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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.