RimWorld

RimWorld

Compensate For Lost Limbs
59 Comments
Mlie  [author] Oct 1, 2024 @ 11:15am 
@Vril Please see the Reporting Issues section described above
Vril Oct 1, 2024 @ 10:53am 
This mod have issue with Quality Bionics (continued) or new limbs need training.
Error starts at 6235 line.


https://gist.github.com/HugsLibRecordKeeper/805284424a1d461315e60400e3c0ac35
Mlie  [author] Aug 16, 2024 @ 9:58pm 
@Darian Stephens Easiest is to remove mods until it stops happening.
Darian Stephens Aug 16, 2024 @ 5:04pm 
Is there a way to figure out what mod might affect a pawn's organ placement?
I've started a new game without Medical System Expanded 2, and the same thing is happening, so it's probably some other mod that's shared between the 2 modlists.
Mlie  [author] May 9, 2024 @ 1:38am 
@Darian Stephens It only affects parts that are defined as outside, if you have a mod that changes that it may cause issues
Darian Stephens May 9, 2024 @ 1:28am 
Ah, I see that it's supposed to ignore internal organs.
I recently installed Medical System Expanded 2, so... I guess that complicates things?
Darian Stephens May 9, 2024 @ 1:27am 
So, uhh...
I was using Life Support, to keep a prisoner alive after basically emptying their entire body cavity.
I kept them plugged in to use them as a hemogen farm, but... eventually, their missing heart, lungs, kidneys, liver, etc, all 'compensated' enough that they got escorted back to their cell and are now walking about.
Maybe this should exempt some critical parts from the compensation system?
PinkPlinko Jan 27, 2024 @ 1:48pm 
This mod works with Deathless pawns, even if they're missing Every single Vital Organ. Don't know if that's intentional, an oversight, but it's not a big issue. Pretty funny and neat, regardless.
Mlie  [author] Sep 18, 2023 @ 10:43pm 
@Lie Only missing limbs, not scars
Ellis Sep 18, 2023 @ 10:31pm 
Does this work for scars and missing fingers/toes?
Phool Jan 24, 2023 @ 2:09pm 
no limb swordsman?
Uncertainty Dec 17, 2022 @ 5:41pm 
I also installed xenobionic patcher as well, so that also may be the cause
Uncertainty Dec 17, 2022 @ 5:33pm 
@123nick This only happened after I installed medical system expanded 2 and elite bionics framework, which I assume it bugs out the internal and external organ check and now considers all organs or bones external.
Uncertainty Dec 17, 2022 @ 5:30pm 
My hemogen farm prisoners just learned to walk without legs which is amazing, too bad I am removing their spines.
Mlie  [author] Dec 8, 2022 @ 10:04pm 
@123nick No, it only affects parts that are defined as being on the outside. Not internal organs
123nick Dec 8, 2022 @ 9:06pm 
is this mod meant to apply to missing organs aswell? one of my pawns had a kidney removed and now its getting better. which i think is kinda..... unrealistic? not intentional?

maybe itd be possible to have it not apply to internal missing parts?
Mlie  [author] Nov 6, 2022 @ 1:32pm 
Tested quickstarting 20 times with no issues, tried starting a new game manually 15 times. Got no errors. I cant fix it if I cant replicate it, sorry.
AerosAtar Oct 31, 2022 @ 8:57pm 
Got a log. For reference: This was one of about ten world generations without reloading the game (different seed each time), and the only one that produced the error.

https://gist.github.com/af9a7549c67fb5cbafbb3c09f6ca9587

Also uploaded a save file (just went through and finished the generation after the error), in case that helps at all: https://drive.google.com/file/d/1jj-KvllK6boKKG_VjG05XV7N550s1_hN
AerosAtar Oct 31, 2022 @ 9:15am 
I am also seeing the same issue previously reported by frankenzombies. It is not constant, though it is frequent, but neither does it seem to be a conflict with a specific mod or mods (I've had the exact same list both generate and not generate the issue).

I *believe* it happens when it attempts to generate a faction leader/other world pawn as part of WorldGen that is missing a limb, since it doesn't happen *every* time, but I am not sure how I can confirm this. I will see if I can generate a proper log and save file with the issue tomorrow.
frankenzombies Sep 14, 2022 @ 3:36pm 
And another one [SYR] Naga
frankenzombies Sep 14, 2022 @ 3:28pm 
I'm not sure if theres more than one but rockmen race is a conflict
frankenzombies Sep 14, 2022 @ 1:09pm 
Its a mod conflict I'm working on figuring out which one
Mlie  [author] Sep 14, 2022 @ 12:50pm 
@frankenzombies According to your log you have lots of other mods loaded. The first step above was to verify that the issue happens when only this mod is loaded. If not then its is caused by a mod-conflict and you will have to try to find out what combination of mods is causing it.
frankenzombies Sep 14, 2022 @ 12:41pm 
https://controlc.com/7d7554e8 Yes this is when the mod is loaded
Mlie  [author] Sep 14, 2022 @ 12:34pm 
@frankenzombies Steam removed it, please try again. Is this a log of the issue when only this mod is loaded?
frankenzombies Sep 14, 2022 @ 10:56am 
{LINK REMOVED} Heres the log
Mlie  [author] Sep 14, 2022 @ 10:55am 
@frankenzombies Yea, see Reporting Issues above if you want me to be able to solve it
frankenzombies Sep 14, 2022 @ 10:45am 
With this mod in theres errors and when I tested without it works fine
Mlie  [author] Sep 14, 2022 @ 10:44am 
@frankenzombies Not sure what it has to do with this mod?
frankenzombies Sep 14, 2022 @ 10:22am 
Sadly it wont let me generate all my factions on a new map even when I set it to crowded the map is almost empty
Mlie  [author] Aug 31, 2022 @ 11:02am 
@I exist @Howdy Pardner @DreamSoulshine
Blindsight pawns will no longer compensate for lost eyes.
I exist Aug 29, 2022 @ 11:58am 
Can confirm, Blindsight doesn't like this mod boosting pawn's eyesight above 0%.
Howdy Pardner Aug 20, 2022 @ 2:14pm 
@Mlie, I am getting an unintended interaction with this and the Blindsight [www.rimworldwiki.com] meme, specifically the "Blindness:Sublime" precept.

Pawns over time become used to not having eyes, giving back small amounts of vision and giving negative moodlets. As small as 1% vision gives back the "Half blind" and 'Not blind' negative moodlets with no way to cancel it short of reducing this mods to zero. Since this is a vanilla precept I suggest adding an exclusion for it to this mod.

Also, I noticed with prisoners I held from the Blind Tribe mod that enemy pawns all start with 0% 'lost limb training. I suggest any pawn spawned with missing limbs have maximum 'training' (as defined by the mod) for the lost parts.
Mlie  [author] May 9, 2022 @ 9:56pm 
@DreamSoulshine Can you verify with just this mod loaded?
SMercisk May 9, 2022 @ 9:05pm 
My blindsighted pawn with eyes gouged out keeps recovering it's sight for an unknown to me reason. I suspect it might be due to this mod. What do you think?
Mlie  [author] Jan 28, 2022 @ 1:32am 
@Carefree_Elf_NT I dont think I will add such complexity to the mod. As there is no static definition on how bodies are defined it would require a lot of specific rules to make sense I think.
Carefree_Elf_NT Jan 28, 2022 @ 12:50am 
Thank you for your work! Mod logical and relevant, because at the very beginning some rabid rabbit gnaws off half of your arm / leg. And the question is whether the development of this mod? I would like to see the division of efficiency, hands separately, legs separately, eyes, ears. It's more logical to learn to move without legs rather than build without arms... and Blindsight's Idiology is in revolt.
CrackaJack Jan 25, 2022 @ 2:50am 
@bungbung try that wheelchairs mod
Mlie  [author] Jan 19, 2022 @ 10:04pm 
@Bung Bung Depending of the body-definition of the pawn, missing all limbs used in moving may cause a forced downed effect regardless of the efficency percent
Bung Bung Jan 19, 2022 @ 5:47pm 
so, not sure why this happens. if both legs are missing then they will not be able to walk unless i set max efficiency to 66%, and even then they will only gain up to 16% moving before it stops. and they will not actually be able to walk, until a hediff is added or removed with the debug tools.

if their moving ability drops below 15%, they will still be able to walk (despite the fact that the game should incapacitate them at this point), until a hediff is added or removed with the debug tools.
Bung Bung Jan 19, 2022 @ 3:40pm 
@mlie ah, my bad. i had to wait for more efficiency to be gained. i thought the amount they already had would be enough to move. it's good now.
Mlie  [author] Jan 19, 2022 @ 1:58pm 
@Bung Bung It should work on any missing limb, regardless on how many are missing
Bung Bung Jan 19, 2022 @ 1:36pm 
do you think you could make this work when both legs are missing? i always thought legless pawns should be able to crawl instead of being permanent couch potatoes. maybe do the same for both arms.
Vintorez Jan 17, 2022 @ 4:58am 
Your update seems to have fixed it, good job

It was also occurring on unmodded creatures btw, had people walking around with shattered spines and destroyed torsos for 3000% bleeding/day lol
Mlie  [author] Jan 16, 2022 @ 11:36pm 
@Vintorez Tricky without knowing what creatures it was or what body-structure they have but Ive added some more error-handling of non-standard body-types so hopefully its fixed now. Please report back if not!
Vintorez Jan 16, 2022 @ 3:04pm 
Got some red errors pointing to this mod and had creatures living with destroyed torsos and such. Running quite a few other mods but disabling this mod prevented the issue from reoccurring.

https://gist.github.com/HugsLibRecordKeeper/999d7eede61801af154477d0a6de6e34
Mlie  [author] Jan 16, 2022 @ 10:57am 
@HazMat I found an issue with the calculations of capacities that should be fixed now. It had to do with legs having internal bones (Femur, Tibia) that do not get the MissingBodypart tag but still affects capacity.
Should be fixed now, thanks for the report!
HazMat Jan 15, 2022 @ 3:55am 
@Mlie no difference, I'm afraid. I deactivated everything except, you know, Core, the DLCs, and Harmony, and I started a new game. I tried using the dev tools to both add the "missing body part" hediff, and give them infections and then have them removed in game. Same deal, they can compensate for hands and feet, but not arms and legs.
Mlie  [author] Jan 14, 2022 @ 9:47pm 
@HazMat If you look at the first preview you can see that the mod is working for a leg. So I think you might have a mod-conflict. Can you test with only this mod loaded?
HazMat Jan 14, 2022 @ 5:00pm 
This is working perfectly for hands and feet, but one of my pawns just lost a whole arm, and there didn't seem to be any compensation growing for that. I arranged for the same to happen with a whole leg, which had the same result. They can adjust to missing a foot, but not the whole leg. Was this by design?

Still an awesome mod, but I just got curious.