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In the meantime, I believe things should still work as long as MedPod didn't make any drastic changes.
I just updated my patch to patch Seraphites if the mod is present. Could you confirm it works on your game?
I've quickly playtested it myself and it seems like it works. It'll cure everything except Seraphites.
Let me know if anything is wrong, and please describe it thoroughly.
As always, unsubscribe and resubscribe to get the latest version of the patch if it hasn't updated already.
I could be wrong but that's just my first thoughts. I'll try and take a look at it soon, but no promises. Thanks for letting me know.
Luciferium and its hediffs (health conditions status) has two parts to it:
LuciferiumHigh:
- The pawn gets stat boosts
- This effect is temporary
LuciferiumAddiction:
- A permanent addiction
- The pawn gets hidden need called Chemical-Luciferium which will deplete over time.
- When the need runs out, Pawn enters withdrawal, goes berserk and die. The only way to get this need back up is to take more Luciferium to reset the need
When a pawn takes Luciferium, they receive LuciferiumHigh n if they didn’t already have it, LuciferiumAddiction.
In regular Medpod, it will treat/remove LuciferiumHigh, but will not touch LuciferiumAddiction. My patch simply just makes it so Medpod does not treat/remove LuciferiumHIgh and LuciferiumAddiction.
In the case of Seraphite, my patched worked because it looks like Seraphite gives the same exact vanilla LuciferiumHigh hediff, but not the LuciferiumAddiction part.