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Point 2 resulted in some other bugs. Let's say I'd rather not risk that.
Thank you very much for these pointers. Wouldn't have thought of that myself.
Personally i reduced the implant market value and nerfed the danmaku implant (to half that of the reloader since both can be implanted at the same time) and it feels really satisfying with all my other mods.
The ultra expensive yokai parts are unchanged and make for really tasty end game goals. Or a really good reason to arrest or betray an allied caravan. Which i never do at all ever otherwise. Very nice mod.
1) You duplicated the abstract base classes from Vanilla. You need to make an original name for your abstract base class, best practices include a mod prefix so that there are no future mod conflicts.
Eg Change Name="BodyPartProstheticBase" to Name="IAS_BodyPartProstheticBaseUnmakable" and replace all the ParentName="BodyPartProstheticBase" to the new abstract base class.
I also removed the WorkToMake stat.
As for the other two duplicate abstract base classesi just deleted them. But the above naming rule applies.
2) You were using ParentName="ImplantHediffBase" when you should be using ParentName="AddedBodyPartBase". Implants do not have part efficiency since they do not replace the part. Only the offset applies.
3) Last the self deleting caused by the comps. You are using Class="HediffCompProperties_SelfHeal". But healing is done by reducing severity which deletes the hediff. Delete this and it works.
If it isnt in the files then i can only assume its a default assignment.
Here is a picture so you can see what i mean. Green dot on the right is for areas i edited (yes i made your arms even cheatier)
https://ibb.co/vv065yy