[A17] [WIP] Reclaim Reuse Recycle - Harvest Corpse parts

Started by DoctorVanGogh, June 19, 2017, 03:00:32 AM

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DoctorVanGogh

Er.... "I can not reproduce this issue"?

Do you have a debug/error log for this? Does this happen in a new game? Or only in your existing save? If so, can you upload that existing save somwhere?
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SpaceDorf

It was an existing game .. and a large modlist which I mostly blame for the behavior.

Savegame and Modlist are attached, but still with 0.5 of   your R³ - Mod

[attachment deleted by admin: too old]
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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DoctorVanGogh

Um yeah - I'm no gonna be able to debug that - a bit too many local custom Mod versions ;)

Try the attached savegame - if that works it was the 'renamed'/'removed' special filters


[attachment deleted by admin: too old]
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SpaceDorf

I will .. could you tell me what you changed exactly in the savegame, so I can apply it to my new save ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

DoctorVanGogh

Remove all occurences of any of

<li>R3_AllowHarvestedSentient</li>
<li>R3_AllowHarvestedMechanoid</li>
<li>R3_AllowHarvestedAnimal</li>
<li>R3_AllowUnHarvestedSentient</li>
<li>R3_AllowUnHarvestedMechanoid</li>
<li>R3_AllowUnHarvestedAnimal</li>

and made sure there's only

<li>R3_AllowHarvested</li>
<li>R3_AllowUnHarvested</li>

in there instead.

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SpaceDorf

#20
Thank you, I found it and are throwing everything out right now.
The DevMode Log told me where to look.
Although, I did wait until I was done playing :)

------ EDIT ------

I missed the replacement part .. but still,
after throwing everything "R3_A*" out of my savegame the flickering was gonne :)

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

faltonico

Good job so far!
The thing that i would suggest you to do is to make it a doctoring job, it needs doctor skills anyway. Create a new job for it as well.

DoctorVanGogh

Quote from: faltonico on August 01, 2017, 11:39:01 PM
Good job so far!
The thing that i would suggest you to do is to make it a doctoring job, it needs doctor skills anyway. Create a new job for it as well.
Define "it", "it" & "it" please.
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faltonico

#23
The job of getting the parts from corpses at the butchering table.
Sorry, i have to stop thinking in Spanish ='D

Edit: Another thing, if it is not much to ask, sterilizing the recovered parts would probably need to cost the same thing regardless of where they come from, a glitterworld medicine for all instead of a tiered medicine.

DoctorVanGogh

Let's force the user to get Gliterworld meds so he can reuse his peg legs, hook hands & dentures - um, NO ;)
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faltonico

Quote from: DoctorVanGogh on August 02, 2017, 04:16:42 AM
Let's force the user to get Gliterworld meds so he can reuse his peg legs, hook hands & dentures - um, NO ;)
60 wood or a glitter med, a more reasonable way to balance it imo... why would you go for the trouble to recycle a peg leg anyway? but it is you call xD

But please do change the work type, i wouldn't like to have a doctor doing cooking jobs, or worst, a cook doing doctor jobs Dx

tonsrd

just saw this mod in "release" is it the same / different than yours ?

https://ludeon.com/forums/index.php?topic=34956.0


@doctorvongogh  does yout mod conflict with any "medical" mods ?

SpaceDorf

from experience I have no conflicts with :
XeoNovaDans Surgery Tweaks, Better Surgery,Birds and Bees,  Children and Pregnancies, DESurgeries, RBSE-Hardcore, Epoe, ADogSaid, EPOE Limb Harvesting, Harvest Everything, JTFieldSurgerie, More Consumables and Mutagens, Malfunction, Mod Medicine Patch, Quality Surgeon, sd_medicaddons, fluffies medical tab and of course :

Ushanka!

what I have not tried so far is Craftable Mutants and the Extended Human Body Simulation but since it is based on epoe ..

from my understanding how the mod works it should not matter anyway ..

-----

@Doc you may quote me on that and refer all complaints to me.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

DoctorVanGogh

Quote from: tonsrd on August 05, 2017, 09:35:33 PM
just saw this mod in "release" is it the same / different than yours ?

No of course not there is no equal to this wonderful recycling mod - Also that is clearly a rushed, sloppy copy of myyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy precious idea (channeling my inner Gollum here).

Nah - from a first look it seems like there are some similarities to my initial version from the end of June - you butcher people, it vomits bionics. So if that's what you're looking for, maybe that is the mod for you. There's also some weird organ vomiting on top of that.

This one will keep the 'reclamation & refurbishment' & failure logic in it. I consider it a lot more balanced. Otherwise it's really way too easy to just make tons of money from corpses. You might as well just open the dev settings and spawn in your bionics - or get 'that' mod ;)





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SpaceDorf

Yeah three people with Implants I got since I installed your mod .. one I recovered, the other two I ended up recruiting ..
( so I could have gotten the implants anyway )

Harvesting bent Scyther Claws is nice though.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker