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Reproduced with only this mod and all official DLCs (CreepJoiner is part of Anomaly, so its probably the only DLC needed).
Reproduction steps:
1. Remove the kidney (Harvest kidney operation) of a normal pawn,
2. notice that you can add a bill to install harvested kidney for that pawn without any issues,
3. spawn a CreepJoiner (dev mode actions menu > Generate CreepJoiner > lone genius > fleshcrafter > organ decay > basic assault, but really anything here will work), talk with him with other pawn, allow him to join,
4. remove their kidney (Harvest kidney operation or Remove kidney operation, it can be different if the CreepJoiner has organ decay, whichever you choose doesn't matter here),
5. notice that you cannot add a bill to install their kidney back,
Now remove the Extended Human Body Simulation mod, go over all the steps and notice that you can install the kidney without any issues in step #5.
Tried again today to be sure, but got same result:
https://gist.github.com/5e24baf9173cc80df3b1eb26acb1c047
XML Verse.BodyPartDef defines the same field twice: spawnThingOnRemoved.
for: Spleen, LobeLiver, Ulna, Fibula, Patella.
The red line disappears but I wonder if this actually works out, probably make an official ce patch so that the conflict disappears? many thanks !
im afraid i dotn know, i havent used the fork or this mod
as it modifies pawn bodies, its best not to, it screws up the pawns body record, moving hediffs around, so you might end up with your pawns bionic arms on their toes.
@Raleon
the lobes are subparts of the liver, as far as i understand it, rim should be flagging the liver as damaged and unharvestable
Would it be possible to change the mod that when both lobes of the liver are missing, the hediff would just straight change to missing liver. Also, being able to harvest a whole liver out of a pawn with two missing lobes seems like an oversight.
Not as far as im aware, its a common issue if you modify the body def in an inprogress save
im not sure theres a 'fix' for the pawns im afraid.
as for rolling back the changes
i left the old defs in the mod, just disabled in case this happened, you would need to delete the
Bodies_Humanlike.xml file in the Patches folder, then in the 1.3/Defs/Bodies folder theres a Bodies_Humanlike.xml.bak file, remove the .bak and you will have reverted the changes
Or can I fix myself the older version of this mod for current save?
PEBKAC
You can't have a bionic jaw and tongue at the same time (which makes no sense to me).
options showing up for me fine with this and a very minimal modlist
the parts being swapped will be a side effect of the changes just made, im afraid any changes to body defs can cause hediffs on pawns with those bodies to move, since the position of a part in the list is how it remembers which part a Hediff is on(dont ask me why....), i tried to make sure they were in the same order, however as its now being patched into the vanilla def, rather than just overwriting it, it may have scrambled the order slightly - nothing i can do about that on my end as far as im aware im afraid.
as for the installing of the bionic tongue, lemme do some testing
https://cdn.discordapp.com/attachments/566119566707654658/910461351200182272/unknown.png https://cdn.discordapp.com/attachments/566119566707654658/910461351426678814/unknown.png
Thanks for looking into this!
converted it to patching in the extra parts, instead of replacing the def entirely, Should solve both of the issues
Iirc thats a new part added in 1.3, the way the original author set this mod up is.....perhaps a little less than ideal - it straight up replaces the human bodydef with its own one, instead of patching it (which is why there is no tongue part), i hadnt actually noticed it was set up like that untill checking just now to see what the tongue issue might be, not sure Why its set up this way, other than its easier/less hasstle to do, or perhaps at the time they were unaware of how to do it via xml patch ops
@Gangster Adachi
A side effect of the way the mod was done by the original author, since it replaces the entire human body with its own version, the new wound anchors(which tell the bits where to render) were missing
@200
without error logs theres literally nothing i can suggest/do
@Killa
as above, im afraid im not a CE user, so CE patches arent exactly high on my list of priorities
i got to draft and undraft them for them to be functional and the game to resume normaly
as NRFBToyStore said, the author is still working on the mod, it would be kinda rude if i were to update it to 1.2 and post it, i usually try to keep to mods that have been abandoned by their authors when it comes to updating other peoples mods
@Mr. Philosophy
Yup, that tends to happen when you add/remove mods that change the human BodyDef mid game, newly generated pawns should be fine, but previously existing ones have their partslist fucked up by the change(since it uses the position of the item in the list to referance what it should be when saved)
1, that's not their mod.
2, mod author is still activity working on it
3, it works PERFECTLY with 1.2... I use with a 450+ mod build, patches over 460k surgeries, not a single issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=1911273785
ive never actually Used this mod myself when playing(on the Very rare occasion i actually get to Play rim), i just happened to have made a copy of it the night before it was removed from steam by the previous maintainer
I've traced a stutter / frame skip down to this particular mod. Is there any remedy for this?