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Messages - PhileasFogg

#1
Good morning, ladies and gentlemen.

I'm sorry, I had a long post writen, answering every single posting since my last answer, but timeout deleted everything and its 4:00 in the morning and I can't think strait anymore.
Had some mistakes in the mod and the mod load order, please look at the new picture and change it accordingly. I apologize for that stupid mistake.
Should be compatible with EdB, old saves, etc.

I would really appreciate your feedback.

Sincerely

Phileas
#2
Good evening, ladies and gentlemen.

First of all: please excuse the long delay - I've been really busy with...
a) ...real life and...
b) ...learning to program (again).
Thank you for your tipps again, Marvin. They brought me on the right track. It is fascinating how skills I obtained decades ago, and of which I thought that they were gone for good, now rumble back to life again. ;)

@TA1980:
To be honest: I don't know if it is compatible with "Combat Extended". If you tried it, please share your experience!
The increase in sensitivity wasn't intended! Thank you for your feedback. I corrected that behaviour. The download on the first page should include the corrected (is this the right word?) file in approximated 24hrs.

@Wley:
There's no reason for that. :)

@Arira:
Yes, this is correct. Penoxycilin only prevents new infections, it doesn't cure existing ones. At the moment: only patience. But I'm working on an small expansion which will make many diseases curable - with some afford. It will take some time until I finish it.

@Lennbolt7:
This is really strange! Did this happen in an existing save? How about, if you start a new game? I didn't intent this at all.
Is anyone else experience a similiar behaviour?

@sidfu:
Yes, this is a rimworld problem I addressed in the "Known issues" section. If you don't want to game the system, don't do it.
Thank you very much for your help! I'll include your tipps and helps in the release in 24hrs.

@flonz:
That depends on the dice your pawn rolled. There are two types of coma, and I intentionally didn't include a way to find out which occured to your colonist. From the top of my head: 2 in 3 cases of coma will wake up, 1 won't. The duration until a colonist wakes up, reaches from around 40 days to 20 years.

@faltonico:
To me, faltonico, your post is, without an intent to degrade other posts or there authors, more worth than ten posts with kind words. Your and everyone elses critics (I hope this word has a similar, evocating and energizing meaning in your language as it has in mine) are the foundation on which I can improve my mod! So, thank you (and everyone else) very much for your help!
- And you're right: I drastically increase the occurence of disease as I only copied the probabilities to more and more diseases, but didn't really decrease it. I will half the odds.
- The infection alert I didn't disable - at least I hope so. But I gave some diseases a hidden start. I will have a look into that. Thanks.
- Infection rate is a really difficult point. In my oppionion, it is way to low in rimworld. For example: surgical cut doesn't have a chance at all to get infected.
Bite wounds had (again, from the top of my head) around 20-30%. But before I cite (I'm sorry if this word dosn't fit here, I don't know a better one) some points about bite wounds and invite you to a counter statement, I'll focus on the point "0 Skill and some herbs against a high class doctor with glitterword medicine": I really would like to include a way to take that into account! But I couldn't find any, that doen't need an assembly. If you of somebody else knows a way to account that, please let me know. I will happily include it!
Some points to bite wounds I collect for infection rate balancing:
Bite wounds are by var the most infectious wounds one person can get. For example we humans have nowhere that much germs in our body than in our mouth cavity - around fifty different species! Bite wounds caused by dogs have an infectiosity between 5% and 8 %. Those of cats around 50%. A human bite wound has an infectiosity between 30 and 80% (depending on location, depth, etc.). Especially dangerous are so called "fight-bite clenched fist" injuries, where one opponents fist hits the other ones teeth (so technically not a real "bite" wound) and gets injured. After opening the fist, those wounds "close" (they arn't visible anymore). Those wounds have a high lethality or at least may lead to amputation if not treated properly within 12(!) hrs. Some creatures like the Komodo dragon even utilize these facts for there advantage by injuring there prey with one bite and wait until it died from the infection. I don't know how the high the infectiosity of an average bite infection caused through wildlife is. A collegue of mine got bitten by I common house spider in his left leg some years ago, got an at first silent sepsis which then caused a necroses which finally forced the surgeon to cut a more than fist sized chunk out of its leg - it looks really creepy - not like Dr. House but not far from that. His doctor later told him that complication caused by spider bites or mosquito bite arn't that uncommon. People just don't know it. And I don't life in australia - I'm here in the midst of europe.
Dangerous are deep wounds, especially if they are small and not broad. The teeth take the germs deep into the body - similar to needles or syringes - and the body tissue encloses them after the teeth left the wound. So an infection can unfold, while the wound itself at first seams to heal.
I will think about reducing infection rates. Probably 50% for bite wounds and 40% for burn or frostbite wounds. Please tell me what you think and know regarding this topic.
- About your suggestion in regard of medical research: everything with only one research seams a bit much. I may reduce the number of research projects, so that two/three meds will be researched with one project. Will have a look into that. :)

Again thank you all for your feedback! You're helping me a lot with that.

Sincerely

Phileas
#3
Good evening, Wley.

Like faltonico wrote, anxiety is part of "Psychology". I had a quick look into the HediffDef data: it does seem to be curable, only managable - but it can't get fatal. :)

Sincerely

Phileas
#4
Good evening, ladies and gentlemen.

I hope you're all doing well.
As suggested, I have split this mod. There are now three in total. Descriptions can be found in the first post in this thread, download links in the third. :)

@PixelBitZombie & Adalah217:
I'm glad you got some help, PixelBitZombie. Thank you for your support, Adalah217.

@MarvinKosh:
Again: Thank you very much. That tutorial helped me alot. I switched minor changes to patches instead of complete definitions. Large adjustments only will remain as definitions.

@sidfu:
Sure, you can do that. It would be nice, if you would give me credits. More important though: please give credits to the people on those work I build my mod! That would be: Ykara, Jabbamonkey and Marnador.

@SpaceDorf:
Well, talking about trust, I need to be honest. Therefore we need to look at prior statements of mine and to examine that specific mod.
I used this mod myself for quite some time but, as some people already stated in the related thread, it isn't really reliable. On the other hand, I don't have any real C# skills. Maybe this will change in the future. But at the moment I don't - and this mod relies on an assembly. So, despite that I don't have the source code for that mod and don't seem to be able to download the mod (download link leads nowere), this would not only mean, that this mod has to be updated but also maintained.
Taking these points into consideration, the only honest answer can be: no.
But I've seen in Rainbeau's thread that you're a person with a habit for collecting things. If you happen to have the source code, I will use it as a training - but I can't promise you anything. What do you say? :)

Sincerely

Phileas
#5
Good evening, ladies and gentlemen!

@Yukino: "Disease overhauled" should work just fine with "More Consumables". I use a customized version of this mods and encountered no problems so far. If you experience something else, please let me now, so I can have a look into it. Thank you in advance. :)

@faltonico: Thank you for your understanding. My wife won't be to pleased if I don't spend more time with her in the next days. She was obviously delighted as I informed her that my mod is finished. ;)

@TA1980: To be honest, I never used "Combat Extended". I will ask them, what is required to make my mod compatible with theirs. If it's a resonable amount of work, I may do it - but can't promise it at the moment. It's not the highest point on my priority list. I hope you understand this and exercise leniency.

@Adalah217: Thank you very much for those tips! I already installed Visual Studio and cloned the Git-repository. And I will definitely give the codeacademy a try! Thank you again.
I'll definitely split the bodyparts off the main mod and make and addon out of it.

@MarvonKosh: I already used the xpath patching for integrating the biome disease. It sounds reasonable to use it for the basegame disease too. Do you happen to know, where I might some reference regarding the existing xpath patching classes?

Sincerely

Phileas
#6
Good day, ladies and gentlemen.

I thank you all for your feed back and your kind words.
I'll try to answer all raised question. Sorry if I'll left one out, I'm in a hurry right now.
Missed questions will be answered, when I'm back from work.

@admiralKew: To be honest, I use both mods (Psychology and Fluffys Birds and Bees) myself. There isn't any problem with using them alongside disease overhauled. :)
If I had some knowledge about C#, I would even integrate my mod a bit into Psychology - but when I studied informatics, there wasn't even such thing as object-oriented programming. And, as life goes, I later never used me acquired skills. So they are nothing more then rudimentary.
BTW: If somebody happens to know some good tutorials regarding C#, I would be very thankful.

@faltonico: I'm probably some hours in the day ahead of most people here in the forum. So when I posted my mod, it was deep at night - and I was pretty tired. I will include these missing information in the next two days.

@Napple: To be honest, I didn't. But this may be a good idea. I kept those two postings reserved, because I knew, there were a lot of informations missing.

@notfood: Thank you! :)

@Adalah217:
Thank you for your suggestions. I'll consider the curability of many non-curable diseases as an addon. And maybe split this mod in two parts (which I considered already after this mod grow bigger and bigger - but I was too lazy), so the additional bodyparts section o this mod could be available in two versions. A EPOE and a Rahs version.
Regarding DTCs: that would be very nice of you. :)

@SpaceDorf: There shouldn't be any problems with Birds and Bees, as I use this mod myself. ;)

Sincerely

Phileas
#7
Good evening, kaptain_kavern.

Thank you for your kind words. Some feedback after testing would be really appreciated! :)

Sincerely

Phileas
#8
Outdated / Re: [A17] Mod Announcements Thread
July 04, 2017, 06:01:02 PM
Diseases overhauled (and some bits more...)
Forum: https://ludeon.com/forums/index.php?topic=34214.0
#9
Good evening.

@faltonico:
Have a look at the bottom of the second post. :)

@Warforyou:
To be honest: I don't know. I never used Rahs. Give it a try with a new colony. All disease won't be affected be EPOE or Rahs. It's only the part with the additional bodyparts. If Rahs uses the same labels as EPOE, all should be fine.
If you encounter errors, please tell me. I'm by no means an expert at this stuff, but maybe I can help. :)

Sincerely

Phileas
#10
[A17] Phileas' trusted mod maintenance station
(Maintained mods until their authors will eventually come back...)

#11
New diseases, long-term conditions and injuries (descriptions are only short roundups; some diseases base on real ones and even share their name, others are completely made-up):
  • Induced coma - pawns can be put in an artificial coma. This may last either two days, five days, fifteen days, thirty days or an unknown duration (between fourty days and more than eighteen years. In their coma, they only need energy for their basal metabolism. So their hungerrate at an induced coma with an unknown duration is reduced to 65%. At shorter durations, the hunger rate is higher. The reason for this lies in an even higher immun response, the shorter the coma duration. This is no natural behaviour. It is (at least in my imagination) brought about by a medication mixture to help pawns, put in a short-term "healing" coma, to fight a severe illness off.
  • Stupor - can be caused by some drugs or a mental disease.
  • Unease - most often caused by a severe illnesse may this condition after some time lead to suicide preparations and probably to a pawn died by his/her own hand.
  • Stroke - similar progression as a heart attack - only in your pawns brain.
  • Acute appendicitis - gets fatal within a day. Better act fast.
  • Bardel syndrome - a severe mental long-term condition, that can be treated to be hold at bay. Reaches, if not properly treated, from a stage of almost symptom freedom, via a stage of light confusion, via mania, via frightening, through to furious anger. (uncurable)
  • Benign growth - a lighter version of the basegame carcinoma. Doesn't spread but hinders the organ/limb/whatever in its function.
  • Blood cancer - immature blood cells flood your pawns blood and increasingly hinder blood pumping and filtration. Leads to death untreated.
  • Campbell's disease - a moderate mental long-term condition, that can be treated to be hold at bay. Reaches, if not properly treated, from a stage of symptom freedom, via a stage of cognitive restraints, via hallucinations, via delusions, through to a catatonic stage. (uncurable)
  • Central pathway impairments - a secondary condition, that hinders manipulation and inevitably leads to coma from that your pawn will awake again - within days or years. (uncurable)
  • Cerebral artery stenosis - similar to heart artery blockage, but in the brain. (uncurable)
  • Chawbaeck's - slowly advancing sinew contractions. Afflicted hands or feet will someday be unusuable. (uncurable)
  • Coma - unlike an induced coma, this condition wasn't intended. Your pawns may or may not wake up again. (uncurable)
  • Common cold - a simple common cold. Can be catched at every biome.
  • Epstein-Barr virus, type C - an evolved version of the current EBV. Can cause blood cancer, toothache, carcinoma, benign growths, stomach ulcer, inflammations or dermal irritations (scratches). (uncurable)
  • Lymphatic mechanites - similar to sensory or fibrous mechanites. Boosts metabolism, blood pumping and filtration. Can be catched at every biome.
  • Brain worm - an evolved version of the measly tapeworm. Can cause dementia, central pathway impairments, coma and/or secondary brain damage.
  • Heart worm - an evolved version of the heartworm. Can cause secondary damage to the heart.
  • Lung worms - can cause secondary damage to the lung.
  • Hansen-Kampff disease - an acquired immunodeficiency. Your pawn will loss its ability to fight disease off over years. Causes necrosis from time to time. (uncurable)
  • Hepatitis K - evolved chronic hepatic inflammation. Fluctuates between extreme defensive immune response, which cause pain, hunger and exhaust your pawn, and extreme virus activity, that can cause cirrhosis, carcinoma and inflammations. Keep the disease at a balanced (and symptom-free) middle stage. (uncurable)
  • Hyperthyroidism - reduces your pawns need for rest, but increases hunger and social fighting chance. Reduces max. comfy temp., manipulation and bloodpumping. (uncurable)
  • Hypothyroidism - reduces your pawns hunger rate and social fighting chance, but increases their need for rest. Increases min. comfy temp., reduces consciousness and will cause unease from time to time. (uncurable)
  • Inflammation - can be caused by other disease or will occasionally appear. Can cause sepsis if not treated properly.
  • Kindred-Dick virus - can cause dermal irritations (scratches), inflammations and at later stages secondary damage to various bodyparts. Can be catched at nearly every biome; exceptions: temperate forest and tropical rainforest.
  • Migraine - a long-term condition similar to asthma. Causes severe pain and decreases sight, hearing and consciousness at higher stages.
  • Multiple sclerosis - fast or slowly reduces your pawns abilities until it inevitably leads to death. (uncurable)
  • Necrosis - needs to be cut out or it leads to a severe sepsis. Mostly caused by other diseases.
  • New Reschian fever - Will decrease your pawns max. comfy temp. and increase their psychic sensitivity as it increases in severity. Can cause eyesight loss, necrosis, migraine or (at its last stage) alzheimer's. Can be catched at every biome.
  • Osteoporosis - will slowly render your pawns bones useless. (uncurable)
  • Parkinsons - your pawn will get their ability to move or manipulate slowly reduced. May cause stupor and/or dementia. (uncurable)
  • Peripheral pathway obstruction - disturbs nerval communication and so reduces the efficiency of affected bodyparts. As a sideeffect reduces psychic sensitivity - because of disturbed nerval communication. (uncurable)
  • Psoriasis rimothica - an evolved version of the current psoriasis. Slowly covers the whole body. Causes mild pain and unease.
  • Posttraumatic stress disorder (PTSD) - can be caused be traumatic events like a psychic shock or severe blood loss. Increases social fight chance and your pawns need for rest. Slightly reduces the pain factor and consciousness. Can cause unease and/or stupor.
  • Secondary damage - can only be caused by other disease to various bodyparts. May or may not slowly get worse.
  • Sepsis - a serious thread. Can cause necrosis and at later stages secondary damage to bodyparts. Can cause coma at the last stages. Will lead to death if not properly treated.
  • Stomach ulcer - will finally lead to a stomach carcinoma.
  • Suicide preparations - can only be cause be unease. May or may not lead to a suicide or a suicide attempt.
  • Toothache - can be treated. In some cases a tooth extracton may be necessary.
  • Tuberculosis - can encapsulate itself in various bodyparts and cause a new outbreak at a later time. May cause necrosis and/or secondary damage to the lung and can lead to a bad back (bone tuberculosis). Can be catched at every biome.
  • Voight-Bernstein disease - will cause inflammations and create Voight-Bernstein tumors at other bodyparts, which themself can cause new Voight-Bernstein tumors. The disease itself is non-lethal. But the tumors will finally destroy affected bodyparts. Has the potential to get out off hand quickly. Can be catched at many biomes; exceptions: boreal forest, tundra, ice sheet and sea ice.

How to get those diseases?

1) Many of them are "birthday events". This means (AFAIK), once in a year your pawn has a chance to get a disease. In the basegame this could be: alzheimer's, dementia, bad back, cataract, hearing loss, frail, carcinoma, asthma or heart artery blockage (correct me, if I'm wrong or forget some disease).
Now this can also be: toothache, acute appendicitis, inflammation, Epstein-Barr virus, Hepatitis K, Hansen-Kampff disease, hyperthyroidism, hypothyroidism, psoriasis, blood cancer, peripheral pathway obstruction, multiple sclerosis, Campbells disease, Bardel syndrome, stomach ulcer, benign growth, necrosis, Chawbaeck's, osteoporosis, parkinson's, migraine or cerebral artery stenosis.

2) Additionally some disease are cause by others - for example, Epstein-Barr virus can and will cause blood cancer, extreme blood loss can cause PTSD.

3) Other disease are biome events, like the plague, flu, malaria, etc. New biome diseases are: common cold, lymphatic mechanites, brain worm, heart worm, lung worms, Kindred-Dick virus, New Reschian fever, Tuberculosis and Voight-Bernstein disease. Have a look at there description above to see in which biomes they appear.




Additional basegame chances

Penoxycilin: is also effectiv in preventing infections with tuberculosis, Kindred-Dick virus and Voight-Bernstein disease.

diseaseVictimFractionRange: all biome diseases now only infect between 10% and 30% of your population. In basegame this would be 20% to 50% of your pawns.

withdrawal: some drug withdrawals (GoJuice, Yayo, Flake, WakeUp) now may cause a stupor.

alcohol tolerance: now has a low chance to cause dementia.

life expectancy: as this game plays 3.000 years in the future, there should (at least in my imagination) have happend some increase in life expectancy. So I increased it from 80 to 95 years.




Known issues
  • "Crafted Mutants" depends on EPOE. Put it after EPOE in your modlist.
  • It is not compatible with old savegames as this mod changes the layout of human bodies.
  • As with other mods of this kind (limb harvesting): you can game the system. If you want to harvest hundreds and hundreds of finger by removing an arm after completing a harvest and the reinstalling it to harvest additional five fingers, you can do this. If it's this what makes you enjoy RimWorld, then do it. If it's not, don't do it.



Mod list order

If you're using all three mods, please ensure that the part of your mod list, which includes these, looks like this:




Downloads

Extended Human Body Simulation (v1.1.0)

Diseases overhauled (v1.2.0)

Crafted Mutants (v1.0.0)

Please inform me, if you happen to find some bugs or incompatibilities. I thank you in advance!



History
Crafted Mutants v1.0.0 - Initial release

-

Diseases overhauled v1.2.0 - Fixed some bugs; drastically reduced chances for diseases to appear; infectiosity of bite, burn and frostbite wounds reduced; lowered sepsis severity a tad.
Diseases overhauled v1.1.0 - Split "Diseases overhauled" in three mods; fixed some bugs.
Diseases overhauled v1.0.0 - Initial release

-

Extended Human Body Simulation v1.1.0 - Fixed a bug; included suggested names for unused modul slots.
Extended Human Body Simulation v1.0.0 - Initial release
#12
Credits & Thanks to...
  • Ykara, for his/her both fantastic mods, which I used as a basis, from which my small project started that (at first not intended) grew into this mod: EPOE & Harvest Everything! @Ykara: Thank you for all the work you have done and please excuse for not having asked for your permission.
  • Jabbamonkey, for his/her textures packs, which I used in some small parts as starting point for my drug textures.
  • Marnador, for the RimWor(l)d font, used in the picture above.
  • Tynan, for this great game!



Backgroundstory

This mod started as a small private project with no intend to release it to the public one day. My goal was to extent Ykara's really nice mod Harvest Everything!. By now my mod completely supercedes "Harvest Everything!" which is not necessary to use "Diseases overhauled", but because of this history, "Disease overhauled" depends on EPOE.
So at first I included item types and recipes for all previously missing bodyparts (sternum, ribs, humerus, femur, etc.). While doing this, I realized how rudimentary the current human body simulation in RimWorld is and expanded it: added fibulas, ulnas, patellas, a spleed (which has no real function other than bullet and disease catcher as I don't have a clue about C#), a hidden intestine (which makes it possible to remove stomaches without killing the patient - because humans can live without a stomach; it's no fun but possible), added lobes to the liver and different (non-hittable) parts to the brain (which are used to install the different auxiliary AIs). And again: while busy with this task, I thought to myself: "Why not include some slots which I can use to create some creazy Frankensteinian mutants out of my colonists?" No sooner said than done!
At this point, my formerly small project were grown quite large - and it was completely OP. With the possibilities to implant more than one auxiliary AI, add additional arms, a third eye, more ears, one more leg and integrate supporting organ parts, pawns with all these "enhancements" had no real threat to face anymore. While thinking about ways to counterbalance this new found abilities, I suddenly realized how rather boring the base game disease (IMHO) are. And while handling my "enhanced" pawns new abilities (at least a bit) with an increased hunger rate per installed arm/leg/eye/whatever, I began working on overhauling all base game diseases and integrating new diseases into this mod. These both parts became the biggest part of this mod.
Just before the end of expanding this mod, I included some new drugs to help all sick colonists with fighting off old but impoved and new found diseases.




Features (Overview)

Let's get down to the nitty-gritty, shall we? This modifications consist of roughly five parts:
1) Overhaul of all existing diseases and addition of new ones
2) Installation of new bodyparts (third eye, more arms, supporting organ parts, etc.) and some experimental brain surgery
3) Harvesting and reintegrating of all available bodyparts and replacing with surrogates
4) Additional drugs
5) Harvesting of mechanoid bodyparts for simple prosthetics

I tested everything at least a dozen times, but nevertheless everytime I found something to fix, change or tweak. So, please, give me feedback about decisions I made and bugs I've overlooked. I thank you in advance for your help and participation! :)




Features (in detail)

The following description may be more in detail than the previous paragraph, nevertheless it is only a short summary. Starting by the smallest mod part:

5) Harvest more mechanoid parts
You can now harvest more than blades from scythers. You can get light rezeptors, simple prosthetic arms, hands, legs and feet, artificial noses, brain stimulators and centipede tails. Some of these parts can be recived from both mechanoid versions, some only from scythers (like blades), others only from centipedes (like centipede tails).
Bionic limbs may at a first glance seem more logical - but, first, are way too OP to be harvested from mechanoids and, second, think about the designers of scythers and centipedes: they surely hadn't human anatomy in mind when designing these artificial beings.


4) New drugs
There are six new drugs in this mod included:
  • Detoxamin, a drug that reduces toxic sensitivity by isolating and incorporating toxins. Take one every two days. (No known sideeffects.)
  • Methylanphenamid, which increases awareness and learning ability. One use lasts three days. (Strongest effect on third day; may have strong sideeffects.)
  • Tranquiazepin. Immediatly releaves all stress after ingestion. Take one per day. (Highly addictive.)
  • Mortracain, a relatively strong painkiller. Used to treat moderate to serious pain. Take every two days. (May be addictive.)
  • Tritoxylon, which drastically boosts the metabolic system and therefore heavily increases the immune response - among other body functions. Take one every two days. (May have severe sideeffects.)
  • Good old vegetable broth. Eating one per day helps shaking of some diseases.
All drugs have individual research projects and can be created at the drug lab after finishing these - except the vegetable broth, which is neolithic techlevel recipe and can be created from the start at the stove. They also start at a high efficiency and lose there impact over time - except Methylanphenamid, which reaches it's peak efficiency at the third day after ingestion.


3) Harvest and reintegrate all available bodyparts or replace 'em with surrogates
Nearly every single bodypart is now harvestable (exceptions: shoulders, neck, skull, intestine). So you can replace every part your pawns might miss with freshly harvested natural equivalent (which needs to be stored as natural bodyparts start to rot after some time) - or you craft a surrogates to replace the missing part with. This also applies to all parts of the now expanded human body structure, which includes: fibulas, patellas, ulnas, a spleed and two lobes for your pawns liver.


2) Installation of new bodyparts and some experimental brain surgery
All those freshly harvested bodyparts can not only be used to replace missin bodyparts. They can also installed in previously "unused" locations:
  • a third eye for your pawns forehead, ...
  • two additional lobes for there lung, ...
  • an extra leg, "mounted" to there pelvis, ...
  • additional ventricles for there heart, ...
  • up to six additional arms, ...
  • two more ears, ...
  • an additional lobe for there liver, ...
  • and some new bodyparts more...
As your colonists bodies and brains aren't made for this, all extra parts have only a rather small impact on there abilities. Besides, every new part increases there hungerrate by 5% - this new flesh wants to be fed.
Extra parts aren't hittable. They are bound to specific connection points. If these points get destroyed or replaced, connected new parts are gone as well. For example: you can give colonists two new arm, connected to there pelvis. If there pelvis is destroyed, both arms are gone. This also happens, if you replace it with an artificial pelvis. If you replace connection points in an medical operation, you'll recive all parts back.
But not only natural limbs can be put on new locations: also bionics. And as these (at least in my imagination) have supporting VIs, they are a bit more effective at there rather unusual positions - and don't increase your pawns hungerrate.
To counterbalance all those possibilities, I reduced the effects of synthetic organs.
Please give me feedback regarding my decisions.

A highly experienced medic (medicine > 17) can perform some experimental brain surgery. Sometimes this won't have no effect at all. In other cases there might be one or more long-term effects resulting out of this. There's a ~50/50 chance your pawn gets a "good" result: some kind of Trauma Savant. Other pawns afterwards may suffer from some heavy case of, for example, death.


1) Overhaul of existing and addition of new diseases
This section is by far the biggest part of this mod. I changed every single disease in the game. Not in their fundamental principles. But they all now have some randomness factor. This way it depends not only on your pawns ability to shake a disease off. It is more ... how to say this? ... natural. One pawn gets a heavy case of flu, the other only a light infection.
Diseases now also aren't only a case of "sh*t or bust". For example: even if your pawns survived an infection with the plague, they may have encapsulated pathogens in their femur, spine or pelvis, which, at a later time, will cause a new outbreak of the dormant disease.
Also diseases can now cause secondary diseases or long-term conditions. Some, like the plague, may cause a benign growth as secondary disease. Sleeping sickness, on the other hand, now has a chance to cause a long-term condition: a damage to essential brainparts which has no immidient effect, but inevitably leads to a case of coma in the foreseeable future. From that your pawn may awake - maybe twenty days later. Maybe six or fifteen years later. Maybe never.

Changes to existing diseases, long-term conditions and injuries (in excerpts):
  • Wound infections - can now cause a severe sepsis, that is hard to cure (nearly impossible at a early stage of the game). The heavier the infection, the higher the chance for a sepsis. At later stages of the infection, other bodyparts, like your pawns internal organs or their brain, may take secondary damage, which again can cause future problems. At the latest stages, they may lapse into a coma.
  • Sleeping sickness - as previously mentioned, can cause a long-term condition that finally leads to a coma. The disease may also cause secondary damage to your pawns eyes or brain.
  • Plague - can cause the growth of benign tumors and may encapsulate itself in your pawns bones, causing additional benign growths or a new outbreak of the disease at a future time.
  • Malaria - may cause liver inflammations, secondary liver damage, coma and/or encapsulate itself into your pawns livers.
  • Hearing loss - now advance slowly over time and is now case of hearing one day and be deaf the next one.
  • Eyesight loss - same slow progress as hearing loss.
  • Frail - a similar slow progress as hearing and eyesight loss.
  • Bad back - a similar slow progress as hearing and eyesight loss.
  • Dementia - a similar slow progress as the four conditions above. At early stages (when reflective faculty is still given) can dementia cause cases of unease. At its last stage it will inevitably lead into a coma. Your pawn will not wake up again.
  • Alzheimer's - similar to dementia: at early stages (when reflective faculty is still given) can alzheimer's disease cause cases of unease. At its last stage it will inevitably lead into a coma. Your pawn will not wake up again.
  • Trauma Savant - there are now diffent versions of this long-term condition. All with the same negative effects, but varying positives.
  • Muscle parasites - can now encapsulate and come back at a later time.
  • Gut worms - their toxins may cause secondary damage to varying internal organs.
  • Injuries - have a higher chance of infection. Especially bite wounds!
  • Food poisoning - now lasts for around two days but loses its intensity over time.
  • Cryptosleep sickness - lasts a bit longe but losses its intensity over time, similar to food poisoning.
  • Flu - chance to cause secondary damage to lung heart and/or brain; at its latest stage: chance of coma.
  • Cirrhosis - slowly procedes over time until your pawns liver isn't of any use anymore.
  • Chemical damage - similar to cirrhosis: slowly procedes over time until your pawns organ isn't of any use anymore. If this organ was your pawns brain - well...
  • Carcinoma - spreads! The bigger its grown, the faster it spreads. You probably don't want your pawns to carry a carcinoma around over a longer time - except you just gave 'em order to dig their own grave. May also cause cases of unease.
  • Asthma - now can get way worser than before. If they reach the final stage (status asthmaticus), they will die. Has a chance to cause a coma at later stages (oxygen deficit).
  • Malnutrition - needs a bit more time to get dangerous.
  • Toxic buildup - get at a earlier stage dangerous. May not only cause dementia or carcinoma, but also coma and secondary damage.
  • Anesthetic - may cause coma or secondary damage to the brain.
#13
Good day, ladies and gentlemen!

First of all: please excuse my bad english, I didn't have a lot of practice in recent years.

As in a previous post mentioned, I worked on spliting this mod in two separate mods, so everyone can use "Diseases overhauled" without the need for Ykara's "EPOE". After finishing this, there are now three mod instead of three mods: I extracted the expanded body simulation. It is now a separate mod and needed for the other two: "Diseases overhauled" and "Crafted Mutants". All three mods and there content will be outlined in the following sections. Detailed information are available in the second and third post in this thread. All download links are at the bottom of the third post.





[A17] Extended Human Body Simulation (v1.0.0)

1) Additional bodyparts
The current human body simulation is rather limited. I expanded it with fibulas, patellas, ulnas, a spleed, two lobes for your pawns liver and a hidden intestine (which makes it possible to remove stomaches without killing the patient - because humans can live without a stomach; it's no fun but possible).

2) Harvest and reintegrate all available bodyparts
Nearly every single bodypart is now harvestable (exceptions: torso, shoulders, head, neck, skull, intestine). So you can replace every part your pawns might miss with freshly harvested natural equivalent (which needs to be stored in a cold enviroment as natural bodyparts start to rot after one day). This also applies to all parts of the now expanded human body structure, which includes: fibulas, patellas, ulnas, a spleed and two lobes for your pawns liver.

3) Replace missing bones with surrogates
Buy a surrogate to replace the missing bones. Your trusted exotic, pirate or combat merchant may have to offer some.






[A17] Diseases overhauled (v1.1.0)
Depends on "Extended Human Body Simulation"

1Overhaul of all existing diseases and adding new ones
Every single disease / condition has been changed and more than thirty new ones have been put into RimWorld. Have a look at the second and third post for more detailed informations.

2) Additional drugs
There are six new drugs in this mod included, that either may help your pawns recover from disease or improve their abbilities for some time - at a price.






[A17] Crafted Mutants (v1.0.0)
Depends on "Extended Human Body Simulation" and "EPOE"

1) Installation of new bodyparts (third eye, more arms, supporting organ parts, etc.) and some experimental brain surgery
Harvested bodyparts and organs can now be installed at "unusual" places (for example as a third leg). But as your pawns bodies and brains aren't prepaired for this, their benefits are limited.

2) Harvesting of mechanoid bodyparts for simple prosthetics
You can now harvest more than blades from scythers. You can get light rezeptors, simple prosthetic arms, hands, legs and feet, artificial noses, brain stimulators and centipede tails. Some of these parts can be recived from both mechanoid versions, some only from scythers (like blades), others only from centipedes (like centipede tails).




Mod list order

If you're using all three mods, please ensure that the part of your mod list, which includes these, looks like this:
#14
Good day, ladies and gentlemen.

l2evy hasn't been active since december last year. So I upgraded his/her mod to Alpha 17.
Attention: I don't have a clue regarding C#, so I kicked the "Assemblies" part out of this mod: no more hammeringspeed or -efficiency.  :-\
But everything else should work just fine. Tweaked a bit here and there.
Please report any bugs you find. Thank you very much.

"Storage Crates Lite" (Alpha 17)

Sincerely

Phileas
#15
Good day, ladies and gentlemen.

Thyme hasn't been around for two months, so upgraded his mod "Electric Stonecutting Table" for Alpha 17. All credit goes to Thyme.

"Electric Stonecutting Table" (Alpha 17)

Sincerely

Phileas