RimWorld

RimWorld

Lobotomy (outdated)
106 Comments
Xyntheil  [author] 27 Sep, 2018 @ 2:42pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1524343978 here is the link to the working new version of the mod with added features
arystique  [author] 26 Sep, 2018 @ 10:42pm 
So this version of the mod is going to become the outdated model and xynthinel is going to release the updated version it will be linked in the description when it happens and this version will change its name to Lobotomy {outdated}
Drovage 26 Sep, 2018 @ 7:36am 
@Xynthinel Good job guys!
Xyntheil  [author] 25 Sep, 2018 @ 1:11pm 
We have a patch ready to push out, we'll be updating as soon as the owner is online
Deserter Dave 23 Sep, 2018 @ 12:27pm 
cool concept, I wish to see this grow tbh. I feel like i'm getting NV vibes soon if the mod is fixed i'll create my very own BIG M T. haha
Drovage 23 Sep, 2018 @ 2:28am 
@Reyn Platinum not really, but the mod currently is broken.
Soma Gaming 22 Sep, 2018 @ 7:08pm 
Does this require a new save?
Drovage 22 Sep, 2018 @ 12:36am 
@Pauloestraich If you'd take 2 minutes to read the 6 recent comments, you'd know it's an issue and they're looking into it.
Pauloestraich 21 Sep, 2018 @ 5:03pm 
It dont work for me, my citzens still in loop doing the surgery, I did the surgery in the same prisioner more than 10 times.
Xyntheil  [author] 18 Sep, 2018 @ 8:27am 
Hey dude, been working with c# now for a while, so i know my fair share. i would like to take over the mod (fix the bugs i've been getting and bringing it more in depth, for ex traiths removing, making lobotomized people only capable of simple jobs etc). never made a rimworld mod befor but i guess i'm fit for a simple job. care sending me a message if interested? big thx
HeavyMetalClown 17 Sep, 2018 @ 8:11am 
Perhaps it should contain no uppercase letters?
arystique  [author] 16 Sep, 2018 @ 11:53am 
damn dont know how i would fix it, i havent been playing rimworld for a while so if anyone wants to take this and update it message me and youll be able to take control of this mod
Drovage 16 Sep, 2018 @ 11:34am 
Same issue
Zippy 16 Sep, 2018 @ 3:12am 
Getting the same bug
ziaodo 9 Sep, 2018 @ 7:05pm 
I am also getting the "colonist repeatedly does the operation and it never registers as having been done." Bug.

I am also getting this error in the log:

Config error in "Lobotomy": defName "Lobotomy" should only contain letters, numbers, underscores, or dashes.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Hot Grill 8 Sep, 2018 @ 7:21am 
Maybe it's my cat's fault. He's such a shady bastard.
arystique  [author] 8 Sep, 2018 @ 5:50am 
still could be a mod conflict if you two have the same mod
Hot Grill 8 Sep, 2018 @ 4:02am 
Actually, if someone else has it then maybe not.
Hot Grill 8 Sep, 2018 @ 4:02am 
It might be a mod conflict. I'm not sure.
arystique  [author] 7 Sep, 2018 @ 10:14pm 
weird never had those problems before?
Hot Grill 7 Sep, 2018 @ 7:05am 
Found another bug. It also makes *every* surgery use the lobotomy needle.
Lungrot 6 Sep, 2018 @ 10:18pm 
Having the same problem as Simply Fabulous
Hot Grill 6 Sep, 2018 @ 6:30am 
I seem to be experiencing a bug where my colonist repeatedly does the operation and it never registers as having been done.
Rex705 3 Sep, 2018 @ 5:16pm 
Sounds good. This would work well with the Prison Labor mod that let's you put your prisoners to work.
4ydra 3 Sep, 2018 @ 2:41pm 
Where are the B18 version? :(
killgaet 1 Sep, 2018 @ 10:03am 
i'm gonna be new fucking hitler (even worse) in the game
arystique  [author] 1 Sep, 2018 @ 2:00am 
updated to 1.9 sorry it took a bit

ill work on modifying a bit on the mod on a later date
Captain 31 Aug, 2018 @ 12:16am 
Would love to see this mod updated for my next playthrough!
Kingsorathe4th 30 Aug, 2018 @ 8:39pm 
b19?
very serious man NotFound.tech 26 Aug, 2018 @ 10:44am 
Prisoners are still escaping when they essetially are constantly Euphoric. Can you change this?
Hern the Hunter 12 Aug, 2018 @ 12:02am 
A useful tool for long term prison populations?
Red1 22 Jun, 2018 @ 3:51am 
It would be cool if a lobotomy removed all non-physical traits.
Celestite 2 Apr, 2018 @ 8:39pm 
do you realize what a lobotomy does?
lobotomies simply sever the connection between the frontal lobe and the rest of the brain.
i doesnt leave them brain dead but rather makes the loose initiave and causes apathy, suicide and glutonous behaviour.
come to think of it is an excelent way to deal with reanimation psichosis
MiamiHurricane 17 Mar, 2018 @ 4:45pm 
i agree lobotmy should be stuck with dumb labor only
Havanapple 21 Feb, 2018 @ 8:22pm 
I feel like to balance this out, the lobotomised colonist should only be capable of dumb work (cleaning/ hauling..... and maybe plant cutting). While I do enjoy having a brain dead super soldier, it seems a little unrealistic given that lobotomies usually impair the patient beyond any reasonable intelligence or skill.
K0R 20 Feb, 2018 @ 8:08am 
Thanks for the fix!

Glad I can continue to enjoy this mod and scramble some frontal lobes... for science!
Havanapple 19 Feb, 2018 @ 10:06am 
It's all good. I gave it a go. I wanted to lobotomize my resident pyromaniac so she would stop trying to kill everyone... after the surgery she still had the trait, but she hasn't set fire to anything since. Maybe because of the mood buff?
arystique  [author] 19 Feb, 2018 @ 8:43am 
i dont think so but ill have a look into how to do that :P
Havanapple 19 Feb, 2018 @ 12:56am 
Will this remove traits as well?
Sir Luis 18 Feb, 2018 @ 2:05pm 
you could just make it an add on to this mod if people did like it . it would be funn to see what would turn up built in that material. i found a pirate base built in lobotomy needles. lol
arystique  [author] 17 Feb, 2018 @ 10:29pm 
Fixed it tell me if there are any problems with it now sorry i havent had the time to fix it previously and i was debating whether or not people would be upset to lose a lobotomy needle throne but hey it should no longer be a material you can build with.
K0R 17 Feb, 2018 @ 3:49am 
I enjoy the mod concept, but as luis.mendez6 mentioned, I really would prefer that needles as a manufacturing resource be fixed... I'd rather be constantly finding needles katanas scattered about my map after failed tribal raids.
Sir Luis 13 Feb, 2018 @ 12:02pm 
lol on the plus side in my base made completely out of the bone mod have a grand hallway that has in the middle of it a new art work statue made in Lobotomy needles
Sir Luis 13 Feb, 2018 @ 12:00pm 
The Needles as a building material is weird. when you encounter armor or weapons or statues of art being crafted in the needles
arystique  [author] 5 Feb, 2018 @ 9:22pm 
it should be
Sir Luis 3 Feb, 2018 @ 11:00pm 
b18 working?
arystique  [author] 13 Jan, 2018 @ 11:17am 
huh you should be able to sorry it took so long to respond :(
Shadowbolt 8 Jan, 2018 @ 10:49pm 
i'd like to suggest the ablity to use other kinds of meds with the lobo, instead of just herbal
Sultan.Vodka The Great 31 Dec, 2017 @ 2:31am 
Could you please also allow us to do brain surgeries this to animals to reduce their wildness.

By the way, would it be a good idea to be able to craft different types of gears for mind control. Cheap ones reuqire less technology, but only allow controlled people to do limited works. Colonists controlled by expensive ones might be able to do more complecated works but only in basic level, such as building walls, croping plants, cutting stones which require no skill.
_♣Caligula♣_ 18 Dec, 2017 @ 11:09am 
Because imo it is stupid...