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Organ Engineering - Forked
Tried to SetFactionDirect on TableAutopsy738496 which cannot have a faction.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Thing:SetFactionDirect (RimWorld.Faction)
RimWorld.Frame:CompleteConstruction (Verse.Pawn)
(wrapper dynamic-method)
Escape/menu>options>Mod Options>Harvest Organs Post Mortem.
I could have sworn it had sliders, able to set the quality of medicine needed, organ/bionic chance, medical skill needed, etc. Or has it just been so long I've forgotten? For bionics is it now a 0.1(lowest chance) to 1(highest chance). Something feels so out of place I can't make sense of it.
where:
- organ_hit_points are the actual body part hit points
- base_organ_hit_points are the standard hit points of the replaced body part (e.g. a normal spine for a bionic spine)
(organ_hit_points/base_organ_hit_points)² would exponentially decrease or increase the chance to retrieve the organ based on how sturdy it is, and should be 1 for implants or extra limbs. That will probably be the hardest values to handle or retrieve.
- body_section_hit_points are the hit points of the body section that is either the whole leg (including foot), arm (including hand), torso or head
- max_body_section_hit_points are the maximum hit points of the body section
The second "²" may be removed in order to make external damage less impactful if the internal organ is safe.
This may be too convoluted :D
Also, maybe corpses with death acidifier should be treated differently.
But yeah what fixed it for me was moving Hugslib all the way up and putting this mod right below it. The only one above them is Vanilla Backgrounds Expanded, seems to be working without issue now.