RimWorld

RimWorld

Biosculpter Pod and Neural Supercharger Resize
93 Comments
Syrus  [author] Feb 13 @ 10:41am 
Because HugsLib is nice for simple settings, but Variations requires more advanced settings, at which point it goes beyond what HugsLib provides
Hunter-K13 Feb 12 @ 5:38pm 
Just out of curiosity, why does this mod require HugsLib, but the Variations mod doesn't?
Syrus  [author] Apr 12, 2024 @ 3:15pm 
Version 1.5.0
No code changes -- tested and seemed to work fine

There appears to be a visual glitch with the ready effect being offset under the pod, but that seems to also be the case when not using the mod, so I will abstain from trying to fix it for now
Hykal Apr 10, 2024 @ 1:11am 
Well I'm not running into any issues in 1.5 but an update would still be appreciated.
KYPHAGXpX999 Mar 22, 2024 @ 2:21pm 
Can we get 1.5 update please?
ShiftyNoob7 Jan 7, 2024 @ 10:42am 
Many thanks
Syrus  [author] Jan 7, 2024 @ 10:32am 
Version 1.4.4
Fixed shadowData being null causing errors

Compatibility with "No Shadows" should be there now.
ShiftyNoob7 Jan 7, 2024 @ 7:08am 
Thanks for your help! I'll just play without the 'no shadows' mod from now on lol
ShiftyNoob7 Jan 7, 2024 @ 7:06am 
Ah, that does seem to be the case. No error showed when I removed 'no shadows'

Here is the log in case you wanna see:
https://gist.github.com/HugsLibRecordKeeper/9d063587fed3a927d1184fe9882a099b
Syrus  [author] Jan 7, 2024 @ 6:50am 
My guess is that the No Shadows mod removes "shadowData" (sets it to null), which I was not expecting. (It's something I do to make the shadow fit the resized building.)

If that is in fact the problem, it's an easy fix, but I'll need to get my "deploy" script running again before I can upload it.
ShiftyNoob7 Jan 7, 2024 @ 6:30am 
Syrus  [author] Jan 7, 2024 @ 6:05am 
Steam hasn't updated the mod on your end yet, try resubscribing to force an update
ShiftyNoob7 Jan 7, 2024 @ 5:18am 
No worries at all, thanks for taking the time to look into this, I'll wait patiently. I love your mod because vanilla sculptors and chargers are way too big when you have a full colony of transhumanists!

Here is the latest log:
https://gist.github.com/HugsLibRecordKeeper/a5f261a3a5ca2ea6ceb559f2614e51f0

I'm not looking too close but I don't see any change in the last few logs.
Syrus  [author] Jan 7, 2024 @ 4:07am 
Version 1.4.3

I'm not sure why I thought the catch I implemented would give me any more information as to where that first exception was coming from...oh well.

I made a new version which should hopefully tell me what goes wrong, since I fear what you are seeing when changing the setting is just a consequence of the constructor being broken by an early exception. Though it does hint at there being an issue with the Biosculpter Def.

Sorry, I'm a bit occupied doing multiple things at once, hope I can look a bit more into it later today
ShiftyNoob7 Jan 7, 2024 @ 2:05am 
Here is the log that shows the errors when I try to change settings:
https://gist.github.com/HugsLibRecordKeeper/f07f5893e6f053dac6554b11baa3d36c
ShiftyNoob7 Jan 7, 2024 @ 1:45am 
Thought I should mention im using rimpy and dont see any conflicts in the load order
ShiftyNoob7 Jan 7, 2024 @ 1:45am 
I also get this error message when trying to change the biosculptor size from vanilla to your "2x2 left" size, same thing happens for any size:

[HugsLib][ERR] Exception while calling SettingHandle.OnValueChanged. Handle name was: "biosculpterPodSize" Value was: "Modded_2x2_Left". Exception was: System.NullReferenceException: Object reference not set to an instance of an object
at BPaNSResize.BPaNSResize.ChangeDef (Verse.ThingDef thingDef, Verse.GraphicData graphicData, Verse.GraphicData graphicData_Blueprint, Verse.IntVec2 buildingSize, System.Nullable`1[T] interactionCellOffset) [0x00022] in <42177e4c114047d4983617d964eaeb73>:0
ShiftyNoob7 Jan 7, 2024 @ 1:43am 
@Syrus Thanks for the clarification.

As you noted, the update didn't fix the error. Here is the new log:
https://gist.github.com/HugsLibRecordKeeper/bb29386180a069b03a40400d99aed904

I am running a big mod pack but as you said the only conflicting mod I can think of is "faster biosculptors" but I still get the same error message when launching without faster biosculptors loaded.
Syrus  [author] Jan 6, 2024 @ 2:46pm 
Version 1.4.2
Update for easier debugging & removed Git-, obj- & .vs-folders/files.

That log being massive is exactly what this log is there for, it includes a lot of potentially helpful information, which is why I ask for it when someone runs into an error, so thank you for posting it.
Sadly, this time I'm not sure how that error is possible, it must be some kind of mod conflict, but the only other mod I know affects the Biosculpter (or Neural Supercharger) is "Faster Biosculpters" and I could not detect any issues with it.

An update (1.4.2) for this mod has been uploaded which is unlikely to fix the problem , but it should hopefully throw a more helpful error-log message ... maybe. Awaiting your feedback.
ShiftyNoob7 Jan 6, 2024 @ 7:18am 
[HugsLib][ERR] BiosculpterPodAndNeuralSuperchargerResize caused an exception during OnDefsLoaded: System.TypeInitializationException: The type initializer for 'BPaNSResize.StaticStuff' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at BPaNSResize.StaticStuff..cctor () [0x00085] in <999e7fb29d8a4db69efea935a9545bb8>:0
ShiftyNoob7 Jan 6, 2024 @ 4:37am 
Ok, I can see that log is too massive to see the red error from this mod. How do I just share the one error message?
ShiftyNoob7 Jan 6, 2024 @ 3:54am 
Not sure if I shared that correctly, let me know if not lol
ShiftyNoob7 Jan 6, 2024 @ 3:54am 
Hey, I seem to be getting this red error when using your mod: https://gist.github.com/HugsLibRecordKeeper/3905264985277cfa439670ba53860144
Syrus  [author] Dec 3, 2023 @ 4:53am 
It's not a bug, rather, I did not implement an option to change the color of that effect, so it always uses the default look (except for being resized to fit better to the smaller pods).

Could add an option to change it for all, but not individually per variation.
Balthazad Dec 2, 2023 @ 7:06am 
i have bad news :(
i discovered a...bug :(
the color change is bugging...or rather i guess this was never encoded because never registered.
if you build a biosculpter whilst you have set lets say orange as glow effect color and then change to lets say blue, reload and make use of the now blue glowing biosculpter, the glow effect that moves from toes to head of the pawn will still be orange
Doctor Neetzow Mar 2, 2023 @ 12:53pm 
thank you very much sir!
Syrus  [author] Jan 18, 2023 @ 11:32am 
0. Make a backup save (always recommended for adding mods, though usually not necessary, but don't blame me if something breaks...just have a different save for falling back to if something does break, which it usually doesn't...)
1. Turn off game
2. Subscribe to mod
3. Start game
4. Activate mod
5. Restart game (pretty much happens automaticly anyway)
6. Set stuff to desired size via the mod options
7. Load save file
Reloading the save file will always be necessary when changing the size of stuff.
It's easier than it sounds, actually.

...in all honest, I usually just make a backup save, through the mod I want to add in and see if it works or not.
Doctor Neetzow Jan 17, 2023 @ 6:16pm 
OK... so after reading all the way back to june and even before that, it seems you should not have much problems with an ongoing colony, but... you gotta "reload" if you are going to "resize"

If I get it right, If you want to chage the size of the buildings, first, you need to save (backup, duh), than apply the mod, load the save, save with another name, close, close game, and than you are good to go?

I'm not the sharpest tool on the shed, so obvius stuff like that fly over me quite often...

If it's not asking to much @syrus , could you add one "step-by-step how to do for dumbs" on the mod description?
Doctor Neetzow Jan 17, 2023 @ 4:46pm 
Dunno if someone already asked that, but is it "save file" friendly?
victor Jan 16, 2023 @ 7:45pm 
Thanks for this mod. Free joy cicle for you.
Syrus  [author] Jan 4, 2023 @ 12:57pm 
Due to popular request I've turned masochist* ... I mean ... I've made a version which allows you to build all versions of these buildings at the same time.
It's aptly called Biosculpter Pod and Neural Supercharger Variations and can be found at:
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2912653769


(* I hope I never have to touch "ThingRequest" ever again...)
Syrus  [author] Jan 1, 2023 @ 2:18am 
Version 1.4.1
Fixed animation not being placed right due to a RimWorld update
Syrus  [author] Jan 1, 2023 @ 1:43am 
Uh...it was doing that already. Was ...apparently something changed in the code.
Master_Michl Dec 31, 2022 @ 4:10pm 
Hello, is it possible to adjust the position that pawns float in to match the location of the tank part of the graphic? They float in the middle of my 2x2 sculptor :D thanks for the nice mod!
事不过三兄ToumanRin Dec 17, 2022 @ 11:06am 
Look at this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2645100914 The fridge of this mod can both be 1x2 or 1x1 because you can right click to choose its type like changing materials.
Can you change the form like this? Player can right click to choose the type of machine to install.
LAJ-47FC9 Dec 10, 2022 @ 7:36pm 
Kind of wish you could have both of the 2x2 graphics active at once, and just choose between them somehow. Probably out of reach without playing with stuff in a dangerous way, though. Excellent mod!
Caladur Nov 15, 2022 @ 6:49pm 
Figured as much, just wanted to leave a comment if anyone else had the same problem and gets confused that they still can't find the mod.
Syrus  [author] Nov 15, 2022 @ 11:35am 
I've seen that issue before as well, I'm quite sure it is not related to my mod though, it still happens when I deactivate the mod.
Caladur Nov 14, 2022 @ 5:41pm 
There seems to be a bug that messes with mod menu. Not sure if it just me though:
I can see the mod button when just scrolling through the list, but typing in the search box hides alot of mods.
A Strange Construct Nov 11, 2022 @ 3:38pm 
Found it, thanks! Can't believe I missed that.
Syrus  [author] Nov 8, 2022 @ 11:57am 
Click on " Options ", then " Mod options ", then look for " Biosculpter Pod an Neural ... "



It relies on HugsLib*, so the settings can only be reached via the "Mod settings" tab, not the "Advanced..." button (*which I should add as a dependency, just noticed it's not added on this page).
A Strange Construct Nov 7, 2022 @ 5:53pm 
Hey, I'm a bit lost on where the settings are for this mod? They're supposed to be in the in-game mod settings tab right? I can't seem to find them, someone let me know how small brained I am please.
VelxraTV Oct 23, 2022 @ 10:14am 
Thank you
Syrus  [author] Oct 23, 2022 @ 6:12am 
Updated for 1.4 (no changes)
VelxraTV Oct 21, 2022 @ 4:54pm 
Please update to 1.4
BB7 Oct 21, 2022 @ 12:26pm 
will come to 1.4?
emineminem Aug 24, 2022 @ 5:28pm 
Never mind, I'm an absolute moron

The permissions had been limited to 0%-99% health items only, and in my frantic copying of settings to try to find the magic 'let this work' ones, I'd managed to copy that to every single one of my 52 pods. :steamfacepalm:
emineminem Aug 24, 2022 @ 5:17pm 
According to the quick test I just did, even when your mod is disabled, it still states 'no food' for me.

I really appreciate you looking into this, even knowing (now for certain!) that it's not your work doing this to the game!
Syrus  [author] Aug 24, 2022 @ 1:42pm 
This mod only modifies visual properties of the two buildings.
I find it extremely unlikely that it could cause such a bug.

Your log contains a lot of "StatRequest for null def." - not sure what causes that, but it's happening concerningly often, so many times that the log's message limit is hit. I would assume that your mod setup has other problems which cause this bug.

Still, please try and disable this mod to see if the issue persists.
(Of course, make sure to make a save copy or try reproducing the bug on a new save! Disabling mods can cause issues.)

If the issue is gone when disabling my mod, I'll have to go on a deeper dive to figure out what might be causing it.
emineminem Aug 24, 2022 @ 1:24pm 
Not sure if it's an issue with this mod, or something else, but when I ask a pawn to fill my pods with food, they say there's no food available, even though I have multiple stores of available raw foods, and all raw foods are permitted to be added.
I have no idea how to read the logs, so even if you could point me in the right direction of what could be causing this, that'd be great!

https://gist.github.com/d41c4036ecf93a6892c7c7acdd559e6e