边缘世界 RimWorld

边缘世界 RimWorld

Cryptorestore Caskets
97 条留言
LST Theunknown 5 月 20 日 下午 12:16 
Nevertheless thank you for creating this mod @vovann012347 :)
LST Theunknown 5 月 20 日 下午 12:15 
Mr. Conspirator 2024 年 4 月 13 日 上午 7:05 
1.5 update?
Kizzycocoa 2024 年 4 月 13 日 上午 5:08 
Will you be updating this for 1.5?
CTH2004 2023 年 7 月 3 日 上午 9:01 
"- mentally tortures pawns! Enjoy your stay!"

What do you mean? How?
vovann012347  [作者] 2022 年 10 月 25 日 上午 2:21 
Will update
Renix 2022 年 10 月 24 日 下午 11:56 
Does this work for 1.4?
vovann012347  [作者] 2022 年 8 月 22 日 上午 1:55 
This is a luciferium restore casket.
It runs a vr routine for a person trapped in with slowly sliding into something like Agony gameplay with pawn in first person experience leading to mental issues with extended periods of time. on the lore side of it.
What it gives (more detailed):
- fixes ANY kind of injury or bad condition including organ regrowth - this is a fit on many playstyles: from humanistic to extreme organ harvesting dark runs
- removes luci addiction and keeps luciferium effect
- latter luciferium part is the main reason why the drawback of making pawn insane is in place (even though pawns go insane ONLY if left there for EXTENDED periods of time)
Dandere 2022 年 8 月 21 日 下午 6:59 
That effectively kills them. -90 isn't something you can drink a beer about and get over.
vovann012347  [作者] 2022 年 7 月 15 日 上午 3:22 
@Dandere yup, lol - this happens if you leave pawns inside for extended periods of time
Dandere 2022 年 7 月 12 日 下午 9:51 
VelxraTV 2021 年 9 月 11 日 下午 2:47 
* Colonists will still demand age reversal from using a bio sculptor
vovann012347  [作者] 2021 年 9 月 11 日 下午 1:32 
yup, this mod needs coniguration stuff
VelxraTV 2021 年 9 月 11 日 上午 3:28 
hmm after using this with its "3000 watt" demand when in use. colonists will still age reversal using a bio sculptor. if the power use was dropped to like 450 like the biosculpter and age reversal appealed to the pawns this would really help out the mod. did not test the effects with luciferium.
vovann012347  [作者] 2021 年 7 月 24 日 上午 3:10 
Updated
vovann012347  [作者] 2021 年 7 月 22 日 下午 1:37 
Busy with updating another mod, sure will do
Denneisk 2021 年 7 月 22 日 下午 12:00 
My bad, you'll also have to update the call of "TryStartMentalState" to the new one (add two false arguments on the end).
Denneisk 2021 年 7 月 22 日 上午 11:31 
To update for 1.3: Replace all instances of "CureHediff" with "Cure" in Building_CryptoRestore.
sir Evans 2021 年 5 月 21 日 上午 9:48 
Sure thing, and thank you for your interest :)
vovann012347  [作者] 2021 年 5 月 20 日 下午 10:31 
sure, i will get onto it, but later - i am busy with other stuff right now
sir Evans 2021 年 5 月 20 日 下午 4:04 
Dear author,
More things to consider:
- pod should be forbiddable. I'm using Save Our Ship and now had to deconstruct pods
- or perhaps there should be a different, separate action for moving pawn/animal to cryptorestore casket instead of basic one :)
vovann012347  [作者] 2021 年 5 月 10 日 下午 2:30 
Author feedback from using this mod on palythrough - anestetic is not removed so using anestetic prior to inserting [pawn] in cryptosleep keeps pawn from going berserk, animal fix is working good enough so no errors logged. Now i have a luciferium-enhanced horse without any drawbacks, gotta find a use for that horse mow :)
sir Evans 2021 年 5 月 10 日 下午 1:39 
Uch, I'm not that good with sending messages on steam, sorry for spamming your comment section :)
I'll let you know if I find anything else :)
vovann012347  [作者] 2021 年 5 月 10 日 下午 1:37 
you can try to friend and send messages directly - you are never punished for trying
vovann012347  [作者] 2021 年 5 月 10 日 下午 1:35 
thank you for helping with identifying and fixing bad issues - that WAS extremely useful for everyone using this mod
fixed that error - not every unit has mood and mood-memory tracker, so i accounted for that
sir Evans 2021 年 5 月 10 日 上午 9:05 
I've added this as I was not sure which one will work and now it is just fine :)

if ((Find.TickManager.TicksGame - enterTime) >= GenDate.TicksPerDay * (1 / refuelable.Props.fuelConsumptionRate))
{
if (pawn.IsColonist || pawn.kindDef.race.Equals("Human"))
{
ApplyPersonalNightmare(pawn);
}
if ((Find.TickManager.TicksGame - enterTime) >= GenDate.TicksPerDay * (2 / refuelable.Props.fuelConsumptionRate))
{
psycheBroken = true;
}
}
sir Evans 2021 年 5 月 10 日 上午 8:31 
On a side note here:
It worked before the update. So this is something new added recently :)
sir Evans 2021 年 5 月 10 日 上午 8:30 
Maybe there should be a check if pawn is a humanlike before applying these?
sir Evans 2021 年 5 月 10 日 上午 8:30 
Got me a log:
JobDriver threw exception in initAction for pawn Shae driver=JobDriver_Open (toilIndex=3) driver.job=(Open (Job_12434623) A=Thing_CryptoRestoreCasket9416029)
System.NullReferenceException: Object reference not set to an instance of an object
at CryptoRestore.Building_CryptoRestore.ApplyPersonalNightmare (Verse.Pawn pawn) [0x00119] in <2e8dcf1ea8f94ef1bef9ebf39420a75a>:0
at CryptoRestore.Building_CryptoRestore.EjectContents () [0x00045] in <2e8dcf1ea8f94ef1bef9ebf39420a75a>:0
at RimWorld.Building_Casket.Open () [0x00009] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.AI.Toils_General+<>c__DisplayClass8_0.<Open>b__0 () [0x00056] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <c36f9493c9844ddaa7fb5c788416098f>:0

Seems like animals cant have personal nightmares? :D
sir Evans 2021 年 5 月 10 日 上午 8:19 
not sure what mods could interact with animals on cryptorestore casket.
A Dog Said probably aint it. Caravan Packs probably aint it either as this is just xpath patch.
Better Pawn Control perhaps? Hardworking Animals most likely isn't affecting anything.

Meals on Wheels? :D

I'm gonna check.
vovann012347  [作者] 2021 年 5 月 10 日 上午 7:04 
forced eject opens pod regardless of kind of containments, unless you play on 1.1
vovann012347  [作者] 2021 年 5 月 10 日 上午 7:03 
people, what mods are you using? i have both options - open and forced eject
https://docs.google.com/document/d/1BvYBNyTPZAh-4Ik6VaHqHaxMjFwWJZjdRQa_ksWp6Ok
sir Evans 2021 年 5 月 10 日 上午 6:40 
Yeah, not very obvious solution :D

Still, any news about fixing stuck animals? :)
Anarky 2021 年 5 月 10 日 上午 6:00 
1,100 hours in and i did not know that
vovann012347  [作者] 2021 年 5 月 10 日 上午 5:58 
anestetic -> put into cryptosleep casket
Anarky 2021 年 5 月 9 日 下午 8:23 
How do you put animals in them?
sir Evans 2021 年 5 月 9 日 下午 6:43 
I do. I would even more, but animals cannot be ejected or freed from casket at the moment :)
Nothing in the logs, however. Seems similar problem as previously with pawns.
vovann012347  [作者] 2021 年 5 月 9 日 下午 12:01 
wanna award me? if so - you enjoying using this mod is best award for me :)
sir Evans 2021 年 5 月 9 日 上午 5:38 
Award is in order, I think. I've been using this mod since its inception and original author didn't cared much about improving on concept or listening to suggestion.

You, sir, do a better job with this mod than its original creator. Kudos.
vovann012347  [作者] 2021 年 5 月 8 日 上午 9:53 
well, yup, this is made for compat with mechanoid races or pawns also
Anarky 2021 年 5 月 8 日 上午 7:50 
you can put mechanoids in them too? That i did not know. Though i dont see the point. It might be a bug conflict im not sure but my droids end up having their skills degrade over time when they level up their skills go down.
sir Evans 2021 年 5 月 8 日 上午 6:59 
I must have missed this, can I put my bionic-god-elephant in there somehow? I guess put them to sleep first? :)
Niceeeee, let me try.
vovann012347  [作者] 2021 年 5 月 8 日 上午 6:46 
anything that you put in will age down to highest lifestage - mechanoids will age down to "freshly constructed" 0-year life stage
sir Evans 2021 年 5 月 8 日 上午 6:46 
Ok, that's great, thanks.
vovann012347  [作者] 2021 年 5 月 8 日 上午 6:45 
sorry, 18 - highest lifestage for human is 18, you can check it yourself at Rimworld\Data\Core\Defs\ThingDefs_Races\Races_Humanlike.xml -> human -> lifestageages
Anarky 2021 年 5 月 8 日 上午 6:28 
Mine went back to 18 too
sir Evans 2021 年 5 月 8 日 上午 6:23 
Ok, good to know. Could you make sure it works as intended tho? My colonist was rejuvenated back into her 18teens :)
vovann012347  [作者] 2021 年 5 月 8 日 上午 3:19 
Current cutoff is last age stage for species + 30 life ticks - it was not changed since publish (mechanoids have 0 ticks at last stage - reason for +30 ticks stuff), humans get 19 years (from human race defs)
sir Evans 2021 年 5 月 7 日 下午 6:53 
More info from testing, seems like age is dropping below 20? What is the cut-off now?
vovann012347  [作者] 2021 年 5 月 7 日 下午 1:56 
also, anarky - try to incapitate or shock them by any means or deep-freeze that room so pawns will get downed with no risk
aanyway - that behavior will be changed to random mood break with more settings