RimWorld

RimWorld

432 ratings
New Limbs Needs Training
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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351.517 KB
Mar 28, 2021 @ 2:20pm
Jun 19 @ 8:36am
27 Change Notes ( view )

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New Limbs Needs Training

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
110 items
Description


When a pawn gets a new limb transplanted they will need some time until they get used to it.
The efficency of the limb will be lower and increase with time up to the maximum value.

Recovery-time is based on the tech-level of the limb and can be changed in the mod-settings.
Only affects bodyparts that is defined as on the outside of the body, implants will not be affected.
Will also ignore limbs connected to blood pumping, breathing and mind even if on the outside.
The starting efficency can be changed in the mod-settings.

Tested with EPOE but should work with any mod that adds limbs.

- Now ignores werewolfs from Rim of Madness - Werewolves when pawns transforms
- Added french translation, thanks qux!
- Added german translation, thanks 眠いです!
- Added portuguese translation, thanks goncalui!

Idea by: uiopik

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: recovery
183 Comments
toetruckthetrain Aug 20 @ 11:52am 
module slots are a thing added by EPOE to bionic limbs, each one has like 2 or 3, theyre a hediff that does nothing until you get a module thats attached to the installed limbs, an item unique to the mod, after which you can install the modules in the module slots to further improve the efficiency of the part or provide certain buffs, and after a bit of testing yes it does do that, evidently not on purpose but i like it
Mlie  [author] Aug 19 @ 10:00pm 
@toetruckthetrain What are module slots?
toetruckthetrain Aug 19 @ 4:14pm 
does this prevent module slots from EPOE from showing up until the part reaches full efficiency?
Natalie6 Jul 13 @ 3:29pm 
spent half an hour confused why my pawns were going immobile after devmoding them bionic legs and facepalmed when I figured out the *obvious* answer.

10/10, I'll forget and be doing this again.
NihilRetnar Dec 26, 2024 @ 11:17am 
Would it be possible to have a patch to just avoid interacting with V.O.I.D.? Let's just say... void bionics and whatever are super high tech and avoid needing training, they are just plug and play, or whatever. I honestly don't know the nature of the incompatibility but it is annoying to have to choose between the two.
Mlie  [author] Aug 22, 2024 @ 1:25am 
@Dragonjspider Should be fixed now, they had just changed their mod-id when they reuploaded the mod
Dragonjspider Aug 21, 2024 @ 6:01am 
So I did some searching around to check if this was talked about, and noticed you already tried to patch it before, which I saw looking through the changelog as well, but it seems like Winston Waves is still spawning enemy pawns with bionics they never learned to use.

I imagine it was fixed with the 1.4 version of Winston Waves, so the issue might just be with the 1.5 version ( https://steamcommunity.com/sharedfiles/filedetails/?id=3215569151 )

Let me know if there's anything I forgot to mention
SilkMoth Jul 12, 2024 @ 1:45pm 
oh im blind. sorry for asking and thank you
Mlie  [author] Jul 12, 2024 @ 1:16pm 
@SilkMoth Yes, as stated in the description
SilkMoth Jul 12, 2024 @ 1:14pm 
hey i didnt know it was incompatible with Faction: Void can i remove this mid save?