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RimWorld => Releases => Mods => Outdated => Topic started by: UMK on March 07, 2015, 05:06:14 AM

Title: [A9] [MODLIST] UMK's Hardcoded stuff, FixScar(2.3.2) - Bionic-Frigging-Torso
Post by: UMK on March 07, 2015, 05:06:14 AM
Hello, fellow colonists!
Started my personal modlist full of semi-insane ideas.

FixScar
This simple little mod allows you to patch scars on colonists' heads, necks and torso (other body parts can be replaced with prothesics or harvested limbs) using surgery and some human meat and leather (hummmy!).
And also now 'Bad Back' effect is applied to spine, rather than to torso. For characters who already has that effect before mod installation exists diagnose operation, which will relocate it (spess magic) to spine (or remove if spine was replaced).
But it's not all. Mod present rejuvenators (glitterworld medicine for now), which when injected can cure Frail, and starts de-aging process. But all comes at cost, after rapid rejuvenation period colonist will start suffer from accelerated aging. (This shit is so unbalanced... And I like it)
And this list is not over yet. You can make your own bionic torso at machining table and install it without removal of already installed bionics or restoration of missing organs!
Proof:
(http://i.imgur.com/vzKybyF.png?2)

Download (https://www.dropbox.com/s/qbrjfb3246onyms/FixScar.zip?dl=0)

Compatibility with 'Expanded Prosthetics and Organ Engineering' (https://ludeon.com/forums/index.php?topic=10571.0) checked. Could be compatible with everything else.
Used FixBone (https://ludeon.com/forums/index.php?topic=10659.msg105503#msg105503) as inspiration.
Version history:
2.0, removed unused xmls. Could still be working.
2.1, source attached. Added way to treat 'Bad Back'
2.2, added rejuvenators.
2.2.1 - applied rejuvenators to whole body, not brain.
2.2.2 - fixed insane pain factors, added 'hidden' pawn activity - aging, rebalanced aging rates.
2.3.0 - Added bionic torso.
2.3.1 - Made bionic torso 'mod-friendly' so it won't replace Hediff_InjuryLocal derived classes.
2.3.2 - Fixed some bugs


Never Stop Looking
In short, with this prothesics mod you can make your own Adam 'Bossfight' Jensen (who never asked for this).
Details:
Download from dropbox (https://www.dropbox.com/s/v56qeix2bo60lj0/NeverStopLooking.zip?dl=0)
Screenies: http://imgur.com/a/sCiDR (http://imgur.com/a/sCiDR)

This mod is far from being finished, better to say it's just a tool, I hope you'll figure out how use it and improve. I have not much experience to implement all planned features.
For example you can turn those 'augmentations' into genetical enhancements, nerfing pain effect (giving it treatability and renaming as 'adaptaion').

Update 0.1.1: included source code.
Update 0.2.0: Added Rhino dermal armor. Now mod is confilicting with everything what modifies vanilla damage types.
Update 0.3.0: Added Glass Shield cloaking system. It is less impressive than it could be. All it does is just reducing chance to be shot by 50%. I'm working on effects, if you have any idea how to apply alpha channel to pawn, tell me, please.


Recoil Compensation stat
Added new pawn stat - recoil compensation, which greatly reduces (best reduction I've achieved was 57%) cooldown between attacks (the very time your pawn spend after shooting stupidly standing still). This stat is affected with manipulation and consciousness activities, as well as shooting skill, 'Trigger-happy' trait increases compensation even further. Soft-capped at 70% adn 60%, hard-capped at 50% (you won't reach it anyway).

Download (https://www.dropbox.com/s/8agt6rervj8mmcp/RecoilCompensation.zip?dl=0)

Go and fire with this (https://ludeon.com/forums/index.php?topic=11160.0) 'Grendel' now. Haven't noticed any issues, but utilized dirty hacks you can see in attached source code leave no doubt - they must exist. Tynan, don't open it. Please.

Updated to 0.0.2a now this stat will work with all verbs which inherit from Verb_LaunchProjectile, and even if some do not it will not break everything into jerky animation at least.

Meal dispenser
Now NPD can dispense meals (simple and fine). Added 2 more research projects to improve NPD. Apperance was replaced with Kirid's small side dispenser (which one I favor), if you want good old look - replace mod files with ones from Vanilla-like (or activate Vanilla-like as mod after MealDispensers).
Will affect only newly built NPDs.

Download (https://www.dropbox.com/s/n6416x8bmim0bxx/MealDispenser.zip?dl=0)

NotOnlyBeer
Not only beer, that it is! Now pawns will consume all drugs and beverages automatically. It is temporary solution before Tynan's fix. Less deeper and thoughtful code, but it works at least.
Download (https://www.dropbox.com/s/zq7zuqzxv6xuyej/NotOnlyBeer.zip?dl=0)
Updated to 0.2 - limited search distance to 30 tiles. Due to game implementation this distance ignores walls and barely passable and hazardous locations. I have alternative version, but it might cause pathing issues (game reinitiates all paths). But it's still much better than pawns walking to other side of map for booze.


Note for modders. If you think that you can use or improve stuff posted here - you are free to do it. Most mods have (unreadable) sources.
Title: Re: [MOD](Alpha 9) ScarPatching (Ver. 1)
Post by: Ykara on March 07, 2015, 05:23:18 AM
Looks awesome!
Title: Re: [MOD](Alpha 9) ScarPatching (Ver. 1)
Post by: Latta on March 07, 2015, 05:30:43 AM
I never thought of fixing scar with assembly :o This way patching neck won't get rid of my expensive brain implant etc, right?
Hey, but can you delete...what should I call it, dummy files? From my FixBone? I think you forgot to delete those lol.
Title: Re: [MOD](Alpha 9) ScarPatching (Ver. 1)
Post by: UMK on March 07, 2015, 07:22:31 AM
Quote from: Latta on March 07, 2015, 05:30:43 AM
I never thought of fixing scar with assembly :o This way patching neck won't get rid of my expensive brain implant etc, right?
Hey, but can you delete...what should I call it, dummy files? From my FixBone? I think you forgot to delete those lol.
Thanks for your FixBone, Latta! I thought it is possible to fix scars in the same way, but it caused effect mentioned by you: all implants have been removed too. So I've created my own surgery recipe class. Code just looks for InjuryLocal hediffs for operated part, checks that it isOld and heals it. Actually it is possible to expand list of healable limbs with simple xml editing of appliedTo section.
Title: Re: [MOD](Alpha 9) ScarPatching (Ver. 1)
Post by: Boboid on March 07, 2015, 07:30:16 AM
Huh.. Awesome!

Glad someone found a decent way to repair scars. Always bothered me when playing heavily modded that I'd have a colonist that was about 85% bionic(Limbs, organs... ears..) with a damaged torso.
Title: Re: [MODLIST](Alpha 9) ScarPatching (Ver. 2) & NeverStopLooking (Ver. 0.1)
Post by: UMK on March 08, 2015, 06:22:57 AM
Updated ScarPatching (won't affect gameplay, just looks better from internal side) and added new mod.
Title: Re: [MODLIST](Alpha 9) ScarPatching (Ver. 2) and NeverStopLooking (Ver. 0.1)
Post by: Ykara on March 08, 2015, 06:39:51 AM
This gets better and better, I wish I could be so good at dll modding like you are!
Title: Re: [MODLIST](Alpha 9) ScarPatching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: UMK on March 09, 2015, 04:51:10 AM
Added new stat - recoil compensation. See OP
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: UMK on March 09, 2015, 07:24:58 AM
Added way to fix bad back.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: artyb on March 09, 2015, 10:36:40 AM
Unfortunately, Recoil compensation have a conflict with mods like RimEffect and others that adds some guns. They just don't wanna shoot at all.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: UMK on March 09, 2015, 11:15:10 AM
Quote from: artyb on March 09, 2015, 10:36:40 AM
Unfortunately, Recoil compensation have a conflict with mods like RimEffect and others that adds some guns. They just don't wanna shoot at all.
Thanks for feedback! For this time it was possible and fairly easy to fix this issue. It was stupid of me, having entire arsenal of masterwork and legendary RimEffect guns to not test them.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: Ykara on March 09, 2015, 01:54:07 PM
I have found a problem in the code, when I try to compile it Visual Studio tells me that it "can't explicitly call operator or accessor"
get_Part causes the problems, do you know a way to fix this?
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: UMK on March 09, 2015, 03:32:09 PM
Not a single idea. Could be missing references to RimWorld assemblies, or wrong target .NET version or platform. C# is so C# and MS is so MS.Their compliers are known to tell something gibberish or facts exact opposite to truth.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.1a)
Post by: artyb on March 09, 2015, 05:50:52 PM
Quote from: UMK on March 09, 2015, 11:15:10 AM
Quote from: artyb on March 09, 2015, 10:36:40 AM
Unfortunately, Recoil compensation have a conflict with mods like RimEffect and others that adds some guns. They just don't wanna shoot at all.
Thanks for feedback! For this time it was possible and fairly easy to fix this issue. It was stupid of me, having entire arsenal of masterwork and legendary RimEffect guns to not test them.

Ill be waiting. Thats what must be in full game release.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: UMK on March 09, 2015, 06:51:23 PM
I've updated it to 0.0.2a. Vanilla, Rimfire and Rimsenal tested to work.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: Boboid on March 09, 2015, 07:00:45 PM
So to be clear your Recoil Comp stat is effectively increasing the fire rate of colonists proportional to their manipulation/conc/shooting skill?

I'm assuming that a 100% colonist with 7-10 shooting skill would effectively end up roughly where a vanilla colonist would in terms of fire rate.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: UMK on March 09, 2015, 08:46:33 PM
At 10 shooting cooldown will be around  85%, 20 - 70%, if you manage to get Cons*Man >= 5.0 on trigger-happy pawn you will hit hardcap of 50%. This could be easily tweaked with adding points to post-process curve. But this stat is also capped at 100% due to implementation limitations, so it can't be used to increase cooldown. It is possible to write code in way to allow this, but it will be even less reliable.
I haven't balanced stat and I have interest in doing it. Brining it into life was a challenge itself. And also taking care about balance in game when one zero-skill shooter can one-shot sniper behind his cover don't seem quite reasonable. And besides I just don't like this stupid cooldown thingy. Pawn remains in busy state for x seconds motionless, and this delay could be interrupted only with stun, fire or save&load (nullifies cooldowns and aim timers).
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: artyb on March 10, 2015, 04:09:00 AM
Also, that would be nice for Rimeffect and Project Armory (I think, Deagle, that don't shoot at at is from this mode. And this bug I found on him). I think that will be pretty nice to add that too. I know thats the lot of guns, so I hope you can find the time for that.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: Boboid on March 10, 2015, 09:37:55 AM
I'd be surprised if it wasn't compatible already, as far as I can tell he's not done anything to the guns themselves - their stats remained unchanged they're just being modified by another stat from the colonist.

Might be some weird problems with cooldowns that get too low but they'd be the exception rather than the rule I think.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: UMK on March 10, 2015, 11:05:30 PM
Is there anybody with skill "CSharpening" 15 or higher? There is need to inherit one of Tynan's classes, and override one of his methods, but it is not virtual. How to do so? Any black magic from reflection will help. Probably easiest solution is to ask himself to make it virtual, but we won't see any difference until update.
Title: Re: [MODLIST](Alpha 9) BadBack Patching & stuff, RecoilCompensation (V. 0.0.2a)
Post by: UMK on March 11, 2015, 04:16:28 AM
Implemented the thing you've ever asked for. Meal-Damn-Dispenser.
Nutrient dispensers are damn hardcoded. No way to expand/extend/replace them, at least the one I know. Except complete rewrite of Tynan's code for 'Ingest' job. So to make it work I had to do terrible thing. Dispenser code replaces ThingDefOf.MealNutrientPaste with it's own, research dependent def. Taking into account that in vanilla you can obtain paste only though drop pod event, traders and dispensers, this code won't cause any issues.
Tynan, if you are reading it, please, make ingredient list of meal public and ensure to make DispenseFood virtual(I understand why it is not virtual).
Title: Re: [MODLIST](Alpha 9) BadBack & stuff, MealDispensers (0.0.1a)
Post by: silentlord on March 12, 2015, 10:14:21 AM
hi.

just wanted a quick clarification on the fixing scars...... i gotta chop a human up for human meat, and get leather (any leather?) and then when i click operation i'll get the option to fix scars?

i got a pawn now who sorely needs this. lol i renamed him Scars as he has loads of scars everywhere and missing toes and fingers.
Title: Re: [MODLIST](Alpha 9) BadBack & stuff, MealDispensers (0.0.1a)
Post by: hentiger on March 12, 2015, 12:13:43 PM
Awesome meal disp! I like it. I should use it
Title: Re: [MODLIST](Alpha 9) BadBack & stuff, MealDispensers (0.0.1a)
Post by: UMK on March 12, 2015, 11:17:49 PM
Quote from: silentlord on March 12, 2015, 10:14:21 AM
hi.

just wanted a quick clarification on the fixing scars...... i gotta chop a human up for human meat, and get leather (any leather?) and then when i click operation i'll get the option to fix scars?

i got a pawn now who sorely needs this. lol i renamed him Scars as he has loads of scars everywhere and missing toes and fingers.
Nope, you need to chop human or buy human leather/meat from traders for 10 of each. Then you can apply it to scars on torso, neck and head. Missing fingers are easily fixable in vanilla game: you simply chop off arm and attach it back. Same for toes. But why bother yourself with this organic filth when you can go full bionic?
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking 0.2.0
Post by: UMK on March 13, 2015, 12:49:46 AM
Added Rhino dermal armor - it reduces incoming damage. To make it I had to modify damage workers of all vanilla damage defs from LocalInjury. If your mod modifies them too there will be conflict. Also won't affect additional damage types from mods like optic damage from Rimsenal and radiation from Industrialization.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking 0.2.0
Post by: cythedag on March 13, 2015, 08:24:18 AM
I love that meal dispenser man. But it's kinda overpowered. I have mine fully upgraded and it only takes 5 food to make a fine meal with zero chance at food poisoning. Is there a way to make it so as you research better meals for it, that the food cost goes up? Really the only reason I use it is because I get tired of my survivors running around vomiting all over the place from food poisoning (even though i have somewhat decent cooks). That poisoning mechanic can almost cripple an early base. Thanks for the mods!
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking 0.2.0
Post by: UMK on March 13, 2015, 08:56:37 AM
Meanwhile, update for FixScar, now it makes even Frail healable.

Quote from: cythedag on March 13, 2015, 08:24:18 AM
I love that meal dispenser man. But it's kinda overpowered. I have mine fully upgraded and it only takes 5 food to make a fine meal with zero chance at food poisoning. Is there a way to make it so as you research better meals for it, that the food cost goes up? Really the only reason I use it is because I get tired of my survivors running around vomiting all over the place from food poisoning (even though i have somewhat decent cooks). That poisoning mechanic can almost cripple an early base. Thanks for the mods!
There is a way to do it, but it involves black magic which even scares even me. Anyway this dispenser is somewhat balanced because it can't dispense lavish food. At the moment player finishes those projects they might have cooks skilled enough to make lavish meals without causing poisoning.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking 0.2.0
Post by: cythedag on March 13, 2015, 10:20:48 AM
Quote from: UMK on March 13, 2015, 08:56:37 AM
There is a way to do it, but it involves black magic which even scares even me. Anyway this dispenser is somewhat balanced because it can't dispense lavish food. At the moment player finishes those projects they might have cooks skilled enough to make lavish meals without causing poisoning.
Alright, I see your point. I didn't mean to seem like I was negatively criticizing your mod. Sorry if I came off that way. Really I'm impressed with your work.

My point was, if I can make a "perfect" fine meal with half the resources it takes to make a pawn-engineered "flawed" version of one, it lowers the impetus for me to spend the time and resources to train up my cooks in the first place. It throws off the games economics just a bit. The meal dispenser has it's own negative drawbacks (requires power, can only cook a maximum of fine meal) but those drawbacks are displaced by the obvious low resource requirements.

Maybe I'm over-analyzing. Anyways, great work. My comment is just an observation.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking 0.2.0
Post by: UMK on March 13, 2015, 11:21:21 AM
I know that my hand-made stuff is imbalanced as hell. I have no interest in balancing, but community is free to do it at any time. I interpret all what I've done as little snippets lying on the ground and waiting somebody to pick up.
Added ability to consume stuff from Weed!, Finer Things, CanIBrewIt and such. Actually everything what isPleasureDrug.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NotOnlyBeer
Post by: artyb on March 13, 2015, 12:34:07 PM
I'm still hope that you make your Recoil Compensation compatible with Rim Effect and Project Armory mods.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NotOnlyBeer
Post by: Dragoon on March 13, 2015, 12:46:00 PM
Yay recoil comprehension got updated ;D.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NotOnlyBeer
Post by: Sokar408 on March 13, 2015, 02:48:16 PM
I have been playing with the FixScar mod, and for some reason, even though I can get to operate, the scars remain afterwards. Please help

EDIT: Actually its "Old Gun Shot" that allows me to operate, but stays afterwards. Scars does indeed disappear
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NotOnlyBeer
Post by: UMK on March 13, 2015, 03:48:02 PM
Quote from: Sokar408 on March 13, 2015, 02:48:16 PM
I have been playing with the FixScar mod, and for some reason, even though I can get to operate, the scars remain afterwards. Please help

EDIT: Actually its "Old Gun Shot" that allows me to operate, but stays afterwards. Scars does indeed disappear
Didn't get it. Screenshot or save file could help. If there are multiple scars on body part only one will be removed.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(v2.2.2), paincrit fix
Post by: UMK on March 15, 2015, 06:07:44 AM
Fixed bug which caused rejuvenated pawns go into pain crit after mosquito bite.

Just a point of interest. Have anybody tried Rhino and CASIE?
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking (0.3.0) - GlassShield
Post by: UMK on March 16, 2015, 01:35:42 PM
'Never Stop Looking' got new
Update 0.3.0: Added Glass Shield cloaking system. It is less impressive than it could be. All it does is just reducing chance to be shot by 50%. I'm working on effects, if you have any idea how to apply alpha channel to pawn tell me, please.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking (0.3.0) - GlassShield
Post by: dareddevil7 on March 25, 2015, 04:34:53 PM
Quote from: UMK on March 16, 2015, 01:35:42 PM
'Never Stop Looking' got new
Update 0.3.0: Added Glass Shield cloaking system. It is less impressive than it could be. All it does is just reducing chance to be shot by 50%. I'm working on effects, if you have any idea how to apply alpha channel to pawn tell me, please.
did you steal my Adam Jensen idea from the expanded prosthetics and organ engineering?
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking (0.3.0) - GlassShield
Post by: UMK on March 25, 2015, 09:55:09 PM
Quote from: dareddevil7 on March 25, 2015, 04:34:53 PM
Quote from: UMK on March 16, 2015, 01:35:42 PM
'Never Stop Looking' got new
Update 0.3.0: Added Glass Shield cloaking system. It is less impressive than it could be. All it does is just reducing chance to be shot by 50%. I'm working on effects, if you have any idea how to apply alpha channel to pawn tell me, please.
did you steal my Adam Jensen idea from the expanded prosthetics and organ engineering?
I prefer term 'implemented'
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking (0.3.0) - GlassShield
Post by: dareddevil7 on March 25, 2015, 10:07:23 PM
Quote from: UMK on March 25, 2015, 09:55:09 PM
Quote from: dareddevil7 on March 25, 2015, 04:34:53 PM
Quote from: UMK on March 16, 2015, 01:35:42 PM
'Never Stop Looking' got new
Update 0.3.0: Added Glass Shield cloaking system. It is less impressive than it could be. All it does is just reducing chance to be shot by 50%. I'm working on effects, if you have any idea how to apply alpha channel to pawn tell me, please.
did you steal my Adam Jensen idea from the expanded prosthetics and organ engineering?
I prefer term 'implemented'
How To Make Your Own Adam Jensen "Remastered" XD
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking (0.3.0) - GlassShield
Post by: 1000101 on March 26, 2015, 04:47:29 PM
Hey UMK, just wanted to say thanks for Not Only Beer.  I downloaded it several days ago but only just now got around to adding into my mod list.  It definitely makes adding mods to add more drugs worth the extra load on my game.  Having to manually tell pawns to consume mod added items seriously lessens the impact of those mods.  Thanks for solving this small grey issue for us, my pawns can get drunk as they see fit on the booze of their choice!

Is it possible to extend this to the food consumption too or is that handled already?  (I haven't actually checked.)
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: UMK on March 28, 2015, 06:20:01 PM
Added craftable bionic-frigging-torso. You can make it at machining table and install on pawn without removal of already installed bionics or restoration of missing organs, etc. Wounds dealt to it won't cause infection or pain.

Updated NotOnlyBeer - limited search distance to 30 tiles. Due to game implementation this distance ignores walls and barely passable and hazardous locations. I have alternative version, but it might cause pathing issues (game reinitiates all paths). But it's still much better than pawns walking to other side of map for booze.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: Ykara on March 28, 2015, 06:30:09 PM
Dude, you're so awesome! The bionic torso is so cool, I'm gonna test it out right now!
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NeverStopLooking (0.3.0) - GlassShield
Post by: UMK on March 28, 2015, 06:44:48 PM
Quote from: 1000101 on March 26, 2015, 04:47:29 PM
Hey UMK, just wanted to say thanks for Not Only Beer.  I downloaded it several days ago but only just now got around to adding into my mod list.  It definitely makes adding mods to add more drugs worth the extra load on my game.  Having to manually tell pawns to consume mod added items seriously lessens the impact of those mods.  Thanks for solving this small grey issue for us, my pawns can get drunk as they see fit on the booze of their choice!

Is it possible to extend this to the food consumption too or is that handled already?  (I haven't actually checked.)
Glad it's not only me who found it useful. Tynan's !!fun!! update is coming, so at least I won't need to recompile or support it after A10  ;). Sorry, but I did not understand second paragraph. The mod is simply forces pawns to consume anything (even lead bullets) with 'is pleasure drug' tag every whatever hours. It means cigs and vodka, some weed or coffee.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: HBKRKO619 on March 28, 2015, 07:37:12 PM
Are you sure you updated the download link ? It say they are from 14 and 15 days ?  ???
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: UMK on March 28, 2015, 07:49:51 PM
Sorry, must be synchronized now.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: HBKRKO619 on March 28, 2015, 08:06:42 PM
No problem, their are now ^^ Thank you :)
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: UMK on March 29, 2015, 05:27:02 PM
Fixed bionic torso, now it will be compatible with whatever it haven't been. On the other hand if you've added own injuries class they might bleed or be infected.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, NotOnlyBeer
Post by: Rimworlder on April 05, 2015, 04:20:45 PM
Quote from: UMK on March 13, 2015, 03:48:02 PM
Quote from: Sokar408 on March 13, 2015, 02:48:16 PM
I have been playing with the FixScar mod, and for some reason, even though I can get to operate, the scars remain afterwards. Please help

EDIT: Actually its "Old Gun Shot" that allows me to operate, but stays afterwards. Scars does indeed disappear
Didn't get it. Screenshot or save file could help. If there are multiple scars on body part only one will be removed.
This happens to me too. When I try to operate on an "Old Gun Shot" type wound the colonists will perform the operation and the medicine, human meat, and human leather are used but the old gun shot stays. The old gun shot was on the torso if that matters.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: Rimworlder on April 05, 2015, 04:54:17 PM
So everything seems to work fine in this mod except for the aforementioned "Old Gun Shot bug" and the bionic torso. I cannot install a bionic torso on anyone and this comes up in the debug log upon launch:

[attachment deleted due to age]
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: UMK on April 05, 2015, 08:28:09 PM
Quote from: Rimworlder on April 05, 2015, 04:54:17 PM
So everything seems to work fine in this mod except for the aforementioned "Old Gun Shot bug" and the bionic torso. I cannot install a bionic torso on anyone and this comes up in the debug log upon launch:
Ouch, fixed that error. There is also a 'fix' (not tested) that removes scar instead of healing it. Must work now.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.0) - Bionic-Frigging-Torso
Post by: Rimworlder on April 07, 2015, 05:48:52 PM
Quote from: UMK on April 05, 2015, 08:28:09 PM
Quote from: Rimworlder on April 05, 2015, 04:54:17 PM
So everything seems to work fine in this mod except for the aforementioned "Old Gun Shot bug" and the bionic torso. I cannot install a bionic torso on anyone and this comes up in the debug log upon launch:
Ouch, fixed that error. There is also a 'fix' (not tested) that removes scar instead of healing it. Must work now.
The bionic torso can be installed now, thank you. But, old gun shot will not show up in operation menu now. As you can see in the picture the scars on the torso can be healed but the old gun shot on the left leg cannot.

Edit: Happens the same with no other mods loaded too.

[attachment deleted due to age]
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.2) - Bionic-Frigging-Torso
Post by: UMK on April 07, 2015, 06:21:02 PM
That's no bug, but intended feature, only scars on torso-neck-head can be fixed. Scars on other parts can be healed with limb replacement. To make scars on other body parts healable you can (or modders) add all needed body parts at the
<appliedOnFixedBodyParts>
<li>Head</li>
<li>Neck</li>
<li>Torso</li>
</appliedOnFixedBodyParts>

in ModFolder\Defs\RecipeDefs\Recipes_Prosthetics.xml
That'll be a long mod-depended list so I've decided to add only necessary stuff.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.2) - Bionic-Frigging-Torso
Post by: Rimworlder on April 07, 2015, 06:28:16 PM
Sorry for the confusion. Works as intended (I was able to remove an old gun shot wound on torso), thanks again.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.2) - Bionic-Frigging-Torso
Post by: IAMEPSIL0N on May 30, 2015, 04:56:30 PM
Haven't heard anything here for a while, I was wondering if there is any plan for A10 or 11.

Hope things are going well for you.
Title: Re: [MODLIST](Alpha 9) UMK's Hardcoded stuff, FixScar(2.3.2) - Bionic-Frigging-Torso
Post by: RickyMartini on June 16, 2015, 06:24:27 AM
Is there any possibility to update "Not Only Beer" for A11? Doesn't work atm.

Thanks!