr @ 9:56am 
There is a conflict with the Character Editor, which makes it impossible to change the character's name in the Character Editor, and clicking on the location of the original name will display a UI error.
Demonic 10 Apr @ 9:17am 
Words cannot express how much and for how long I needed this patch, you truly are the GOAT!
The Blind One 10 Apr @ 5:23am 
Where 1trickpwnyta's Royalty patch at? 🤔

(great patches btw)
Waggish 9 Apr @ 4:34pm 
More like 1trickGOATyta =D
Vulkandrache 9 Apr @ 1:20pm 
Can you make a small standalone version of the 2 namings?
I am so sick of having to copy a childs name into the nickname every time
to avoid the autonaming.

And is it possible to also make that for the entire game?
The stupid nicknames that random pawns spawn with are infuriating
and the usage of first- or lastname at random sucks ass.