I need help in dev mode

Started by ax15r, July 19, 2017, 08:14:35 PM

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ax15r

So my colonist got the left leg cut off. theres no time to save him (he will die in 0.22 hours and medicine is on other building. i tried to heal him with dev mode but the "restore body part section was missing the left leg and foot. any help on other ways? its a new world and its already missing in th first save (5 seconds before im typing this).
image on me searching leg on the menu at attachment

[attachment deleted by admin due to age]

Mr.Cross

You use the restore just click torso, seems to heal just about everything
Claims to know most things.

Nainara

When you learn to stop being afraid, and instead embrace death and drama in Rimworld, you will be set free. And vastly entertained.

Shurp

Death I don't mind, new colonists are relatively easy to come by.  But permanent incapacity is a major pain.  What do you do with a colonist who has lost a leg, an eye, and half a dozen fingers?

Euthanizing newcomers does not result in any mood penalties, but whacking long time colonists can be a major problem.

Hmmm, then again, maybe I should just devmode them.  *click*
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

jamaicancastle

Restoring a body part with that dev tool will restore any child nodes of it as well. Hence why fixing the torso (which is the root node of the whole body) restores the rest of it.

If for some reason you do want a targeted restore in that case, you'll have to target the next node up from the point that was severed. So for a severed foot, target the leg. For a leg, target the waist (I think).

Ekarus

alternatively, you can just stop the bleeding with the "heal random wound" option and deal with the rest on your own time. (You've got to click the colonist multiple times to "cure" all the injuries.

asanbr

Quote from: Nainara on July 20, 2017, 12:51:41 AM
When you learn to stop being afraid, and instead embrace death and drama in Rimworld, you will be set free. And vastly entertained.

Well written  8)

Shurp

Not entertained.  Annoyed at the stupidity.

A lynx attacked one of my colonists.  She shot it three times with a bolt action rifle.  It still ripped her apart.

This isn't any sort of lynx that might exist on earth.  This is a mechanoid feline Terminator seeking the extermination of all humanity.

Needless to say I promptly devmoded it out of existence and healed my colonist as well.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Ekarus

Quote from: Shurp on July 23, 2017, 08:17:01 PM
Needless to say I promptly devmoded it out of existence and healed my colonist as well.

Ah, there in lies the problem with dev mode, once you start you just can't stop. XD

Shurp

Nah, it's not so hard.  I only use it when faced with something I can't correct in game.  If I don't have enough steel, I just keep digging or trading until I get some.  But when a 20kg lynx is chewing on my 80kg colonist and nobody is close enough to rescue her, well, that's just unacceptable.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

about 30 midgets

@OP, have you tried restoring the pelvis? I'm assuming he has pre-existing injuries and you'd like to keep them for more realism.

Quote from: Shurp on July 23, 2017, 09:47:35 PM
Nah, it's not so hard.  I only use it when faced with something I can't correct in game.

I can relate. I don't mind if my colonists lose a limb, get injured, or die due to my orders, I can accept that.
But the moment they get harmed by random bs, I get livid.
By random, I don't mean random events- I mean random AI/severe rng mishaps that shouldn't happen.

ax15r

Quote from: Ekarus on July 20, 2017, 10:44:23 PM
alternatively, you can just stop the bleeding with the "heal random wound" option and deal with the rest on your own time. (You've got to click the colonist multiple times to "cure" all the injuries.
I had done so (it happened in a raid) but heal random injury doesnt heal torn/shot/burned off parts, since theyre no longer injuries, theyre missing 
Quote from: Shurp on July 20, 2017, 06:53:53 PM
Death I don't mind, new colonists are relatively easy to come by.  But permanent incapacity is a major pain.  What do you do with a colonist who has lost a leg, an eye, and half a dozen fingers?

Euthanizing newcomers does not result in any mood penalties, but whacking long time colonists can be a major problem.

Hmmm, then again, maybe I should just devmode them.  *click*
You love devmode  ;D

Shurp

Yeah, I do like to play around with the devmode tools here and there.  But mostly just to fix things that are broken.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

kubolek01

Well all dev tolls are useful,  also to spice things up (giving sickness by dev made my biggest fail ever :()
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.