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Messages - Zaki

#1
https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015
Sorry for not confirming the mod, but this one is in question.

How to duplicate the test: apply any kind of modifier that are native to the no body part suffix of androids (Fighter module, construction module, Agile/Hulk/perfect physique, Archotech module upgrade, techprof upgrade etc), have them get any form of injury, the injury is healed first and they still stay in the pod until all the upgrades are gone too, making the upgraded android equal to an regular pawn at that point.
#2
Quote from: sumghai on June 18, 2020, 10:24:15 AM
Addendum for Zaki - I just installed a Death Acidifier on a pawn, downed it via dev mode, and had it healed up with a MedPod. The pawn hops right out as soon as treatment is finished, so no problems there.

Let me know when you narrow down the issue to CE or EPOE.

As with confirmation from Canute as well, EPOE seems to be culprit here, the bionics from there cause an prolonged duration of the treatment.

On another note.
Androids mod, that has the module upgrades that affect whole body, they seem to get cleansed completely from the pawns if they use the medpod. And these are ones that cannot really be replaced without manually adding the hediff's back to the characters via development mode.

Does the Medpod work on cleansing the nobodypart affected hediffs? Would it be possible to instead add an filter option to the coding that would just include the diseases that can affect the whole body (Malaria, Sleeping Sickness, Mechanites and such), that would probably work as an workaround to not "curing" the beneficial hediffs that affect the pawn. At least that is with my rudimentary understanding of coding.
#3
Been trying your mod a good bit and enjoy it a lot, although I'm unsure if this is a conflict with EPOE and/or CE, but I find my pawns resting on the medpod much longer than needed, if they have bionics installed.

This seems to even happen if a pawn has an Death acidifier on them, causing it to be needed to turn the power off on the medpod, move the pawn to a regular bed and with dev mode, remove the hediff for the delta wave induced coma.

Could it be possible to have the delta wave induced coma dissipate after like 1 ingame hour or so, if not connected to the medpod? At least then we'd have a temporary workaround for the pawns that get stuck on the pod.