RimWorld

RimWorld

[PS] Reconditioning Pod (Continued)
135 Comments
Mlie  [author] Jun 17 @ 11:07am 
@Drovage Please see the Reporting Issues section described above
Drovage Jun 17 @ 10:55am 
Same issue as @Retro Wolf <#SaveTF2>

Game keeps throwing infinite error:

"Root level exception in Update(): System.InvalidCastException: Specified cast is not valid.
[Ref 58EF06D7] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
"
One of my favorite mods, hoping for a fix :sad_seagull:
Mlie  [author] Apr 7 @ 6:00am 
@Fiend-Factory Creep joiners are not pawns so I guess they do not interit the recpies from humanoids.
Fiend-Factory Apr 7 @ 5:51am 
Unless I'm mistaken, I believe there is a bug with the Anomaly dlc. If you recondition a creepjoiner, you will not be able to apply neural cement. As a workaround, I had to use a character editor to remove the "reconditioned" status. I still love the mod, just an FYI in case it's not just me.
Gt.lux34 Dec 26, 2024 @ 9:53pm 
I don't quite understand, is there a way to have traits permanently?
Charlton Heston Nov 12, 2024 @ 4:45pm 
I can confirm that the maintenance time listed is indeed accurate and there is no way to lower it no matter how many traits are "removed".
Charlton Heston Nov 12, 2024 @ 4:38pm 
Right, I don't know the exact intention behind it, fair enough, and I understand you're not the author, so you likely don't want to presume.

I am having an issue you may be able to help explain, however: after deconditioning a colonist, the trait is successfully removed from them and their bio page. However, the trait is still listed as removable in the conditioning pod, and their maintenance time remains unchanged. I've tried removing traits multiple times, only to still find them in the list for removal and condition maintenance time still unchanged.

Should I just ignore the traits that are removed, but still listed as removable? Is the maintenance time listed no longer accurate? Is there a fix for this?

Any help is appreciated.
Mlie  [author] Nov 12, 2024 @ 2:20pm 
@Charlton Heston As neither I or you made the mod there is no way of knowing what the "entire point" of conditionall was, but since the mod was created long before keeping items in the inventory was possible, my guess would be that you are supposed to use it when in caravans where you do not have access to a reconditioning pod.
Charlton Heston Nov 12, 2024 @ 12:35pm 
I don't know why, but for some reason there's no option for any of my colonists to pick up and carry around conditionall. I mean, that makes it pretty useless, as that was the entire point of it: mobile reconditioning maintenance. Is there any fix for this? Am I overlooking something?
Retro Wolf <#SaveTF2> Apr 23, 2024 @ 9:24pm 
Okay, I do not think I can use this mod, there is a weird glitch I'm getting after installing it and it's precursor mod where when I unpause... literally nothing happens and the entire screen just stops rendering any pawns, terrain, or objects and time won't resume and it just gets stuck with rocketman unable to finish loading. Definitely just a thing with my load out, but still a kewl idea and tis nice that someone continued it.
Retro Wolf <#SaveTF2> Apr 23, 2024 @ 7:58pm 
Ohhhh, das nice. Would be nice if there was an upgraded version that can just let them cook for way longer in return to just permanently changing their neural pathways, but not locking them in sorta deal, but this is exactly what I was looking for in a mod. I had a colonist gain the misandry trait and while their entire xenotype is genetically female it would be nice to be able to resurrect the MIB I got a long while back who died to the plague using psycasts and not have her suddenly hate her old ally over the fact that her child rolled poorly on the genetic lottery and didn't get the photosynthesis gene needed to survive in our colony that was not prepared to feed babies with any kind of diet.

Man, Rimworld is a wild game. XD
NineBreaker 621 Apr 16, 2024 @ 12:56pm 
@eataTREE hey loser do you cry about biotech existing aswell? This is a in game option for those who don't wanna rely on dev mode. Weird ass losers like you always like to pop in and cry about things you can easily ignore should really touch grass or stay off the workshop
Mlie  [author] Apr 8, 2024 @ 8:35am 
@eataTREE Sure, whatever makes you feel superior on the Internet
eataTREE Apr 8, 2024 @ 7:51am 
So, people who want to cheat but lie to themselves about it, got it.
Mlie  [author] Apr 7, 2024 @ 8:04am 
@eataTREE My guess it that some like to not cheat their way through the game but instead work for it.
eataTREE Apr 7, 2024 @ 8:01am 
I don't understand the point of mods like this. If you're determined to edit your pawns, just turn on developer mode. You can edit all their traits and skills and genes. You don't need any mod at all.
Mlie  [author] Jul 22, 2023 @ 2:17am 
@25th Legend Again, the c# solution is available on the Github repo. You dont need to decompile the actual dll.
The success chance is not defined in the c# code however, that is defined in the XML files for the recipes
25th Legend Jul 22, 2023 @ 12:50am 
Okay I was going about the whole thing wrong like you said. I got dnspy from the link and I was looking in PS_ReconPod.dll and I can see DaysToCondition (hoping I can edit integers here to lower ticks needed) and GetSuccesChance (maybe I can find a way from here to make it %100) I'm not very good at coding. If have any advice or tips I'd appreciate it, thanks.

Praise authors like you for keeping/maintaining these mods.
Mlie  [author] Jul 21, 2023 @ 3:42am 
@25th Legend You cannot edit a dll-file, is a compiled file from a c# project. See:
https://rimworldwiki.com/wiki/Modding_Tutorials/Writing_custom_code
The full source is available on the GitHub repo linked in the description.
25th Legend Jul 21, 2023 @ 3:15am 
Is there a way for me to edit the settings of this mod? I opened it in file explorer and the PS_Reconpod.dll seems to be encrypted or its because I'm using notepad. Idk which but I just want the pod to always be successful and not take nearly as long.
Roshe Jun 3, 2023 @ 12:06pm 
Is there an option to make the operations go a lil bit faster? Would be really nice to have a setting for it.
TWrecks Apr 14, 2023 @ 1:33am 
Hey Mlie? I'm not sure you should fix this because it's awesome. But I thought I'd make you aware of it. If you trait someone up like mad and then rip their brain out with the ripscanner, they keep the traits but lose the conditioning debuff. Then you revive them and you have a super pawn who you can add more traits to. Lmao
Eviscerator Apr 8, 2023 @ 3:18pm 
I'm in the process of doing that right now. It's 239 mods to sort through, so it'll take awhile. :(
Mlie  [author] Apr 7, 2023 @ 10:10pm 
@Eviscerator Simplest would be to test this mod on its own and then add your mods back until you find what mod is triggering it
Eviscerator Apr 7, 2023 @ 6:24pm 
I'm not sure why, but the pod will let me remove traits, but I cannot add any. The window for adding traits is empty and blank. Using the search bar also nets no results. Could it be a conflict with a mod that adds new traits? I didn't see any errors related to this mod but I'm going to check again.
TWrecks Mar 27, 2023 @ 3:48am 
Much love @Mlie. Thanks for everything you do.
Mlie  [author] Mar 26, 2023 @ 1:07pm 
@TWrecks Sure, should be added now
TWrecks Mar 24, 2023 @ 4:12pm 
Heya @Mlie? Any chance you could make it so that reconditioning doesn't decrease while a pawn is in deathrest? It can cause problems.
Mlie  [author] Jan 8, 2023 @ 2:00pm 
@Taz Should be fixed now, MedPod had changed the requirements for using the pod.
Taz Jan 7, 2023 @ 2:30pm 
Restarting and enabling/disabling the option over several saves. The MedPod does not recognize it as something that needs curing, colonists dont walk to the MedPod with it on their own and can't be forced to either. I remember the option working on 1.3 with the regeneration bay, haven't tested it in 1.3 with MedPod though, only 1.4.
Mlie  [author] Jan 7, 2023 @ 8:36am 
@Taz What did you test?
Taz Jan 7, 2023 @ 7:11am 
The "count as bad" mod option isn't working. (tested with MedPod)
WabbaCat Oct 25, 2022 @ 2:42pm 
Thanks Mlie
Appreciate all you do for us!
Ellidon Oct 25, 2022 @ 2:02pm 
Is there still a way to remove neural cement? The mod option doesn't seem to be working for me.
DeepEnd Oct 25, 2022 @ 1:37pm 
@Mlie Sweet, looking forward to it!
Mlie  [author] Oct 22, 2022 @ 12:19am 
@LOTO Updating all my mods, progress on the Discord-server
LOTO Oct 22, 2022 @ 12:04am 
1.4 please
saqib126 Sep 8, 2022 @ 7:37pm 
Welp, adding this mod and its required dependency to the bottom of my mod list caused the right click menu to break(selecting colonist and right clicking on a blueprint for example will display nothing). Saying as I'm running quite a lot of other mods(ex. all of the vanilla expanded mods) its probably an incompatiblity.
Mlie  [author] Aug 17, 2022 @ 11:15am 
@Emon_Dante No idea, I havent played with it really
Emon_Dante Aug 17, 2022 @ 10:47am 
When a pawn is at 0% the trait added doesn't revert, and the mod kept triggering different mental break on that pawn. Is this mod compatible with humanoid race mods?
RutraNickers Jul 17, 2022 @ 12:06pm 
thanks mate!
Mlie  [author] Jul 17, 2022 @ 10:42am 
@Rutra Nickers Sure, should be added now. Also sorted the traits in alphabetical order to simplify further.
RutraNickers Jul 16, 2022 @ 12:46pm 
hey, could you add a search bar in the pod interface?
RedPine Jun 21, 2022 @ 6:13am 
@Auctorion
I suspect that's a base game limitation. Traits that add skill levels do so on chargen. If added after chargen, no skill levels are added (under the assumption that the skills were already added). Changing this would require an extensive overhaul of trait-skill interactions (which don't exist in vanilla).

This behavior is why many trait mods choose to add +surgery success to medical traits instead of +skill.
Auctorion Apr 30, 2022 @ 1:35am 
Not sure why but this doesn't seem to be affecting my colonists. They'll get the trait, but if it gives +4 Medical their Medical won't actually increase. This isn't an invisible change, as the game says they can't perform surgeries that the increase should allow them to perform. Confirmed via character editor that the traits are working fine and give the increases, and the colonist I was testing it on wasn't going over 3 traits with the additional one from the pod.
pickpickpickpickpickpickpickpick Nov 1, 2021 @ 6:35pm 
+1 to Franken Stein's idea. Seems like it would be much simpler to implement if you just dumped all the useless fluff.

Everyone is going to want to neural cement eventually anyways, all the extra work is just pointless.

Just make trait changes super expensive to do.
Dorsai! Oct 5, 2021 @ 9:04am 
It would be great if this mod was independent from Plasteel Surgery, since now we have BiosculptingPlus which does essentially the same and for some is preferable to PS.
Franken Stein Sep 24, 2021 @ 12:58pm 
Any chance to make a version from this where you dont need to refrest the condition? and dont need to use neural cement ? So a simple version where you can use this as a trait changer? of course after you researched it? :)
frickheckcrud Sep 7, 2021 @ 5:09am 
actually i think i just figured it out, mod might have an issue with rimthemes. i changed the theme back to vanilla and the UI was normal again.
Mlie  [author] Sep 7, 2021 @ 4:16am 
@frickheckcrud Please follow the steps described above under ”Reporting issues”