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But what I find much, much, much worse about body purists is that they ALSO apply a -8 relationship modifier with everyone else that has a synthetic part.
Seeing as my end-game colonists average 4-5 parts each, that is catastrophic!
So sorry, but in my world "body purist" "pyromaniac" and "chemical" anything are just alternate spellings of "hat"
But the hat solution isn't an option in this case. I've avoided Body Purists in the past as well, but I'm running a childbirth mod this time, and this one was born into the colony with Body Purist as random trait. And then she passed it on to her first child. She's on birth control now. :)
In any case, I'll have to deal with it some other way.
(Still waiting until she's healed and her mood is up again, and then I'll pop an erm on her and try to keep her happy until we find some healer serum. Though chances are she'll lose a leg before that, heh.)
Hmm. Don't think I'm at the point yet where I'm ready to add a new mod to the list just to fix one pawn's problems, but I bookmarked it, perhaps I'll try it out in the future.
Yeah, I should be able to remove the bionic arm whenever needed, which is why I'm leaning that way. Just waiting on some organ harvesting debuffs to time out first. Which are only there, incidently, because I needed to replace the heart of another body purist. But he's dead now, mere days after the surgery. Karma I guess.
And the doomsday rocket thing: actually, heh, doomsday rockets is what cost her the arm. Got raided with a bunch of enemy pawns carrying either one of those or one of those triple launchers. So I have a handful of them in storage now. An option to consider. :)
https://www.reddit.com/r/RimWorld/comments/cg4nu2/seven_sins_of_rimworld/
I think you are on spot. Body purist should be on the list
This what I'd done ALWAYS in "family" runs. Some traits are... just, no.