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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2291310971
Hope it helps anyone!
so far includes (details above):
vanilla, more furniture, goodnight,medicaddons,rimkea,[t]more beds (both versions)
it can however still conflict with race mods.
the recipe is set to torso(appliedbodypart) and human(race). so it can still conflict there if u would have an alien so to speak. meaning either a mod changing how the body is put together / the applied bodypart torso or if the mod would add a non human race. but both could be solved with patches by adding the race or just another recipe with the applied bodypart fitting to the body of the alien race.
(the blood take designator is now added over the patchoperations)
i looked over stuffed floors and it just seems to add different floors which has nothing to do with cts (there is no floor/terrain added by cts mod). the only thing i can think of was the designator change by architect sense, which is needed for stuffed floor. i tested this and the blood take designator worked fine with cts loaded before and after the other two. so i'm a bit unsure what excatly the problem could be between these mods.
please make sure you have the updated versions of the mods loaded.
maybe you added multiple mods at the same time and the error is with another mod?
- adding medic addons to cts medical bed
- adding adv vitals monitor to all vanilla beds
- adding more furniture linkable facilities to cts medical bed
(all as download in cts forum topic)
- adding adv vitals monitor to goodnight beds
(in goodnight forum topic)
- added 1 medicine as ingredient to take blood recipe (workaround to an error more then a balancing thing)
- the applied body part of same recipe is now torso (before was heart). this should make it more copatible with other race mods, i hope
In <appliedOnFixedBodyParts>, where you currently have Heart, replace it with Torso. As long as there's any Blood Pumping organ in the torso, not just specifically vanilla hearts, Take Blood should work.
It should also make it easier for people to patch for races as well, in situations where those races have something besides a normal heart. They still have to patch for the race, but they don't have to change the <appliedOnFixedBodyParts>, at least.
I dug into RBSE's code and found there's no BodyPartDef for any of the synthetics, they're Hediffs. I don't know exactly what that means, of course, but it seems rather than defining them as separate body parts, they're a sort of status effect applied to the existing heart? It looks in the code that installing a synthetic heart gives you a default heart as an item and just applies a "buff" to the person's heart, and reversing it removes the buff.
What I don't get is why it makes Take Blood not work, since it's not actually replacing the BodyPartDef, but I'm flying blind when it comes to modding RimWorld. I'm just posting my progress in case you or someone else interested can figure it out before me.
1.
if you want to make this work for your moded game you can easily add the defnames of the new heart in the recipe xml of takeblood (or race if you use race mods). for CTS this is in CTS/Defs/RecipeDefs - CTS_Recipes_Surgery.xml (the file you edit). the defnames of the races/heart you will find depending on the mod probably in ModInQuestion/Defs/ThingDefs_Races, ThingDefs_Items (heart) or just ThingDefs. it depends how the mod author structures his files here. the hearts are just items. he could have put a file in Defs/Bodies too, since they include bodyparts in the basegame files.
then use any text editor program to open the xml files. search for the line "<label>name of your heart/race you want to add</label>". above that you should have <defname>. what is there in the defname brakets you need to add in the recipeUsers (for races) or for bodypart copy the whole recipe and in <appliedOnFixedBodyParts> replace hearts with your new heart and rename the defname of your new recipe to CTSTakeBlood_synHeart or what ever you want. it needs to be different from the original (avoid numbers in defnames). save and your done.restart the game and it should show up on colonists with the race human and the syn heart with defname from the mod you searched.
it might not work with other races, if they are not human. so this might be the issue. but you can just edit the xml file and add the races you want/use as recipeuser.
because for some reason i can not get the take blood bill apear or option to work.
updated
might (probably) need some balancing changes later on.
- bloodtaking is 100% sucess now (wanted to prevent random killings by docotors,jsut for taking blood)
- added the option to use the take blood order on prisoners. so you can harvest them now