RimWorld

RimWorld

Faster Biosculpter Pod
265 Comments
Visoth Feb 8 @ 6:11pm 
Would it be possible to keep the biosculpting schedule, but allow anyone to use a biosculpter? Might be outside the scope of this mod. But I'd love if my colonists would auto assign themselves to use the pod every x days for age reversal, even if its not tuned to them.
Inglix  [author] Oct 6, 2024 @ 2:28pm 
@Zargul The issue is because the Harmony postfix patch used the Graying Hair mod for the biosculpter pod assumes that the number of years the pod will have reversed is always equal to what was selected in the game configuration for the adult age multiplier. It's effectively ignoring the age reversal settings in this mod.
Zargul Oct 6, 2024 @ 7:13am 
There's a major incompatibility with the "Graying Hair" mod (as it conflicts and doesn't allow the Biosculpter to revert the hair colour).
7 inches Sep 21, 2024 @ 5:59pm 
okay, the memory leak was caused by rocketman mod
7 inches Sep 17, 2024 @ 11:49am 
does anyone experiencing memory leak with this mod?
Turbotowns Aug 6, 2024 @ 12:31am 
I assume the options are in the mod options menu, where you go into settings.
Cadian Marine Jul 10, 2024 @ 2:28pm 
This is probably a stupid question, but how do I access those settings if I add it mid-game?
Russian Bear Jul 2, 2024 @ 6:03pm 
Thanks man, just what I need
Cubile Oddity Apr 26, 2024 @ 6:38pm 
hey you should include the mod biopsylink with this one it would be great
Patient12bis Apr 18, 2024 @ 7:50am 
Well, seems fixed now but when i said lower i mean "if set to 9 from 10 didn't worked, but to 11 from 10 worked, and unable to go under 11 after that." but of course, i tried that after trying to set it to 0 from 2. maybe the 0 fucked everything at that moment. anyway, thanks for the quick fix. you do an amazing work here.
Stollie Apr 18, 2024 @ 7:47am 
Would be awesome if you could make a fork of this code and require a 'device' instead that costs advanced components etc. (balanced cost) to increase the speed of the Biosculptors with a decent energy cost to it, like a toolbox sorta idea.
Inglix  [author] Apr 16, 2024 @ 8:02pm 
Fix has been pushed up to Steam. Make sure you have the most recent version (3.0.5) by checking the mod setting screen.
Inglix  [author] Apr 16, 2024 @ 7:50pm 
@Patient12bis: If by "lower" you mean "remove entirely by setting it to 0" then it appears you're correct. Setting it to any value but 0 still seems to work fine. I'll get this fixed ASAP.
Patient12bis Apr 16, 2024 @ 5:54pm 
little bug: when you try to lower the number of glitterworld medicine needed the amount doesn't decrease (but it can increase correctly)
Inglix  [author] Apr 16, 2024 @ 1:26am 
@Samuel_Bucher: The pull request with your changes was merged, tested, and pushed to Steam. I did have to make a small change to your changes in the 1.4 source though, as the way it was written there would have required me referencing your assembly. I just changed it to work the same way as in the 1.5 code. You can check the github repo to see what I mean.

Everyone else, please let me know if anything seems amiss. There was a lot of code refactoring done and while everything looks okay, there's always the possibility of something having slipped through the cracks. Remember to include a HugsLib log with any bug reports.
Samuel_Bucher Apr 13, 2024 @ 1:45pm 
Hey, man. I'm currently trying to make it so that the same choice window appears for the medic cycle since it also has hediffs it randomly heals only one of. However, doing so breaks compatibility with your mod. Would you be willing to accept a pull request from me that adds some compatibility changes?
Flesh Forge Apr 10, 2024 @ 7:32pm 
nice, thank you
Inglix  [author] Apr 10, 2024 @ 4:04pm 
Quick shoutout for a new mod that definitely falls into the "Why isn't this vanilla?!" category.

Selective Bioregeneration allows you to select which hediff to heal when putting a pawn into a bioregeneration cycle. Considering the cost and long (default) duration of this cycle it's nice to not have to gamble on what ailment it's going to randomly decide to fix.
Smokeykiller51 Apr 3, 2024 @ 7:58pm 
Sweet now wont have to use god mode to complete the super long cycles. They are long even with the transhumanist buff. Like its hightech maybe like a day or two tops.. unless you doing regeneration.
Flesh Forge Mar 28, 2024 @ 12:07am 
lol it was barely half a day, it's fine
Inglix  [author] Mar 28, 2024 @ 12:02am 
Updated to fix that exception being thrown on startup. Apologies it took so long for such a simple fix, but work and life got in the way.
Inglix  [author] Mar 26, 2024 @ 9:46am 
Oh fun. Based on that screenshot I'd guess the names of those compiler generated methods changed again. I'll get that fixed as soon as I can, but real life responsibilities might get in the way in the short term.
Nepsis Mar 26, 2024 @ 6:58am 
I also noticed the exception Flesh Forge mentioned today. It was working fine last night, then I go to play the same file today and the mod just refuses to do anything in my game. Doesn't matter how I change the settings, it only uses the vanilla settings.
Flesh Forge Mar 25, 2024 @ 7:21pm 
Something happened today that causes your mod to throw an exception - I see it's not that you've updated/changed it since 12 days ago, so it's something else more recent that's causing it, but nevertheless the error is thrown by your mod:
https://i.imgur.com/s1NlDHe.jpg
Risk Mar 16, 2024 @ 7:32pm 
thx for the update. mine is pretty simple just adding conditions to heal so I dont think all need to change anything but updating the version
Inglix  [author] Mar 15, 2024 @ 11:25am 
Doesn't seem like they really touched biosculpters at all. The only things I've had to actually update in the code so far are the names of some compiler generated methods that I was patching with Harmony transpilers.

Bear in mind that, as I stated below, I haven't sat down and tested everything relating to the biosculpter and this mod yet. I did just enough to get rid of the errors being thrown on startup, and did some quick verification that changing the mod settings seems to actually apply the changes as intended.

I'm going to try and carve out some time to thoroughly test it this weekend.
Risk Mar 15, 2024 @ 4:39am 
question Ive got a biosculpting mod that I am gonna update once the update roles out, (bioreneration adds extra things that the biosculpter heals) anything to note for the update that I should be aware of (I am a rookie modder)
Inglix  [author] Mar 13, 2024 @ 6:54pm 
Tentative update for the 1.5 unstable branch is now up. Has not been properly tested yet, but no longer throws errors at you the moment the game loads. Please feel free to report any bugs running this on the 1.5 unstable branch in the new bug report discussion thread for 1.5.
Inglix  [author] Mar 5, 2024 @ 3:07am 
@Inked.: You're unfortunately correct, it cannot be changed via XML patching. The value is actually hard-coded as a constant in the CompBiosculpterPod class. I use Harmony transpilers to replace the default value with my own in the two methods where that constant is referenced.
Inked. Mar 4, 2024 @ 10:55pm 
Question, what is required to change the length a pod is biotuned to someone - speaking from a modding perspective. I'm trying to mod it for myself to change the duration a pod is tuned to a specific person, but I'm not sure where I can find it to change it.

Unless I'm blind, I'm guessing it's not as simple as changing this via xml patch?
The Crow Jan 31, 2024 @ 12:01pm 
ok! thanks man! i didn't knew that, my bad
Inglix  [author] Jan 31, 2024 @ 1:30am 
@Karasu - Based on that log, you have both this mod and Biosculpter Pod and Neural Supercharger Variations active at the same time. That mod wouldn't be compatible with this one as they both make similar changes to the biosculpter and therefore their patches would conflict with one another.
Krof Gninut Jan 8, 2024 @ 11:51pm 
im giving this a try bc I cant seem to fix a bug making my biosculpt patients starve to death without removing things id like to keep
Koladi Guy Jan 2, 2024 @ 1:16pm 
so this mod makes transhumanists not suck ass when you have a 72 year old?
Yuno Dec 20, 2023 @ 10:06pm 
Is this mod safe to use mid-game?
bananna Oct 25, 2023 @ 2:32am 
I added this mod to a game already in progress and made all the times shorter. I also started getting the error around "RimWorldWin64_Data/Mono/data-000001C7918244C0.dll". It would consistently crash my game at the same interval. I fixed my save by deleting my Rimworld config, not loading the mod again, then making sure I had no pawns in the biosculpting pods and quickly deconstructed them. My save seems stable again, but not sure what ultimately caused the problem.
Beetus Jul 22, 2023 @ 1:22pm 
B:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001C7918244C0.dll

I get lots of errors like this when I use the mod.
ZX Zero Jul 2, 2023 @ 3:13pm 
If you use [FSF] FrozenSnowFox Tweaks load this mod after to bioregeneration cycle time works!
GreatEngrish Jul 1, 2023 @ 1:42am 
This is genuinely a perfect mod, it adds features which build off of vanilla's intentions while giving full control to the player to tweak the options for fairness. It's awesome !
NaClie Jun 17, 2023 @ 1:34am 
Is there a setting to mark a target age desired for age reversal? making their year cool down for desire for age reversal short reset until they are the target age?
Ren Jun 14, 2023 @ 9:50pm 
Agree with @The Blind One. It'd be nice if it could regen/heal every scar/ailment/injury in one go, or at least an option to enable it, since it would be op
The Blind One Jun 5, 2023 @ 6:43pm 
Feature request in the options: Allow the biosculptor to heal multiple ailments when finishing a bioregeneration cycle. (currently only heals one permanent scar / ailment at a time)

This creates weird scenarios where if you have two scarred eyes, it takes 2 regeneration cycles to restore both eyes. However if you blind the pawn completely it will heal both eyes in just 1 regeneration cycle :steamsad:. Same goes for if they have asthma, it only heals 1 half of the lungs in a regen cycle when it would make sense if it healed both lungs. Thus an option that heals all ailments (that it can heal normally) in one cycle would be a really neat additional option imho.

It's not a massive issue but I personally really love the idea of a powerful late-game biosculptor and make it cost a lot of tech and resources to make so it's a big 'deal' to have in my colony.
GADefence Mar 24, 2023 @ 1:00am 
God bless this mod. Have 20 transhuminists in this play through and going and I wasn't going to build 20 bio pods & lose my colonists for a freaking month each. Instead I just made them use 2k power each like good futuretech should. Freaking bacta tank using the power of an LED lamp or three...
DragynDance Feb 5, 2023 @ 8:17pm 
Thanks!
Cuddle_Rat Feb 5, 2023 @ 6:17pm 
@DragynDance
Yes all variables are initially vanilla default.
DragynDance Feb 5, 2023 @ 5:29pm 
Are these set to the default rimworld settings at first? I only want to change one thing, and thats how many years the age cycle takes away, I don't want to change anything else, so it would be annoying to have to constantly enable and unenable the mod to tweak all the settings back to vanilla except the one I want to change, I just want to make sure I don't have to do that before I commit to that over just doing an xml edit myself.
Videogames Feb 5, 2023 @ 5:24pm 
@Rinem
It patches the biosculpter building directly instead of the "bill" so it doesn't work with any other buildings that use biosculpting.

It's too bad the source code isn't available or there'd be a compatibility patch for this by now probably.
Cuddle_Rat Jan 30, 2023 @ 3:33am 
I am really interested in this mod but also currently mid game, is this safe to add without starting over?
Rinem Jan 20, 2023 @ 7:59pm 
@Inglix I'm really looking forward compatibility with "Biosculpter Pod and Neural Supercharger Resize"