RimWorld

RimWorld

Biosculpter Pod and Neural Supercharger Variations
91 Comments
Syrus  [author] Apr 30 @ 11:49am 
I would assume it to not be compatible - but have not tested it
Could be, could not be. If you test it, feedback is appreciated
Tardo The Ass-Monkey Apr 29 @ 8:05pm 
Is this compatible with Overloaded Bioscultper ( https://steamcommunity.com/sharedfiles/filedetails/?id=2637020437 )? Assuming I don't touch any of the speed settings on this end, and only use it for the different sizes?
Lathrael Feb 26 @ 2:55am 
Or maybe even wall mounted superchargers? Those would be amazing especially for spacecraft colonies.
Lathrael Feb 26 @ 2:43am 
Hey, how about a wall mounted sleep accelerator?
surefirecure Nov 22, 2024 @ 6:01pm 
This is a gorgeous mod. Is there any way to make biosculptors useable by guests?
Syrus  [author] Jul 22, 2024 @ 11:32am 
Sadly, there was no value that allows changing that and I didn't see any way to easily mod that in while having a quick look over it just now.
AJarOfDirt Jul 21, 2024 @ 1:18pm 
Any way to make neural Superchargers not draw power when they are fully charged?
Syrus  [author] Jun 19, 2024 @ 2:49am 
You say you "reworked the sizes": in this mod all differently sized variations of the pod and the charger are available for building at the same time via the build menu, just like you would choose different materials for walls, for example.

(Settings can be set per variation, this is because some people may wish to balance smaller pods by making them slower or such.)
Jake, From Allstate, at 3am Jun 18, 2024 @ 10:31pm 
Hi, I'm having some issues with this mod. The "Incompatible" Mods listed above were working for me, but when I disabled them and enabled this one. nothing is "sticking." I've reworked the sizes of the biosculpting pods, etc, but when I save, restart the game, and load, it stays the same as vanilla. Any advice?
Thanks in Advance
https://gist.github.com/HugsLibRecordKeeper/0e0e206fece5aab8a72ff000f6a4be0e
Nachonacho May 26, 2024 @ 10:15am 
Best settings menu I have seen in a while, compact, intuitive and detailed, great job there!
Brooks May 6, 2024 @ 11:04am 
Thank you, Syrus!
Syrus  [author] May 6, 2024 @ 9:57am 
Is a compatibility issue with Selective Regeneration, should have been fixed, but it seems somethign was - probably accidentally - reverted. Dropped a comment on their mod
Brooks May 5, 2024 @ 3:07pm 
Hi! I'm getting this error thrown into the log: https://gist.github.com/HugsLibRecordKeeper/381854f50f49bf34234c44443e6e2966

If you could take a look whenever you've got the spare time, it'd be greatly appreciated. Thank you very much for the mod!
Syrus  [author] Apr 20, 2024 @ 4:23am 
@Samuel_Bucher
Thank you

@GoSu
I appreciate the thought, but I don't take donations, thanks though
GoSu Apr 19, 2024 @ 11:45am 
@Syrus Thank you very much! If you have a kofi link let me know please.
Samuel_Bucher Apr 19, 2024 @ 1:44am 
I did not think that me saying what I said would offend you as much as it did, and I'm genuenly sorry for that. You can make whatever mods you want, man, popularity is a complete non-issue. I myself only have made 1 mod with more than 300 subscribers. What I was trying to say was that I personally didn't see much of a need for me to potentially break compatibility with Faster Biosculpter Pods to accomodate Biosculpter Pod and Neural Supercharger Variations. But your pull request showed me that I didn't need to break compatibility at all. I had no idea about interfaces. Your pull request has been graciously accepted and Selective Bioregeneration is now compatible with Biosculpter Pod and Neural Supercharger Variations. Thank you. And again, I'm sorry.
Syrus  [author] Apr 18, 2024 @ 3:52pm 
I don't care if there's a large "market" or not, there are more than two thousand subscribers and at least one who wishes to use both this mod and your newly created one together, so I'm looking for a solution to make that happen.
Variations includes its own settings apart from Faster BP, because it allows modifying each version of the buildings, this was impossible to make compatible with Faster BP. It was requested and I considered it a useful idea - it is optional as settings can be copied to all at once as well, if desired.

Finally, your tone comes off as insulting the work I put into this, you may not see the use in this mod, that does not mean others don't either. Faster BP and Resize got their purpose and work together, when using Variations though, both of them are incompatible and redundant.

I have created a pull request with the changes I desired for your mod, with those it is compatible with Variations.
Do what you wish with it.
Samuel_Bucher Apr 18, 2024 @ 1:56pm 
I don't think that there is a large market for people who want more than one biosculpter pod type, which differ only visually and size wise. Personally, I use one of the 2x2 ones via the resize mod, and I wouldn't want to have the option to build the others. Besides, Faster Biosculpter Pod has a LOT (~20 times) more subscribers. I'd rather go with the option which accommodates the most people. Also, I stand for atomization of solutions. If this mod didn't do settings and just added all of those building variants, then I would have tried to make compatibility changes. But as things stand, it just tries to do too much and either does things as well or worse than the mods it's trying to replace.
Syrus  [author] Apr 18, 2024 @ 11:13am 
@Samuel_Bucher
I would rather say that Faster Biosculpter Pod and BPaNS Resize are made redundant by this mod, which was made after the latter, to allow people to use all variations, instead of being limited to only replacing the original pod with one option.
Samuel_Bucher Apr 18, 2024 @ 12:54am 
@Syrus Hello. It took me a while to realize that this mod and Biosculpter Pod and Neural Supercharger Resize are 2 different mods and that I wasn't getting any issues with this mod because I wasn't even using it. Since this mod is made redundant by Faster Biosculpter Pod and BPaNS Resize, I will not be making any compatibility changes. Instead, I will mark it as "incompatible" with my mod.

@GoSu First and foremost, thank you for using my mod. I suggest you replace Biosculpter Pod and Neural Supercharger Variations with Biosculpter Pod and Neural Supercharger Resize and then install Faster Biosculpter Pod for cycle tweaking. I have worked with the latter mod's developer to make it compatible with Selective Bioregeneration.
Syrus  [author] Apr 17, 2024 @ 1:50pm 
Hm...yes. I see what the issue is. Not sure how to fix it at the moment, wish the author had implemented it a bit differently.
GoSu Apr 17, 2024 @ 12:56pm 
Hey yea thank you for taking a look at it so fast. I appreciate it. It was indeed the Selective Bio Regeneration. https://steamcommunity.com/sharedfiles/filedetails/?id=3217675412 . I can access the setting without that mod now.
Syrus  [author] Apr 17, 2024 @ 12:38pm 
Oh well, was worth a try.
If you find the mod causing the issue, drop a comment. Not saying I can fix it, but it makes me wonder what it does to cause this issue.
GoSu Apr 17, 2024 @ 12:30pm 
Did not seem to work.
GoSu Apr 17, 2024 @ 12:18pm 
Alright gimme a little bit I have to resub and its gonna take a few to load up.
Syrus  [author] Apr 17, 2024 @ 12:14pm 
Please check without removing first. Curious if my update change anything.
GoSu Apr 17, 2024 @ 12:11pm 
Oh I think I know what it is the selective bio regeneration choice. I'm going to try removing that and check if that is what causing it.
Syrus  [author] Apr 17, 2024 @ 12:08pm 
Version 1.5.2

---

@GoSu
Please check if it works now.
No promises though, just working on a hunch here.
Syrus  [author] Apr 17, 2024 @ 11:59am 
The issue appears much sooner than when you open the settings - it already happens when you launch the game, see:
System.Exception: GetSingleCompPropertiesOfTypeWithCompClass encountered invalid number of CompProperties:
RimWorld.CompProperties_BiosculpterPod_HealingCycle
RimWorld.CompBiosculpterPod_MedicCycle0


My guess is, another mod changes (or removes) the Biosculpter Pod's medic cycle (or its compClass), which my mod therefore can't find, causing an error.
It would be good to know which mod and what it actually does that causes the problem.

I can think of one way that maybe could fix the issue on my end, if the conflicting mod does what I think it does.
GoSu Apr 17, 2024 @ 9:57am 
When opening the setting for the mod I get red error
xception filling window for RimWorld.Dialog_ModSettings: System.NullReferenceException: Object reference not set to an instance of an object
Syrus  [author] Apr 13, 2024 @ 9:34am 
Version 1.5.1
Added patch for "This Is Mine (Continued)"
Syrus  [author] Apr 12, 2024 @ 4:03pm 
Version 1.5.0
Small code fix for 1.5.0 -- only did some quick testing
Ready effect is offset a bit weirdly, but I saw that on the Resize version of this mod as well, and pretty sure it also happens without mods, so I'll wait with trying to fix that for now, maybe it gets patched.

---

Needed to make sure the mod works in 1.5 before I could look into adding the compatibility patch. Might add it later, unless I forget ... which is quite likely, with my brain.
Inglix Apr 8, 2024 @ 12:13pm 
It would also be trivial for someone to publish a compatibility patch that could be subscribed to as needed. It could be Reninzo's first RimWorld mod if they felt like taking a stab at it.
Syrus  [author] Apr 8, 2024 @ 11:37am 
I feel like it would be preferable if the author of ThisIsMine added this to their mod.
In my opinion it's more towards their end to fix than mine, but if they don't respond to the suggestion or don't want to add it, tell me and I will see to adding it with the eventual 1.5 update.
Reninzo Apr 8, 2024 @ 11:02am 
@Syrus
Thanks for the suggestions! I tested with only these two mods and harmony installed and it didn't seem to make a difference which order they were loaded in. I was able to get it working by adding these operations to the end of the patch file for this mod as Inglix suggested:

<!-- add ThisIsMine comps field to new neural supercharger if it doesn't exist -->
<Operation Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="NeuralSupercharger"]/comps</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/WorldObjectDef[defName="NeuralSupercharger"]</xpath>
<value>
<comps />
</value>
</nomatch>
</Operation>

<!-- add ThisIsMin comp to new neural supercharger -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="NeuralSupercharger"]/comps</xpath>
<value>
<li Class="ThisIsMine.CompProperties_CanBelongToRoomOwners">
</li>
</value>
</Operation>
Inglix Apr 5, 2024 @ 6:36pm 
The mod that Reninzo is referring to by default only works for buildings in the Furniture category, but it's also hard coded to allow the Neural Supercharger, Sleep Accelerator, and Biosculpter Pod.

https://github.com/emipa606/ThisIsMine/blob/main/Source/ThisIsMine/HarmonyInit.cs#L36-L38

You could probably add a conditional patch to add the comp from that mod to the defs for your new variations of these buildings.
Syrus  [author] Mar 27, 2024 @ 1:43pm 
@Reninzo
I'm not familiar with that mod. Could you please check whether it is loaded before or after Variations? If it's before, try loading it after this mod.
Going by how I assume that mod might work, maybe that helps. Otherwise I'll have to look into it.
Arnovitz Mar 27, 2024 @ 6:29am 
The latest fix worked, thanks!
Reninzo Mar 25, 2024 @ 7:32pm 
I'm running into a conflict with the mod This is Mine trying to assign the neural supercharger to a bed. It'll work for the default 1x3 supercharger but the 1x2 variant doesn't get the options. If that's something that can be resolved easily that'd be awesome, thanks!
Syrus  [author] Mar 25, 2024 @ 1:26pm 
Version 1.4.7
Fixed Biotuned Duration not being set to modified value when a pawn reentered a Biosculpter while it is biotuned

---

@Arnovitz
Found and fixed. Thank you for the report!
Tested and seemed to work now, makes me wonder if they changed it or if I just missed it and never noticed.
Arnovitz Mar 23, 2024 @ 1:50pm 
Well on second check, after the initial building of the pod, the duration will change correctly after the first use and biotuning, but on subsequent uses it will go back to the default 1.2 years.
Arnovitz Mar 23, 2024 @ 12:00pm 
I figured it out. If you change the biotuned duration, it only applies to newly constructed pods.
Syrus  [author] Mar 23, 2024 @ 7:59am 
Works for me, though I tested it with a very limited mod set.
Do you happen to have any other mod that affects that setting or Biosculpters in general?

For example, you won't need Faster Biosculpter Pod when using this mod, and I don't think they are compatible.
Arnovitz Mar 23, 2024 @ 6:32am 
1.4, all of the other changes I make in the menu seem to work.
Syrus  [author] Mar 23, 2024 @ 1:42am 
1.4 or 1.5?
Arnovitz Mar 22, 2024 @ 7:35pm 
Changing the duration of biotuning does not seem to work. It defaults to 1.2 years when the pawn completes the cycle despite editing the ticks in the menu.
Crimson Feb 29, 2024 @ 12:40pm 
@Syrus yep that's how it works. Thanks. I will get it uploaded tonight or tomorrow. Just need to finish touching them up
Syrus  [author] Feb 29, 2024 @ 11:29am 
You only need to upload the replacement textures, when the replacement mod is loaded after this one, the original textures should then get replaced - as far as I'm aware?
I see no issues with that, so, go ahead!
Crimson Feb 29, 2024 @ 1:42am 
@Syrus do you mind if I upload an upscaled texture mod for this mod? Credit will be given.