RimWorld

RimWorld

Biosculpter Pod and Neural Supercharger Variations
108 Comments
Syrus  [author] Aug 18 @ 1:13pm 
Version 1.6.1
Fixed error on saving NeuralSuperchargerSettings when changing PawnCapacityModifiers

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@WhiteMantis
Fixed the error that would occur when changing a setting, but it was only related to the Neural Supercharger. Modifying the settings afterwards saved and loaded everything fine. If there's still issues on your end after the update, please post it here (include any errors that occur at the time).
WhiteMantis Aug 18 @ 7:48am 
The global learning factor of the neural enhancer and hunger factor of the sleep accelerator are reset each time the game is restarted.
Neunmalklug Aug 10 @ 11:22am 
hey, is it possible to make the smaller biosculpter pods compatible with the mod Bioform Matrix? and thanks for all the mod options, i love to make the neural supercharger 10x more espensive and energy hungry, but with no cooldown.
Syrus  [author] Jul 31 @ 11:03am 
Not sure I understand what you did, but I'm happy to hear you solved your issue...I guess!
Fortenraven Jul 30 @ 4:12pm 
Ah nevermind, something happened when I tried to go through my mods to figure out what may have been conflicting. Something seems to simply just disable the options menu but loading the same mods up made it work again. For anyone who has the same issue: Save your current mods and revert to previous (less loaded) list and try loading into the last good version where you had a working menu, open menu, close, load back your current mods list.
Fortenraven Jul 30 @ 4:03pm 
Would you know what would render the menu a blank page in regards to potential conflicts? I definitely disabled "Faster Biosculpter Pod" and had originally been able to see the menu but now it comes up as a blank.

Also wanted to add: Excellent mod, love it for space consolidation on pod farms and customization per pod size as well and it did (before my current issue above) work quite well with flushing training if the larger pods are set to really fast cycle times (for the sake of personal balance). Same with the neural superchargers in being able to adjust for faster charging (with higher power consumption...)
Rovstam Jul 24 @ 2:19pm 
Your mod essentially allows for doing what i wanted.
Syrus  [author] Jul 24 @ 1:13pm 
@Mose
No plans for that currently

Main thing with resizing structures is having to change the graphics, which is a lots of work for me, since I lack experience in doing so. If it's just something like 3x3 to 2x2, that may be easy. Anything else can be much harder

I'd probably be annoyed by the size of those structures - which was why I made this mod, but I haven't played since Biotech released, so I never saw the size of them
Mose Jul 24 @ 12:55pm 
@Rovstam, Yes, change the Supercharger recharge time to 0 in the mod options.

@Syrus Works great thanks! Any chance of a Biotech machines(mechtech specifically) variations mod? Hard to fit everything on my ship with how big they are.
Rovstam Jul 22 @ 7:54pm 
Can you make a single neural supercharger without cooldown
Syrus  [author] Jul 21 @ 11:20am 
@King Bradley of Lucerna
That setting just affects how many years the age reversal cycle reverses, it does not affect how often a pawn requiring age reversal wants it. But once they hit a certain age, they should stop demanding age reversal either way
Syrus  [author] Jul 21 @ 11:10am 
Working fine for me, at least with my local version.
Any specific setting you are modifying?
Anything in the error log?
Xeohul Jul 21 @ 8:35am 
for some reason mod settings wont save for me.
King Bradley of Lucerna Jul 20 @ 6:41pm 
I have the age adjustment set to 10 years but they want it in 60 days
哈尔菲斯 Jul 11 @ 6:45pm 
thank you for updating 1.6
Syrus  [author] Jul 11 @ 11:42am 
Version 1.6.0
Update for 1.6
Crimson Jul 2 @ 4:25am 
I have used both for my entire 1.5 play time and i never had any issues with the two mods running together
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

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@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.

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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.