RimWorld

RimWorld

DisfigCured
55 Comments
SkunkPlaysGames  [author] Aug 7 @ 12:22pm 
Yeah just know that if you add mods mid-game your stockpiles probably forbid the stuff by default.
Husocemy Aug 7 @ 10:32am 
is this safe to add mid game?
hauntedsocks9 Aug 1 @ 5:53pm 
my colonists nose got disintegrated so ty
Pogo_ Jan 20 @ 11:20am 
Don't worry, I appreciate the effort!
SkunkPlaysGames  [author] Jan 19 @ 8:39pm 
Unfortunately nothing I have saved at the moment seems to work. I need to get a hold of 3.5 compatible references for a fresh assembly. For the moment I am going to say we are SOL but I will look into it when I have some free time. Don't expect much too soon though. Sorry friend.
Pogo_ Jan 19 @ 4:47pm 
<3 thank you!
SkunkPlaysGames  [author] Jan 19 @ 4:46pm 
It looks like I still have it in my backups. I condensed it into this mod so it wasn't necessary to have it but I guess I only did the XML. I'll update it in a couple hours and it should work for you.
Pogo_ Jan 19 @ 4:41pm 
Thanks for letting me know. You did create a seperate "old version" mod in 2022 which was compatible and worked great with 1.2. It has since vanished from the workshop. Is that maybe accessible somewhere?
SkunkPlaysGames  [author] Jan 19 @ 4:36pm 
No probably not, I haven't done extensive testing on deprecated versions I just provide the compatibility in the mod header so you don't get immediately red flagged by the system. It may not be genuinely compatible with 1.2. It's probably the dll. Rimworld used to use .NET framework 3.5.0 I believe and now it is 3.7.2 or something like that which is probably causing the incompatibility. I might have to remove 1.2, 1.1 and 1.0 from the compatibility list for that reason.
Pogo_ Jan 19 @ 3:54pm 
If I try to run it on 1.2 I get an error that the mod would be incompatible. I don't run any other mods, is the mistake on my part here?
Truepiggy Nov 11, 2024 @ 11:37pm 
Fair enough, boss. Thank you for the answer.
SkunkPlaysGames  [author] Nov 8, 2024 @ 1:14pm 
In vanilla RW there isn't one. It does have a part efficiency of 125% like almost all other bionics but that part never actually gets checked for anything so it doesn't matter. Mods might make use of it though. You never know.
Truepiggy Nov 8, 2024 @ 12:29pm 
Hey, asking cuz I can't seem to find the answer anywhere. What's the advantage of a bionic nose over a prosthetic one?
SkunkPlaysGames  [author] Dec 2, 2023 @ 7:25pm 
Sure thing, glad you like it!
slans04 Dec 2, 2023 @ 4:32pm 
Thank you for you help, I hadn't thought to look there. Excellent idea for a mod by the way.
SkunkPlaysGames  [author] Nov 28, 2023 @ 9:33pm 
The glass eye is not a constructible object. Like the dentures, it can be installed on any pawn at any time by scheduling the surgery on the medical tab but it doesn't exist as an independent object.
slans04 Nov 28, 2023 @ 9:00pm 
All besides the glass eye appear to be working fine, but either I'm looking in all the wrong places or the glass eye isn't showing up anywhere in game.
SkunkPlaysGames  [author] Sep 9, 2022 @ 4:34pm 
Alright I uploaded a version that should work with any version of RimWorld. Instead of adding a bionic tongue with the installation of the bionic jaw, now the biological tongue is not removed when installing the bionic jaw. So it was a simple tweak. Find it at the link at the top of the description.
Pogo_ Sep 9, 2022 @ 1:10pm 
Thank you <3 Don't stress yourself, time is not an issue for me
SkunkPlaysGames  [author] Sep 9, 2022 @ 12:40pm 
I will try to finagle it for you. I might upload it as a separate mod. I'll let you know. It will probably be a couple hours at least but I'll get it done tonight.
Pogo_ Sep 9, 2022 @ 12:35pm 
According to the Wiki you're right, it only has been added with 1.3.3101. Is there any chance for me to get the "old" version of the mod that still works for my savefile?
SkunkPlaysGames  [author] Sep 9, 2022 @ 10:34am 
Does the bionic tongue not exist in 1.2 perhaps?
Pogo_ Sep 9, 2022 @ 8:31am 
The last update seems to have broken the mod for me for Version 1.2
Anyone else having this issue?
VooDoo Aug 24, 2022 @ 9:36am 
Awesome! Much appriciated!
SkunkPlaysGames  [author] Aug 22, 2022 @ 11:52pm 
Finally solved the issue with the bionic jaw causing a missing tongue and disfigured penalty. Now installing a bionic jaw also installs a bionic tongue and installing a bionic jaw on someone who already possesses a bionic tongue will refund the old bionic tongue.
SkunkPlaysGames  [author] May 26, 2022 @ 3:25pm 
I don't know if you'll have overlapping parts, if they both add prosthetic hands for example, but since the mod is just adding options I don't think it will be incompatible with 99% of mods. Unless they make sweeping changes to existing mechanics, in which case those mods are usually incompatible with everything.
Bullwinkle May 26, 2022 @ 2:14pm 
Is this compatible with other surgery mods? I use Less Arbitrary Surgery, but others are widely used too.
vizthex Sep 20, 2021 @ 2:59pm 
since scar removal isn't updated, could you add that system to this mod?
Harmless Orange Sep 11, 2021 @ 3:59am 
What does Bionic Nose do?
SkunkPlaysGames  [author] Aug 30, 2021 @ 2:16pm 
The simplest solution I can think of is to give the bionic jaw a +15 social modifier to counteract the disfigured debuff. It's not elegant but would functionally resolve the issue for the least effort.
SkunkPlaysGames  [author] Aug 30, 2021 @ 2:13pm 
Unfortunately no. I tested installing a jaw on a pawn that already had a bionic tongue and tried installing a bionic tongue on a pawn that already had a bionic jaw. When they already have a bionic tongue, it gets removed. When they already have a bionic jaw, the option to install a bionic tongue isn't available because the missing tongue is a "hidden" hediff so is removed from game logic.

I think this is just a case of prohibitive logic that didn't matter in vanilla but is exposed through modding. There might be some way to implement some code that removes the hidden hediff but it would be rather complex and not really satisfying in a game play sense. I'd say, unless you have some hardcore aversion to it, just use the dev menu to remove the offending hediff.
VooDoo Aug 30, 2021 @ 11:45am 
Is there maybe a way to combine the bionic jaw with the new bionic tongue?
VooDoo Aug 30, 2021 @ 11:43am 
Oh damn, thanks for the analysis.
SkunkPlaysGames  [author] Aug 29, 2021 @ 8:52pm 
Okay, well, after a lot of tinkering I've found that this is just the way jaws work in RimWorld. The tongue is attached to the jaw in RimWorld logic, so if the jaw is destroyed, or replaced with dentures or a bionic jaw, the tongue is simply unaccounted for. This happens with other bionics. For example, if you install a bionic arm, the pawn will be technically missing its hands and fingers on that arm. With the tongue, this triggers the disfigured debuff. There's no way to fix this "hidden" missing body part, so there's no way to fix the debuff.

What that means is, basically, a busted jaw will always cause the disfigured debuff, even if replaced with dentures or the bionic jaw. That's just how it is.

Thanks for the report in any event. I didn't realize this was the case. I'm not happy with it but that's just how it works.
SkunkPlaysGames  [author] Aug 29, 2021 @ 3:40pm 
You can use the dev menu to remove the hediff causing the issue: Tongue (removed) if you'd like to fix it while waiting.
SkunkPlaysGames  [author] Aug 29, 2021 @ 3:35pm 
Found the issue, working on a solution. Turns out the pawn removes their tongue during installation of the jaw which is thereafter considered missing and causes the disfigured buff to apply.
SkunkPlaysGames  [author] Aug 29, 2021 @ 1:14pm 
Sounds like a bug. I'll look into it.
VooDoo Aug 29, 2021 @ 12:03pm 
A pawn with no scars, wounds or missing body parts but with a bionic jaw is provoking "-15 Disfigured" in her husband. Could this be a bug? How can I check where this is coming from?
SkunkPlaysGames  [author] Jul 5, 2021 @ 2:23am 
1.3 compatible.
SkunkPlaysGames  [author] Mar 22, 2021 @ 4:58pm 
Well it took me just over a year but I implemented your suggestion, Vellis.

With the update, glass eyes are free, are installed with just medicine, and produce nothing if removed from the body.

Also prosthetic hands, feet, fingers and toes have been added.
Vellis Mar 18, 2020 @ 1:04pm 
Ooh... I assumed it would be free like peg leg.
Maybe an eye-patch could be made for free?
SkunkPlaysGames  [author] Mar 18, 2020 @ 12:49pm 
Just tested the mod and it was fully functional. Did you have a glass eye? You need to have one available and surgically install it like any other prosthesis.
Vellis Mar 18, 2020 @ 8:11am 
Pawn's right eye shot out.
Cannot replace with glass eye or eye patch?
SkunkPlaysGames  [author] Mar 12, 2020 @ 2:27pm 
Yes, it can be added without issue.
lilwhitemouse Mar 12, 2020 @ 1:45pm 
Oh dear gods, I know what you mean!

And you are so right.

I am assuming this can be added to a game in progress, so I'm finally going to get around to that, because I am not playing much yet either. Thanks for putting it together!

Also, I still vote "creepy eye" penalty ;)
SkunkPlaysGames  [author] Mar 12, 2020 @ 12:36pm 
In the future, please report bugs right away so that mod authors can get to work fixing them and please be polite about it. There's no reason to be rude about something that people put their time and energy into and then provide for free.

Enjoy the mod.
SkunkPlaysGames  [author] Jul 30, 2019 @ 2:23am 
Jaw has been added.
lilwhitemouse Jun 16, 2019 @ 1:05am 
Mitigates the penalty, doesn't remove it? ("ew, creepy-eye over there is looking at me")
Garrett May 18, 2019 @ 9:36pm 
jaw?
Kaiser_Of_Aldi May 1, 2019 @ 12:33pm 
oh thank you! I've been thinking I needed something like this so my colonists wont hate eachother!