(http://i.imgur.com/KNBz5vs.png)
A Dog Said, "You have the ability, why you don't fix me?" I Had No Choice But To Cry
(http://i.imgur.com/YOuvIWX.png)
Watching your double cataract Labrador is no longer painful
A Dog Said... adds peg legs, bionic eyes, prosthetic and bionic arms(for monkeys), prosthetic and bionic legs(small, medium, large and huge), which you can apply to your favorite animals. Buy them from traders.
(http://i.imgur.com/lX11zmI.png)
(http://i.imgur.com/nE9s6IP.png)
License info
You must follow this license (https://goo.gl/H7BTPb).
(http://i.imgur.com/RpnPFFp.png)
Direct (https://www.dropbox.com/s/30fi1fiepi0h9a5/LT_ADogSaidA13.rar?dl=0)
Update thanks to Adamiks!
(http://i.imgur.com/Vxf3J5V.png)
AMAZING! Exactly what I needed in life! OuO
Is it possible to make animal bionics with a patch for EPOE or something? Sorry if this is obviously wrong, not the smartest when it comes to mods :)
Which part do you mean? Crafting at workbenches, or extended bionic/prosthetic parts? For latter case, I had intention but only realized that EPOE is a massive mod...
Quote from: Latta on September 09, 2015, 12:41:32 PM
Which part do you mean? Crafting at workbenches, or extended bionic/prosthetic parts? For latter case, I had intention but only realized that EPOE is a massive mod...
Maybe not crafting advanced bionics, but maybe just bionics, simple prosthetic, and lower class things such as peg legs at the correct benches, and the pawn must have a high crafting skill, as they are crafting say bionics in a small space such as a leg, as it is for an animal?
Look awesome! As said above, I am curious if it is compatible with EPOE!
It's compatible, though I had to separate every organs for animals. Before this, you could amputate chicken's leg and transplant into one of prisoner's body...
Quote from: Latta on September 09, 2015, 01:35:35 PM
It's compatible, though I had to separate every organs for animals. Before this, you could amputate chicken's leg and transplant into one of prisoner's body...
That's not a bug, that's a feature. :-X
Hahahaha this is what I had in mind (https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSstM5kqSzeSZMvqW2u11D_n5_2gewrbRM-q6vaeewfU0Tq0pVJdE8YJQ)
Would have been awesome though.
Awesome! Thanks so much!!!
Awwww yeeeeaaaaah, time to make Bionic Boars.
Aaaah great!
This and Animal Hide makes a perfect new set for tameables!
Cheers!
Incredible! I finally tamed a Thrumbo, but it has scars. So This should help make it more efficient.
My Dream of Bionic Wargs released to hunt down fleeing Raiders can now come true!.
Question - does the addition of various sized bionic limbs for animals reduce the frequency of human-bionics showing up with traders? Or is it in addition? Or do you use human prosthetic/bionic limbs used for animals?
Unfortunately and currently, it will reduce human item frequency without giving additional tweaks to traders, especially exotic traders.
I've noticed I'm unable to install animal bionic eyes in most animals. (I can put them in chickens and cobras though.)
Is this bug or are most animals unable to get the bionic eyes?
Edit: I've also noticed that for chickens and cobras I have the option to harvest the organs (heart, lungs, stomach, etc,) but not for larger animals.
Thank you, will check that
Me too. My dog desperately needs a new eye, as his was shot out during a raid. Good job on the mod though.
Fixed! Your dog may get its vision back. And removed chicken/cobra organ harvesting too.
Yay! much appreciated for the fast update. (although I did enjoy my brief career as an animal organ farmer :P )
is this only gonne show up in new animals?
Quote from: mbos14 on September 13, 2015, 06:55:46 AM
is this only gonne show up in new animals?
What do you mean by "new animals"? Your existing animals can receive this while mod added animals aren't supported.
well i just added this and none of my animals can be operated(labrador and 3 boars) is it possible its incompatible with other medical mods ?
Quote from: mbos14 on September 13, 2015, 07:02:56 AM
well i just added this and none of my animals can be operated(labrador and 3 boars) is it possible its incompatible with other medical mods ?
Here's a check list.
- CCL is installed properly and loaded right after Core.
- ASA is installed properly and loaded.
- You have corresponding animal body part, e.g. Bionic animal eye, not Bionic eye.
It's almost impossible to have any incompatibility with surgery mods out there.
might be asa i dont think i have that. You may yell at me for not reading everything. im sorry for taking up your time.
Quote from: mbos14 on September 13, 2015, 07:11:38 AM
might be asa i dont think i have that. You may yell at me for not reading everything. im sorry for taking up your time.
Nope, it's okay ;)
well now a prob better question. will you also add internal organs to the list of stuf this mod allows to do ?
Quote from: mbos14 on September 13, 2015, 07:21:36 AM
well now a prob better question. will you also add internal organs to the list of stuf this mod allows to do ?
Maybe, if Ykara or other mod makers doesn't make them before me.
I think I noticed a bug. My dog's front left leg was destroyed in a skirmish, but when I'm putting in a bionic leg. I get 4 options for front left leg. when I clicked on one, they did the operation, but it was the wrong leg (somehow)
Thank you so much! My dog will be able to see!
Actually, I still don't have the option to install anything. There is no operations tab. Is it just me?
There should be an operation tab. Even if you don't have any item, there must be an option to euthanize.
Don't have it. I also spawned another type of dog and it still didn't have it.
Quote from: mrred1 on September 13, 2015, 01:00:48 PM
Don't have it. I also spawned another type of dog and it still didn't have it.
QuoteASA (Required)
You should check if you have 'Animal Surgery Activator', i guess.
Got it! Thanks a million!
For those not seeing the operations tab, try starting a new game, it doesn't seem to initally appear in old saves for some reason (for me anyway) but starting a new game, and then once I'm planet side loading my old one corrects the problem.
Quote from: Lady Wolf on September 13, 2015, 02:42:57 PM
For those not seeing the operations tab, try starting a new game, it doesn't seem to initally appear in old saves for some reason (for me anyway) but starting a new game, and then once I'm planet side loading my old one corrects the problem.
Thank you, I'll take a look on that.
I had had an issue due to mod order with edb interface.. so for anyone having problems fiddle around with that too..
This mod is super helpful!! :D There's something I'm curious about though. Is there any way to make this mod work on modded animals, maybe by editing some file in this mod/the animal mod or something? I've got a cat (from the Cats! mod) missing a lung and I'd like to see if there's some way to fix them :( Thank you!
Quote from: mimib14 on September 14, 2015, 01:28:35 PM
This mod is super helpful!! :D There's something I'm curious about though. Is there any way to make this mod work on modded animals, maybe by editing some file in this mod/the animal mod or something? I've got a cat (from the Cats! mod) missing a lung and I'd like to see if there's some way to fix them :( Thank you!
Go to RecipeDefs folder of this mod. Add those cat's defNames under recipeUsers.
Quote from: Latta on September 14, 2015, 10:37:20 PM
Quote from: mimib14 on September 14, 2015, 01:28:35 PM
This mod is super helpful!! :D There's something I'm curious about though. Is there any way to make this mod work on modded animals, maybe by editing some file in this mod/the animal mod or something? I've got a cat (from the Cats! mod) missing a lung and I'd like to see if there's some way to fix them :( Thank you!
Go to RecipeDefs folder of this mod. Add those cat's defNames under recipeUsers.
Or just copypasta this file to replace the Recipes_Surgery in cats.
[attachment deleted due to age]
Yo, I've started new games, new worlds, changed the order of the mods and im still not seeing the operation tab. i have seen it sometimes when the animals are injured but i cannot see it now. ive even shot my own rhino to see if i can see it. any thoughts
Load ADS after ASA, start a game, and check for this specific log message:
LT-AS: Initialized AS.
If you see this and still no operation tab, please report again.
Quote from: Latta on September 09, 2015, 01:35:35 PM
It's compatible, though I had to separate every organs for animals. Before this, you could amputate chicken's leg and transplant into one of prisoner's body...
Is it possible to edit the config file so you could do that?
If so, how could I do that?
I seem to have a problem when i try and install a animal leg all legs are named front Left Leg I have loaded the mods in the right order
if anybody knows how to fix this i would really appreciate it
Cant figure out why its not working for me I tried diff. mod loading times, deactivating mods, i cant figure it out.
I look in the log and it doesn't show asa initializing like others show it should, I don't know what to do, any help would be great!
The mods I'm using and their loading points are below:
Core
Community Core Library V0.12.2
Community Core Library - Vanilla Tweaks
LT-ASA
LT-A Dig Said...
Mad Skills (prevents skill degradation)
EdB Prepare Carefully (allows Custom built crash & people
Enviro SK (animal AI updater allows animals to hunt)
EdB Mod Order (custom mod adding screen)
Expanded Prosthetics and Organ Engineering
Craftable Medicines
Matter Converter
EdB Interface
i have tried different orders, any ideas wold be great, maybe i missed something that needed to go into the mods folder? I don't know.
Thanks in advance
I am having the same issue. The ASA is not loading. No idea why. No errors either so can't even share a log that could help resolve this. :(
So I went and did some basic trouble shooting since I've had some of the same problems. For LanMc and Bigtony, it appears that the latest update to EDB interface is deactivating ASA or overwriting the operations tab for animals. Version 3.0.2 of EDB interface works with ASA so it was something in the last update that breaks it.
For davyXD, from my testing Brunayla's Neurotrainer Production mod is what is causing the 4 front left legs, absolutely no idea how it manages this. Fixing these are definitely beyond me but at least you know what's causing the problems now
Edit: and Glittertech also causes the 4 front left legs
Edit2: looks like Glittertech when defining the replicators overwrites leg defs for quadrupeds causing the low leg HP and 4 front left legs. If you go into GT and modify the bodydefs, bodypartdefs, and bodypartgroupdefs and change the name of the legs it should fix the bug and hopefully not break GT
Thank you, blackdove. Glittertech....
And yes, EdB UI's alt health tab will overwrite ASA. Maybe try disable health tab only.
Thanks blackdove and Latta! I will disable the health tab and see what happens!
Has someone let EdB know this is happening?
Again, much thanks! I have been blessedly spoiled and curing my pets is a must for me now.
EDIT: It worked brilliantly! Disabling the Heath tab only in EdB's Interface allows me to see the operations tab for my animals. Thanks again!
EDIT 2: It works, but every time you leave the game and come back in you have to reset it or the animal operations tab doesn't appear. Yes, even if you have turned the Health tab option in EdB's Interface off. What I did is just click it on then off again and the operation tab reappeared.
Thanks blackdove and latta Ill do that. I appreciate it :)
How'd I miss this little gem? Time to turn my Wargs into mean, brown furballs of flying death!
You know what's missing? Bionic jaws for your wargs to rip apart your foes
the drop box says a10 not 12 ? help ? find a12 link plZ
Quote from: Smexy_Vampire on October 07, 2015, 04:12:33 AM
the drop box says a10 not 12 ? help ? find a12 link plZ
Smexy, smexy... That is the A12 version. It is the 10a version of the mod for A12. There were no pets for Rimworld prior to A12, thus the mod could not have existed then. Well, Latta is pretty amazing, so mayhaps time-travel is in off. I am using this version myself now on my modded colony and it works great. You just need to make sure to turn off the health tab in the interface options if you use EbD's interface mod. And the proper mod load order. You need the base mod first.
Quote from: LanMc on September 26, 2015, 11:33:35 AM
Thanks blackdove and Latta! I will disable the health tab and see what happens!
Has someone let EdB know this is happening?
Again, much thanks! I have been blessedly spoiled and curing my pets is a must for me now.
EDIT: It worked brilliantly! Disabling the Heath tab only in EdB's Interface allows me to see the operations tab for my animals. Thanks again!
EDIT 2: It works, but every time you leave the game and come back in you have to reset it or the animal operations tab doesn't appear. Yes, even if you have turned the Health tab option in EdB's Interface off. What I did is just click it on then off again and the operation tab reappeared.
cant you just comment out the hp tab thiggy ? in the mod so it stays off ?
Quote from: dareddevil7 on October 04, 2015, 04:01:54 PM
You know what's missing? Bionic jaws for your wargs to rip apart your foes
Im not to knolageable on codeing , i dont know about makeing a rim world mod . but looking at the xml file you could priddy mutch coppy paste the legs and rename it jaw. and if you wnated to go one step ferther you could make it animal size able but its kinda funny to put a dogs jaw on something like a cow :V
In the mod folder (like the one I put in the folder that initially has only core) only contains a file named README.md but I opened it in notepad and it was empty, pls help because I would like to use this mod.
Quote from: Iwillbenicetou on September 13, 2015, 08:35:20 AM
I think I noticed a bug. My dog's front left leg was destroyed in a skirmish, but when I'm putting in a bionic leg. I get 4 options for front left leg. when I clicked on one, they did the operation, but it was the wrong leg (somehow)
Yeah I have this problem too.
are you by chance using glitter tech? there was an issue with the animal front legs but there is a fix in the glitter thread, here , https://ludeon.com/forums/index.php?topic=5509.msg176112#msg176112 (https://ludeon.com/forums/index.php?topic=5509.msg176112#msg176112)
Would it be possible to add some ability to command obedient animals to wear apparel? Apparel has tags you can add that associates them with different tech levels but it could also be used to indicate whether an armor can be worn as barding etc. I don't know as Rimworld supports animals wearing clothes or differentiating between animal types but the ability to armor your pets would be pretty rad. Again, IDK if pets can even have a gear tab.
Also, I second the bionic jaws suggestion. An addendum: stun jaws to that list so my pets can be sent in to quell berserk pawns with an electric bite. Basically anything from the pet you get in Metal Gear Solid 5: The Phantom Pain.
Speaking of general pet things,
Quote from: Hague on October 21, 2015, 03:33:09 PM
Would it be possible to add some ability to command obedient animals to wear apparel? Apparel has tags you can add that associates them with different tech levels but it could also be used to indicate whether an armor can be worn as barding etc. I don't know as Rimworld supports animals wearing clothes or differentiating between animal types but the ability to armor your pets would be pretty rad. Again, IDK if pets can even have a gear tab.
Also, I second the bionic jaws suggestion. An addendum: stun jaws to that list so my pets can be sent in to quell berserk pawns with an electric bite. Basically anything from the pet you get in Metal Gear Solid 5: The Phantom Pain.
Speaking of general pet things,
you are forgeting blade wolf form mgr :)
Edit: adding a new part is rather easy.
but i cant find out how to make it have bonuses and sutch it seams to do this you need *HediffDefs* seeing as Lt was just useing the ones form the game allredy. Lt basicly layed the ground work if other people would like to over haul this mod to full bionic pets seeing as the body parts are all layed out. alltho it is rather hard to see if all that work would pay off . can perts acualy attack back ? and be drafted to call to battle ?
Doesn't work.
I have ASA loaded right after core and CCL loads, and I load ADS right after ASA. I still don't have a surgery tab.
I don't have any UI mods.
I've heard that making a new world will make it appear, but I honestly don't want to lose my colony.
Quote from: ethanwdp on October 26, 2015, 02:40:49 PM
Doesn't work.
I have ASA loaded right after core and CCL loads, and I load ADS right after ASA. I still don't have a surgery tab.
I don't have any UI mods.
I've heard that making a new world will make it appear, but I honestly don't want to lose my colony.
it worked for me when i followed another person's suggestion and started a new game, then from that new start, i loaded the saved game and had the mod working properly.
Quote from: ethanwdp on October 26, 2015, 02:40:49 PM
I've heard that making a new world will make it appear, but I honestly don't want to lose my colony.
A new world should work, and as always
exit to desktop and restart the game when changing your mod list.
Creating a new world worked, actually.
For some reason, I thought that I had to create a completely new colony and it would only work on that colony.
Just curious, does the mod only initialize on world creation? I've taken a peek at ASA's source, and I've found MapComponentUpdate() is the function that handles most of the operation tab creation.
I didn't find an event call anywhere, so I'm assuming the game only fires MapComponentUpdate() on map creation.
Is that the only way to call the mod? There has got to be a more surefire way.
It is likely an issue with another mod (Most likely EdB Interface). Whenever you have a mod issue that can be tested you should try running the mod alone with only the required components. It often helps to run them in a new map as well as your current.
ATTENTION Latta:
Your mod is not compatible with EdB interface (https://ludeon.com/forums/index.php?topic=5258.0). More specifically it is not compatible with Animal Surgery Activator (https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237) aka ASA. The button for animal operations is removed when running both.
It's a real bummer since EdB is extremely useful and I specifically wanted this type of mod for my game. Currently torn between the two. I don't expect you to fix it but figured you'd like to know of any incompatibilities.
Quote from: Zallo on November 20, 2015, 05:25:04 PM
It is likely an issue with another mod (Most likely EdB Interface). Whenever you have a mod issue that can be tested you should try running the mod alone with only the required components. It often helps to run them in a new map as well as your current.
ATTENTION Latta:
Your mod is not compatible with EdB interface (https://ludeon.com/forums/index.php?topic=5258.0). More specifically it is not compatible with Animal Surgery Activator (https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237) aka ASA. The button for animal operations is removed when running both.
It's a real bummer since EdB is extremely useful and I specifically wanted this type of mod for my game. Currently torn between the two. I don't expect you to fix it but figured you'd like to know of any incompatibilities.
I'm currently running them all together with no problem, just go into Interface Options once you've loaded a game and toggle the animal button under Main Tab Options to get the operations tab to show up on animals
Quote from: rcrdcsnv on November 21, 2015, 06:07:17 PM
I'm currently running them all together with no problem, just go into Interface Options once you've loaded a game and toggle the animal button under Main Tab Options to get the operations tab to show up on animals
I figured out how to do it after I wrote the comment. Sorry. Great mod so far though.
Latta, why am I getting a bloody MALICIOUS VIRUS FROM CLOUD when I tried downloading this file from your link?
Quote from: CaptOdee on November 22, 2015, 05:40:57 PM
Latta, why am I getting a bloody MALICIOUS VIRUS FROM CLOUD when I tried downloading this file from your link?
question, WHICH antivirus is on your computer, and which operating system??
Alright, so i cant get the operations button to appear, i am using edb interface, and i toggled the animal tab, but it still didnt show up. Can i get a hand over here? The would be really useful if i could get it to work.
Quote from: Dude1925 on December 08, 2015, 07:56:59 PM
Alright, so i cant get the operations button to appear, i am using edb interface, and i toggled the animal tab, but it still didnt show up. Can i get a hand over here? The would be really useful if i could get it to work.
toggle the "health" tab. It'll make your colonist's op tab disappear, so you'll need to toggle it again for that.
Quote from: tigg on December 08, 2015, 09:54:09 PM
toggle the "health" tab. It'll make your colonist's op tab disappear, so you'll need to toggle it again for that.
Just came to ask about this, thanks. It had been working fine for me in a previous colony but something made the surgery tab disappear? :o
e: Nope this doesn't seem to help me :( Maybe I have some problem with my mod config DB or something, I'll try re-unpacking the game and reloading all my mods. This is not the only mod I've had squirrelly behavior with :(
e: Well that didn't help either :(
Yeah something was definitely buggered with my install, I had renamed the old directory to unpack the game to a new directory and disabled everything but CCL, ASA and A Dog Said, but when I started a new colony I could see that other mods were somehow still enabled anyway. Rebooted and deleted the old directory and the problem went away ::)
e: I actually could not delete it until rebooting, some file(s) was locked
e: It quit working again :( I don't think this is a problem specifically with this mod but something it's depending on from CCL.
Okay, somehow this mod (or ASA) conflicts with EdB UI interface. When I test with just this mod list:
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>914</buildNumber>
<activeMods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdBModOrder</li>
<li>LT_ASA</li>
<li>LT_ADogSaid</li>
</activeMods>
</ModsConfigData>
ASA works, but when I load EdB UI (whether before or after ASA) then the animal surgery tab is replaced by the EdB UI version. For me this is 100% reproducible and I tried a lot of variations (set mod load order, quit game, restart, roll new planet, etc). I don't know why I had it working for a while, I guess I hit some magical perfect mod order that allowed ASA to override the EdB version of the animal status palette.
e: Oops, reviewing the thread I see this has already been figured out. How can I work around this without actually disabling EdB Interface entirely?
Oh duh the workaround turns out to be really easy (EdB added Interface Options):
Menu button -> Interface Options -> Uncheck Health tab
(http://i.imgur.com/1NRi50P.jpg)
I realize this is what Tigg was saying now (duh) but I didn't understand, I thought he meant just clicking the Health tab on the pawn status palette :P
I have been thinking about all this for a while and it turns out I am pretty dumb, fyi
Hey, I made a mod that adds a workbench that allows crafting of all the bionic animal parts. It obviously depends on ASA/A Dog Said, but since it adds a new workbench it should not conflict with or depend on any other mods. It's based on Brunayla's excellent vanilla-scaled cybernetic crafting mod and the material costs are all scaled around that mod's recipes, so you need all materials, and medicine, and Glitterworld medicine. The medium animal leg is scaled the same as Brunayla's human leg recipe, and the small/large/huge leg recipe requirements are scaled depending on the values Latta defined for each of those parts.
A research topic is also required to be completed to unlock the workbench, so the workbench can't be constructed until that is done. I tested the research topic and all the recipes in-game and it all looks like it works correctly. Since this mod completely depends on Latta's A Dog Said, I'll list it here and won't bother to start a separate thread for it. Actually Latta if you want to, you can just take ownership of the mod and that would be great because I am not good at maintaining things long-term. The license can be considered the same as A Dog Said's license.
Please note that since this mod depends on both ASA and A Dog Said, it must be loaded after both of those mods. Have fun!
DOWNLOAD LTK Animal Bionics 1.0 (http://s000.tinyupload.com/index.php?file_id=06927645401502372515)
I now have an image of Cobras with legs running around stuck in my head.
can i make a suggestion? cos errmm Laser eyes might be like REALLY cool :p
pity no sharks in game ..yet.. but Cobras with Bionic Laser Eyes might be.. fun.. 8)
Quote from: koolieo1 on March 12, 2016, 01:32:29 AM
I now have an image of Cobras with legs running around stuck in my head.
Ah like these alien cobras? https://www.youtube.com/watch?v=aVZUVeMtYXc
Heya,
Adamiks updated this to A13! Big thanks to him. Aaaand he said ASA won't be needed anymore, so I deleted the link to it.
Quote from: Latta on April 10, 2016, 02:57:09 PM
Heya,
Adamiks updated this to A13! Big thanks to him. Aaaand he said ASA won't be needed anymore, so I deleted the link to it.
Yesss, thank you both!
(http://i.imgur.com/YyUC5a1.png)
hee hee hee
hoo ha ha ha
hee hee
Mwu ha ha HA HA HA HA HA HAAAAAAA!
Downloading now!
Oh, wow, yeah, and I was just thinking of Fallout's Cyberdogs when I read the thread info.
Really, I was playing last night and didn't take the time to think about checking for a mod like this before I euthanized my colony's favorite husky after it lost several limbs to a warg.
Only after I saved did it dawn on me that something like this is what I needed.
I'm glad you modders are so many steps ahead of me.
Currently none of the prosthetic legs fit Polar/Grizzly bears.
I can't quite express how sad it makes me that I can't make Robo-Bears.
Quote from: Boboid on April 11, 2016, 11:15:02 AM
Currently none of the prosthetic legs fit Polar/Grizzly bears.
I can't quite express how sad it makes me that I can't make Robo-Bears.
Or the Cougars. Which is sad because I have a baby missing a leg after a raid...
Trinket shall continue to be a tripod for now...
Also, is there currently any way to make the parts?
Can you give me the A12d links? pls?
Hey there, i think i encountered a bug or a possible incompatibility with EPOE:
(http://puu.sh/op1Td/a39faa2608.jpg)
All of my animals seem to have only front left legs, its kinda weird. ;D
Quote from: Paolos0 on April 20, 2016, 03:18:48 AM
Hey there, i think i encountered a bug or a possible incompatibility with EPOE:
(http://puu.sh/op1Td/a39faa2608.jpg)
All of my animals seem to have only front left legs, its kinda weird. ;D
do you have glitter in the mods list?, if so check the glitter thread
Quote from: harpo99999 on April 20, 2016, 03:49:08 AM
do you have glitter in the mods list?, if so check the glitter thread
Oh, it's glitter causing this? thanks for the tip tho, i'll be looking through that thread then!
Edit: Again, thanks for the tip, it's actually a labeling error in the def-files of glitter, nothing one cannot fix.
Polar, Grizzlies and cougars? Sounds like the new critters aren't in ADS's table
Quote from: Coenmcj on April 20, 2016, 04:53:27 AM
Polar, Grizzlies and cougars? Sounds like the new critters aren't in ADS's table
It seems that way. Looking at other posts in the thread, it seems to be possible to edit files to add those animals to the list of pawns that can use those items, but I have no idea how, and don't want to fuck it up.
Also not 100% sure of the full list of new vanilla animals.
Im all over this btw, updating to contain all new animals.
i don't get it... what did the dog say? dogs can talk?
Quote from: Jakub k. on April 24, 2016, 08:52:56 AM
i don't get it... what did the dog say? dogs can talk?
Did you read the first page to see what the mod did?
Quote from: Glendening on April 25, 2016, 05:41:07 AM
Quote from: Jakub k. on April 24, 2016, 08:52:56 AM
i don't get it... what did the dog say? dogs can talk?
Did you read the first page to see what the mod did?
oh yeah ok
do you have any plans to make the bionics craftible? id make an add-on that would let you craft them but i am not that good at balancing things (as my a12d mod showed) id probably make them to easy to make (although if your using an MD2 type mod balance goes out the window)
I think expanded prosthetics and organ engineering support would be nice, Just giving a suggestion.
I had done a mod that allowed crafting of these items for A12, I'll look at updating it for A13. Don't expect it for like a week though, it will take me some time to "warm up". If someone else happens to release the same thing before that, great :)
I have this:
https://github.com/Skullywag/AnimalSurgery/releases/tag/AnimalSurgery1.0
which is this mod for A13 with the new animals added, Ill probably end up adding bionics etc, feel free to fork and add stuff if thats easier.
Can You Please Put back the download for alpha 12 for people who prefer alpha 12. ;D
I'm not sure how hard this would be to implement but would it be possible to make animals that are incapable of hauling due to their size, get the ability to haul when given bionic limbs? like Monkey + Bionic Arms = Super Hauler
Why does this not work on cats? Why peg legs only for dogs but not for cats?
Quote from: Maitri on May 02, 2016, 09:52:56 PM
Why does this not work on cats? Why peg legs only for dogs but not for cats?
Here here. I have a poor cat stuck in a bed and I can't do anything for them.
Hey could someone pls give me the alpha 12 version of this mod or pls put a download for alpha 12 also. thx
Ill be adding more to the version I have on github eventually (so cats will be sorted dont worry) i will however not be backporting to A12 sorry.
He might not have been asking for backporting just the last A12 version if you still have it.
Quote from: Rock5 on May 04, 2016, 12:37:25 PM
He might not have been asking for backporting just the last A12 version if you still have it.
Theres a dropbox link on the OP....oh wait is that for A13. Hmmm. I dont have the A12 version.
Hey CatBattleZ here is the link for the a12 version it's a .rar with the two mods needed ASA and a dog said
https://mega.nz/#!DZRRgCyT!uGwSFgazxl-4_dSpNVIlR44zBxcDAoUnFOSVL82k9X0
Sorry for my english is not my first language.
Quote from: Latta on September 09, 2015, 01:35:35 PM
It's compatible, though I had to separate every organs for animals. Before this, you could amputate chicken's leg and transplant into one of prisoner's body...
We need a functional version of this.
Quote from: regenesis on May 04, 2016, 08:48:30 PM
Hey CatBattleZ here is the link for the a12 version it's a .rar with the two mods needed ASA and a dog said
https://mega.nz/#!DZRRgCyT!uGwSFgazxl-4_dSpNVIlR44zBxcDAoUnFOSVL82k9X0
Sorry for my english is not my first language.
thanks i appreciate it.
Quote from: Lady Wolf on April 07, 2016, 11:42:07 PM
Quote from: koolieo1 on March 12, 2016, 01:32:29 AM
I now have an image of Cobras with legs running around stuck in my head.
Ah like these alien cobras? https://www.youtube.com/watch?v=aVZUVeMtYXc
Basically, yes.
My dog just lost a ear and nose to some nasty bugs. :-\ Does this mod support replacement for them?
Do you need to research a tech or have the replacements on hand? As one animal lost a leg but no Bill but the Euthenise?
Never mind, i realised i had to have not only the items but the animal needs more training before they can be given operations. Can get my man eating mog back on the fronline:)
So, I don't know if it's just me or maybe a mod conflict with the mod 'smart bears', but all I can do is euthanize my bears, be they grizzly or polar, even when I've got them obediently trained (with smart bears I have them trained to haul things). Have bears been added to this mod? The mod seems to work on my other animals (alpacas, boars, dromedaries, and muffalos) just fine.
Quote from: Bowen on May 21, 2016, 12:39:23 PM
So, I don't know if it's just me or maybe a mod conflict with the mod 'smart bears', but all I can do is euthanize my bears, be they grizzly or polar, even when I've got them obediently trained (with smart bears I have them trained to haul things). Have bears been added to this mod? The mod seems to work on my other animals (alpacas, boars, dromedaries, and muffalos) just fine.
as far as i know,the new animals are not yet included in this mod (polar, grizzly, cougar, cats) but you can edit them in manually, like I did.
Quote from: spoonshortage on May 21, 2016, 01:06:36 PM
as far as i know,the new animals are not yet included in this mod (polar, grizzly, cougar, cats) but you can edit them in manually, like I did.
Oh, excellent! How does one go about this "Manual Editing"?
Quote from: Bowen on May 23, 2016, 08:42:05 AM
Quote from: spoonshortage on May 21, 2016, 01:06:36 PM
as far as i know,the new animals are not yet included in this mod (polar, grizzly, cougar, cats) but you can edit them in manually, like I did.
Oh, excellent! How does one go about this "Manual Editing"?
hmm as far as I remember, all I did was include the new animals in the Recipes_Surgery.xml ...so everytime there was a list of /small/medium/large/ animals, I just added a line for the new ones for example at the end of
<!-- Small -->
<li>Boomrat</li>
<li>Chicken</li>
<li>Chinchilla</li>
<li>Cobra</li>
<li>Hare</li>
<li>Iguana</li>
<li>Megascarab</li>
<li>Monkey</li>
<li>Squirrel</li>
<li>Tortoise</li>
<li>YorkshireTerrier</li>
I added <li>Cat</li> and so on.. <li>Cougar</li> for medium and both <li>GrizzlyBear</li> <li>PolarBear</li> for large..there's a few such lists in the file, so make sure to scroll all the way down and add them every time.
If that's too complicated for you I'll try to attach my altered xml file, it goes in mods/LT_ADogSaid/Defs/RecipeDefs
you have to restart the game after editing..it did work for me with a current save so no need to start a new colony! :)
ps: obviously all credit for the .xml file goes to Latta..all I did was add a few lines, which I'm sure he will do himself as soon as he finds the time to do so.
[attachment deleted by admin - too old]
Mr.spoon sir.. u are a life saver.. really, u just saved a grizzly of mine. Thanks
Quote from: bigfruit77 on May 23, 2016, 08:27:30 PM
Mr.spoon sir.. u are a life saver.. really, u just saved a grizzly of mine. Thanks
I'm a 'Mrs' Spoon ;) ...but you are very welcome! ;D
DE Surgeries has a way to "cure" various broken bones, old wounds, and damaged organs. I "attempted" doing the same in my own game, and it didn't work at all. So, I was wondering if the mod developer could build these "cures" into this mod, for animals. Its hard to euthanize that poor war pet with a serious brain injury, and this is the only mod I could find that allows for some surgeries on animals. Thoughts?
Quote from: spoonshortage on May 23, 2016, 09:44:06 AM
hmm as far as I remember, all I did was include the new animals in the Recipes_Surgery.xml ...so everytime there was a list of /small/medium/large/ animals, I just added a line for the new ones for example at the end of
<!-- Small -->
<li>Boomrat</li>
<li>Chicken</li>
<li>Chinchilla</li>
<li>Cobra</li>
<li>Hare</li>
<li>Iguana</li>
<li>Megascarab</li>
<li>Monkey</li>
<li>Squirrel</li>
<li>Tortoise</li>
<li>YorkshireTerrier</li>
I added <li>Cat</li> and so on.. <li>Cougar</li> for medium and both <li>GrizzlyBear</li> <li>PolarBear</li> for large..there's a few such lists in the file, so make sure to scroll all the way down and add them every time.
If that's too complicated for you I'll try to attach my altered xml file, it goes in mods/LT_ADogSaid/Defs/RecipeDefs
you have to restart the game after editing..it did work for me with a current save so no need to start a new colony! :)
ps: obviously all credit for the .xml file goes to Latta..all I did was add a few lines, which I'm sure he will do himself as soon as he finds the time to do so.
Thank you very much for the absolute-from-basics explanation. Doubly so for the .xml. You are good people.
any chance of you making a version that merges the workbenches? simple prostetics bench making both parts for pawns and animals, because the last thing I need is more workbenches .-. This is awesome though!
Okay, this seems to be working.
Basically, I am rewrited EPOE for an animals, using ASA mod. So it uses EPOE workbenches with added animal prostheses recipes. Works with EPOE mod. Works without EPOE too, but throws console errors for missing human recipes in that case. Not implemented natural organ transplantation - it brings or weird stuff (stick the chicken heart inside of grizzly!), or tens of organ types. Different prostheses for different animals not implemented too, because it would be hundreds of prosthesis types.
Original EPOE for humans is here
https://ludeon.com/forums/index.php?topic=10571.0 (https://ludeon.com/forums/index.php?topic=10571.0)
Modified EPOE for animals is here
http://www.mediafire.com/download/9dxqa77luizmzqf (http://www.mediafire.com/download/9dxqa77luizmzqf)
Thanks to Latta and Ykara
hey Fregrant, is there a problem with the functions being the same as EPOE? (using your modified EPOE for animals)
XML error: Could not register node named "SurgerySurrogateAnimal" in mod AnimalProstheses because this name is already used in this mod.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
XML error: Could not register node named "RecipeSurrogateOrgan" in mod AnimalProstheses because this name is already used in this mod.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
XML error: Could not register node named "BasicAnimal" in mod AnimalProstheses because this name is already used in this mod.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
XML error: Could not register node named "SurrogateAnimal" in mod AnimalProstheses because this name is already used in this mod.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Exende, maybe mod conflict? Never had such errors.
Anyway, fixed some bugs and removed monkey arms (so they won't show on humans). Try to delete old folder and unpack new one.
I feel kinda dumb, but where can I find Lt-asa... im lost...
The mod said i need LT-ASA, but i googled it and i cant find it, were do i find it?
Pretty sure ASA has been merged with the A Dog Said mod
Yes, i just read Lattas post where she said ASA wouldnt be needed anymore but.... i cant do anything but Euthanize my cat, the mod seems to only work on this save on a world before i got the mod. it seems that its not working in my new game.
any animals spawned before you added this mod wont work right I doubt.
Quote from: skullywag on June 30, 2016, 09:00:23 AM
any animals spawned before you added this mod wont work right I doubt.
im sorry but... that is not relevant to the problem im having. i added the mod, THEN started a new world. the cat can only me euthanized.
Can you post your output.log here after starting the game up.
Quote from: KelixKatz on June 30, 2016, 07:55:13 AM
Yes, i just read Lattas post where she said ASA wouldnt be needed anymore but.... i cant do anything but Euthanize my cat, the mod seems to only work on this save on a world before i got the mod. it seems that its not working in my new game.
Unless you have some animal bionics/surrogate organs, or whatnot in one of your stockpiles you won't see any other option under the operations tab but euthanize afaik. For the surgical options to appear you need to have the relevant part in a stock pile. (and in the case of brain surgery the relevant research done.)
Quote from: Lady Wolf on June 30, 2016, 10:27:08 PM
Quote from: KelixKatz on June 30, 2016, 07:55:13 AM
Yes, i just read Lattas post where she said ASA wouldnt be needed anymore but.... i cant do anything but Euthanize my cat, the mod seems to only work on this save on a world before i got the mod. it seems that its not working in my new game.
Unless you have some animal bionics/surrogate organs, or whatnot in one of your stockpiles you won't see any other option under the operations tab but euthanize afaik. For the surgical options to appear you need to have the relevant part in a stock pile. (and in the case of brain surgery the relevant research done.)
actually you can give animals peg legs :P
Quote from: skullywag on June 30, 2016, 11:56:11 AM
Can you post your output.log here after starting the game up.
after playing the game a pit, i think its only the cats that are the problem, all the other animals i checked were able to have peg leg surgery
Quote from: KelixKatz on July 01, 2016, 01:37:30 AM
actually you can give animals peg legs :P
[/quote]
Oh nice, I'd assumed you have to craft them from the rudimentary prosthetic bench, same as you did for people.
Quote from: Lady Wolf on July 01, 2016, 08:30:42 AM
Quote from: KelixKatz on July 01, 2016, 01:37:30 AM
actually you can give animals peg legs :P
Oh nice, I'd assumed you have to craft them from the rudimentary prosthetic bench, same as you did for people.
[/quote]
prothstetics bench? im sorry, but i researched everything in one game, and i never seen such a thing
Hello!
will it be updated for A14 :3?
I'm currently updating DESurgeries to A14, as well as compiling a up to date compatible mod list.
If this one don't be update and if Latta (the original modder) is ok with it maybe i can try to, as i'm pretty sure i will do it for myself ;)
Quote from: KelixKatz on July 01, 2016, 11:45:42 AM
Quote from: Lady Wolf on July 01, 2016, 08:30:42 AM
Quote from: KelixKatz on July 01, 2016, 01:37:30 AM
actually you can give animals peg legs :P
Oh nice, I'd assumed you have to craft them from the rudimentary prosthetic bench, same as you did for people.
prothstetics bench? im sorry, but i researched everything in one game, and i never seen such a thing
[/quote]
I assume Lady Wolf is using the EPOE mod. Also, wouldn't updating this merely be a case of adding the new animals to the lists?
I took some time to get the mod compatible with the new update's animals: Updated mod (https://www.dropbox.com/s/6g4aenqwp1ytqf0/LT_ADogSaid.zip?dl=0)
@Latta: If you do decide to update the mod, and you do not want my update here, just ask - I can remove it on request.
It's okay at all, I already said that I won't update animal surgery related mods.
Quote from: Latta on July 19, 2016, 04:58:12 PM
It's okay at all, I already said that I won't update animal surgery related mods.
All right. Would it be okay if I picked up the mod's development, seeing how it's no longer being developed, including making a new thread? Thank you for your response!
Gives bunch of errors for me
(https://a.pomf.cat/btiebr.png)
@Nattiejim I just looked the file over and the line for <li>Ibex<li> <--- is not closed (in every list)
also maybe change the line for target version to 0.14.1238 not alpha 14 :)
edit: ok I just checked even with those changes it still throws errors for body parts...:(
Quote from: Nattiejim on July 19, 2016, 05:01:51 PM
All right. Would it be okay if I picked up the mod's development, seeing how it's no longer being developed, including making a new thread? Thank you for your response!
Yes, you
need to make a new thread. Just leave me a credit.
@Nattiejim I got it to work without any errors so far so good, but seems you forgot to add the cats and ostrich at least not sure yet if anything else is missing :)
Quote from: Latta on July 19, 2016, 05:25:07 PM
Yes, you need to make a new thread. Just leave me a credit.
Will do! Thank you for your permission!Quote from: spoonshortage on July 19, 2016, 06:13:19 PM
@Nattiejim I got it to work without any errors so far so good, but seems you forgot to add the cats and ostrich at least not sure yet if anything else is missing :)
Great! I did forget about the ostrich & the cats - I can work that in soon. Also, I fixed the errors you reported. Thanks!
Edit: New thread is up! (https://ludeon.com/forums/index.php?topic=21788.0)
Quote from: Nattiejim on July 19, 2016, 07:24:22 PM
Quote from: Latta on July 19, 2016, 05:25:07 PM
Yes, you need to make a new thread. Just leave me a credit.
Will do! Thank you for your permission!
Quote from: spoonshortage on July 19, 2016, 06:13:19 PM
@Nattiejim I got it to work without any errors so far so good, but seems you forgot to add the cats and ostrich at least not sure yet if anything else is missing :)
Great! I did forget about the ostrich & the cats - I can work that in soon.
you also forgot a bunch of others I've been working on it and so far there are no errors, and the categories/traders work but I can't get some of the new animals to work like cassowary or megatherium.
Quote from: spoonshortage on July 19, 2016, 07:43:21 PM
you also forgot a bunch of others I've been working on it and so far there are no errors, and the categories/traders work but I can't get some of the new animals to work like cassowary or megatherium.
My apologies! Does the option to operate on the new animals just not appear? If you're trying to replace a leg, is it the right size (cassowaries being medium and megatheriums huge). Don't worry, I'll get this sorted out.