Quote
New operations:
- All scars including brain injury can be removed.
- All destroyed fingers, toes, noses, mandible and ears are now repairable.
- Surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.
- Muscle parasites and gut worms can be removed by skilled doctor.
- All chronic diseases such as bed back or Alzheimer's can be cured with glitterworld medicine and highly skilled doctor, with low chance to kill patient on failed surgery.
- New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
- Herbal medicine cannot be used on most new surgeries.
- New surgeries takes many medicines to perform.
Every artificial body parts are now manufacturable, from rudimentary steel arms and peg legs to simple prostheses to exoskeleton suit and power arm.
- New operations that remove limbs.
- Finally prostheses for the animal, from simple prostheses to rampaging bionic beast, all craftable.
- Medicine is craftable.
- Dreaded 6 tables be gone, it is now all merged into a single table, unlocks new recipes with researches.
New breakthrough in neurotrainer technology allows neurotrainers to rewrites neural pathways and change personality traits.
Build your all masochistic psychopath army.Remove depressive, or volatile, all unworthy. Rimworld is no place for the weak.Craft the neurotriners through new workbench, unlocked via research.Not updated.
- Dozens of new researches.
- Many tweaks to each mods.
Quote
v0.4.2 2016.9.23
* Folder and mod name changes : Uses Adventurer's Renamed Folders & About.
* Rim PhD has been removed.
* Advanced prosthetics now require hyperweave.
* Fixed Vegetable Garden compatibility issue. NOTE : Please remove all neutroamine from map and inventories before update, otherwise it will break your save.
* Medical training has been added to the pack.
* Painkiller and adrenaline ribs now require go-juice and yayo.
v0.4.1 2016.9.19
Fixed : Ingredient for sedate using Chloroform properly set.
- v0.4 2016.9.19
* Changes in 0.4
* Updated to A15.
* Improved Surgery and compatibility patches has been added to pack.
* Chemicals extraction & Neutroamine crafting has been added to pack.
Boomrats now drop two chemicals every two days.
Realistic Medical System has been added to pack.
No new features yet.
Rim PhD has been added to pack.
* Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to be loaded last.) I afraid this make sedate too hard to acuire.
* Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
* Research cost for Simple Drug has been greatly decreased(2500 to 1000.).
.
* Added bone surgery and advanced bone surgery research. Fingers and toes require bone surgery and sternum, clavicle, rib cage and spine require advanced bone surgery research.
* Advanced prosthetics require plasteel and gold instead of silver(vancidium has been removed.).
* Fixed : Minimap bug, work amount has been properly set.
* Surgeries that require glitterworld medicine now has label.
* Sedate no longer require research.
* Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to loaded last.) I afraid this make sedate too hard to acuire.
* Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
To do list : Maybe make curing plague require Suripu-Block, gut worm require worm burn, mechanite-block to add or remove mechanite?Increased sucess chance of natural and basic surgery.
- v0.3.2 2016.8.10
Price tweaks.
- v0.3.1 2016.8.10
- Natural organ can be hauled again.
- Arm can be attached to shoulder.
- v0.3 Updated to A14. 2016.8.9
- All workbenches can be moved.
- Removed Vancidium and advanced component. Uses silver instead.
- Increased surgery success chance. A lot.
- Increased compatibility. Hopefully.
- I forgot to remove choppable limbs, but there might be bugs so beware.
- Tidied up About.xmls.
- Brain mod hasn't updated yet. Emergency Treatment is integrated instead.
- Repair clavicle and sternum
- Cure sleeping sickness, gut worms, and muscle parasites.
- Cure malaria, plague, and flu.
- Cure or inject sensory and fibrous Mechanites.
- Inject medicine to put patients into drugged state, reduces pain by 70% and increases mood by 30.
- All new surgeries require researched first and require skilled doctor(Lots of new researches. Your tribes people can't just cure dementia and do plasteel surgery.).
- Animal bionic arm, leg, lung, heart and brain, everything is craftable.
- Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
- Stole some code from Nattiejim's code for Adogsaid.
v0.2.1
[li]Glitterworld medicine is craftable.[/li]
[li]Opreration to remove muscle parasite now properly show up.[/li]
[li]I think there was more, but I forgot it.[/li]
[li]v 0.1 06/11/2016
[/li][li]Removed dependency - All separated![/li]
[li]Eternal anesthesia fixed. (No, it wasn't "feature") If someone doesn't wake up, try use global restore body parts on torso in dev mode.[/li]
[li]Added surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.[/li]
[li]Anesthesia, curable chronic diseases, etc, for animals.[/li]
[li]Neurotrainers for beauty and ugly trait.[/li]
[li]Price adjustments and small tweaks. Lung is now cheaper than heart. Generally, most prosthetics sell slightly cheaper.[/li]
[li]Prosthetic bench for animal now require research to unlock.[/li]
[li]Small tweaks.[/li]
Quote from: joaonunes on June 10, 2016, 04:51:56 AM
I have those 4 mods installed...
What is the difference between having them all separated and using your mod? Do you add any functionalities?
Quote from: Aristocat on June 10, 2016, 05:03:25 AMQuote from: joaonunes on June 10, 2016, 04:51:56 AM
I have those 4 mods installed...
What is the difference between having them all separated and using your mod? Do you add any functionalities?
New features including :
Repairable fingers and toes.
Curable muscle parasites and gut worms.
All chronic diseases require glitterworld medicine.
New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
Craftable brain mods and neurotrainers.
Craftable medicine.
Small tweaks.
Quote from: joaonunes on June 10, 2016, 05:06:02 AM
And regarding EPOE, how will it handle Combat Realism? Will the EPOE-CR patch still work?
Quote from: Aristocat on June 10, 2016, 07:33:11 AMQuote from: joaonunes on June 10, 2016, 05:06:02 AM
And regarding EPOE, how will it handle Combat Realism? Will the EPOE-CR patch still work?
It should be, this mod doesn't touch body parts.
Quote from: Aristocat on June 10, 2016, 05:03:25 AM
New features including :
Repairable fingers and toes.
Curable muscle parasites and gut worms.
All chronic diseases require glitterworld medicine.
New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
Craftable brain mods and neurotrainers.
Craftable medicine.
Small tweaks.
Quote from: Anoff on June 11, 2016, 12:49:07 AM
EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.
Quote from: Anoff on June 11, 2016, 12:49:07 AM
EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.
QuoteIt seems red errors on dev mode wasn't from this mod pack.
- v 0.1 06/11/2016
- Removed dependency - EPOE mod is no longer needed.
- Eternal anesthesia fixed. (No, it wasn't "feature") If someone doesn't wake up, try use global restore body parts on torso in dev mode.
- Added surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.
- Anesthesia, curable chronic diseases, etc, for animals.
- Neurotrainers for beauty and ugly trait.
- Price adjustments and small tweaks. Lung is now cheaper than heart. Generally, most prosthetics sell slightly cheaper.
- Prosthetic bench for animal now require research to unlock.
- Small tweaks.
Quote from: BlueWinds on June 10, 2016, 07:34:47 PM
These all sound excellent - any chance I could get these without EPOE? I already use the other three mods mentioned, but EPOE contains a lot of extra content that I don't want to add.
Quote from: sirgzu on June 11, 2016, 04:11:08 AM
I'm getting 4 mods instead of 1. Is this normal? Is there a specific load ordering? EPOE is causing problems with my save.
Quote from: cuproPanda on June 12, 2016, 11:30:45 PM
I spent the afternoon doing some work on BrainMod. Everything should be doable in XML now, including adding new traits or explicitly making removal mods. Feel free to use the new version, it should be useful to you since you have the ability to craft them.
This will break older versions of the mod, so keep that in mind!
Quote from: Aristocat on June 13, 2016, 10:40:22 AMQuote from: cuproPanda on June 12, 2016, 11:30:45 PM
I spent the afternoon doing some work on BrainMod. Everything should be doable in XML now, including adding new traits or explicitly making removal mods. Feel free to use the new version, it should be useful to you since you have the ability to craft them.
This will break older versions of the mod, so keep that in mind!
Wow, awesome! How long does it take to code like you? I can't seem to understand any of this.
Quote from: cuproPanda on June 13, 2016, 11:08:12 AM
I've only been programming for 2 years or so. I'd say the majority of my experience comes from RimWorld and Quill18 (https://www.youtube.com/channel/UCPXOQq7PWh5OdCwEO60Y8jQ), who introduced me to RimWorld in the first place.
What didn't you understand? I tried to make it as user-friendly as possible with the example block. Basically you provide the variables, and the mod does the rest.
Quote from: Aristocat on June 13, 2016, 12:54:31 PMQuote from: cuproPanda on June 13, 2016, 11:08:12 AM
I've only been programming for 2 years or so. I'd say the majority of my experience comes from RimWorld and Quill18 (https://www.youtube.com/channel/UCPXOQq7PWh5OdCwEO60Y8jQ), who introduced me to RimWorld in the first place.
What didn't you understand? I tried to make it as user-friendly as possible with the example block. Basically you provide the variables, and the mod does the rest.
I meant C#, how long does it take to code something like this? Your XML is definitely easy to understand and well written.
using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.AI;
namespace BrainMod {
public class BrainMod : ThingWithComps, IUsable {
// Used to determine if the brain mod is used for removal
public System.Random rand = new System.Random();
// The current brain mod
private BrainModDef brainMod = DefDatabase<BrainModDef>.GetNamed("BrainMod_BlankStarter");
// The mod author's name (for addons and bug-checking)
private string modAuthor {
get {
if (brainMod.ModAuthor == null) {
return "the mod author";
}
return brainMod.ModAuthor;
}
}
// The current traitDef
private TraitDef TDefInt;
public TraitDef TDef {
get {
if (TDefInt == null) {
TDefInt = TraitDef.Named(brainMod.TDef);
}
return TDefInt;
}
}
// The current trait
private Trait TInt;
public Trait T {
get {
if (TInt == null) {
TInt = new Trait(TraitDef.Named(brainMod.TDef));
if (brainMod.Degree != 0) {
TInt.degree = brainMod.Degree;
}
}
return TInt;
}
}
// Determines what percentage will be removal mods
private double? RemovalPercentInt;
public double RemovalPercent {
get {
if (RemovalPercentInt == null) {
RemovalPercentInt = Mathf.Clamp01((float)brainMod.RemovalPercent);
}
return (double)RemovalPercentInt;
}
}
// Used for brain mods that remove traits
private bool? RemovalInt;
public bool Removal {
get {
if (RemovalInt == null) {
RemovalInt = rand.NextDouble() <= RemovalPercent ? true : false;
}
return (bool)RemovalInt;
}
}
// The list of conflicting traits
public List<Trait> ConflictingTraits {
get {
if (brainMod.ConflictingTraits != null) {
for (int t = 0; t < brainMod.ConflictingTraits.Count; t++) {
if (TraitDef.Named(brainMod.ConflictingTraits[t]) == null) {
Log.Error("(BrainMod) Unknown TraitDef named '" + brainMod.ConflictingTraits[t] + "' found. Please report this issue to " + modAuthor + ".");
}
if (TraitDef.Named(brainMod.ConflictingTraits[t]) != null) {
ConflictingTraits.Add(new Trait(TraitDef.Named(brainMod.ConflictingTraits[t])));
}
}
return ConflictingTraits;
}
return null;
}
}
// Used when a trait conflicts with all traits in a spectrum
public TraitDef ConflictingSpectrum {
get {
if (brainMod.ConflictingSpectrum != null) {
return TraitDef.Named(brainMod.ConflictingSpectrum);
}
return null;
}
}
private JobDef UseBrainMod;
public override string LabelBase {
get {
if (Removal) {
return "nullify " + brainMod.label;
}
else {
return brainMod.label;
}
}
}
// Handle loading
public override void ExposeData() {
base.ExposeData();
Scribe_Deep.LookDeep(ref TInt, "trait");
Scribe_Defs.LookDef(ref TDefInt, "traitDef");
Scribe_Values.LookValue(ref RemovalPercentInt, "removalPercent");
Scribe_Values.LookValue(ref RemovalInt, "removal");
}
public override void PostMake() {
base.PostMake();
brainMod = DefDatabase<BrainModDef>.GetNamed(def.defName);
}
public override Color DrawColor {
get {
if (Removal) {
return Color.grey;
}
return brainMod.graphicData.color;
}
set {
base.DrawColor = value;
}
}
public override void SpawnSetup() {
base.SpawnSetup();
UseBrainMod = DefDatabase<JobDef>.GetNamed("UseBrainMod");
}
public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn) {
foreach (FloatMenuOption opt in base.GetFloatMenuOptions(myPawn)) {
yield return opt;
}
Action action_UseBrainMod = delegate {
Job job = new Job(UseBrainMod, this);
myPawn.drafter.TakeOrderedJob(job);
};
if (!Removal) {
for (int t = 0; t < myPawn.story.traits.allTraits.Count; t++) {
if (myPawn.story.traits.allTraits[t].Label == T.Label) {
// This allows the other options to still show (prioritize hauling, etc.)
goto Exit;
}
}
yield return new FloatMenuOption("UseBrainMod".Translate(T.Label), action_UseBrainMod);
}
if (Removal) {
for (int t = 0; t < myPawn.story.traits.allTraits.Count; t++) {
if (myPawn.story.traits.allTraits[t].Label == T.Label) {
yield return new FloatMenuOption("UseRemovalBrainMod".Translate(T.Label), action_UseBrainMod);
break;
}
}
}
Exit:;
}
public void UsedBy(Pawn user) {
// Simplify typing
List<Trait> tList = user.story.traits.allTraits;
// If this is an adding mod, process conflicts and add the trait
if (!Removal) {
// Remove as many conflicting traits as are necessary
if (ConflictingSpectrum != null) {
for (int cs = 0; cs < ConflictingSpectrum.degreeDatas.Count; cs++) {
for (int t = 0; t < tList.Count; t++) {
if (ConflictingSpectrum.degreeDatas[cs].label.EqualsIgnoreCase(tList[t].Label)) {
tList.Remove(tList[t]);
}
}
}
}
if (ConflictingTraits != null) {
for (int a = 0; a < tList.Count; a++) {
for (int b = 0; b < ConflictingTraits.Count; b++) {
if (tList[a].Label == ConflictingTraits[b].Label) {
tList.Remove(tList[a]);
}
}
}
}
tList.Add(T);
}
// If this is a removal mod, remove the trait
if (Removal) {
for (int t = 0; t < tList.Count; t++) {
// Ensure the trait matches and the degree is the same
if (tList[t].Label == T.Label) {
tList.Remove(tList[t]);
}
}
}
if (PawnUtility.ShouldSendNotificationAbout(user)) {
if (!Removal) {
// Determine the message based on conflicts
Messages.Message("BrainModUsed".Translate(user.LabelBaseShort, T.Label), user, MessageSound.Standard);
}
if (Removal) {
Messages.Message("RemovalBrainModUsed".Translate(user.LabelBaseShort, T.Label), user, MessageSound.Standard);
}
}
Destroy();
}
}
}
[CompilerGenerated]
private sealed class <GetFloatMenuOptions>d__29 : IEnumerable<FloatMenuOption>, IEnumerable, IEnumerator<FloatMenuOption>, IDisposable, IEnumerator
{
private int <>1__state;
private FloatMenuOption <>2__current;
private int <>l__initialThreadId;
private Pawn myPawn;
public Pawn <>3__myPawn;
public BrainMod <>4__this;
private BrainMod.<>c__DisplayClass29_0 <>8__1;
private Action <action_UseBrainMod>5__2;
private IEnumerator<FloatMenuOption> <>s__3;
private FloatMenuOption <opt>5__4;
private int <t>5__5;
private int <t>5__6;
FloatMenuOption IEnumerator<FloatMenuOption>.Current
{
[DebuggerHidden]
get
{
return this.<>2__current;
}
}
object IEnumerator.Current
{
[DebuggerHidden]
get
{
return this.<>2__current;
}
}
[DebuggerHidden]
public <GetFloatMenuOptions>d__29(int <>1__state)
{
this.<>1__state = <>1__state;
this.<>l__initialThreadId = Thread.CurrentThread.ManagedThreadId;
}
[DebuggerHidden]
void IDisposable.Dispose()
{
int num = this.<>1__state;
if (num == -3 || num == 1)
{
try
{
}
finally
{
this.<>m__Finally1();
}
}
}
bool IEnumerator.MoveNext()
{
bool result;
try
{
switch (this.<>1__state)
{
case 0:
this.<>1__state = -1;
this.<>8__1 = new BrainMod.<>c__DisplayClass29_0();
this.<>8__1.<>4__this = this.<>4__this;
this.<>8__1.myPawn = this.myPawn;
this.<>s__3 = this.<>4__this.<>n__0(this.<>8__1.myPawn).GetEnumerator();
this.<>1__state = -3;
break;
case 1:
this.<>1__state = -3;
this.<opt>5__4 = null;
break;
case 2:
this.<>1__state = -1;
goto IL_1FF;
case 3:
this.<>1__state = -1;
goto IL_2F5;
default:
result = false;
return result;
}
if (this.<>s__3.MoveNext())
{
this.<opt>5__4 = this.<>s__3.Current;
this.<>2__current = this.<opt>5__4;
this.<>1__state = 1;
result = true;
return result;
}
this.<>m__Finally1();
this.<>s__3 = null;
this.<action_UseBrainMod>5__2 = new Action(this.<>8__1.<GetFloatMenuOptions>b__0);
bool flag = !this.<>4__this.Removal;
if (flag)
{
this.<t>5__5 = 0;
while (this.<t>5__5 < this.<>8__1.myPawn.story.traits.allTraits.Count)
{
bool flag2 = this.<>8__1.myPawn.story.traits.allTraits[this.<t>5__5].Label == this.<>4__this.T.Label;
if (flag2)
{
goto IL_2F6;
}
int num = this.<t>5__5;
this.<t>5__5 = num + 1;
}
this.<>2__current = new FloatMenuOption("UseBrainMod".Translate(new object[]
{
this.<>4__this.T.Label
}), this.<action_UseBrainMod>5__2, MenuOptionPriority.Medium, null, null);
this.<>1__state = 2;
result = true;
return result;
}
IL_1FF:
bool removal = this.<>4__this.Removal;
if (removal)
{
this.<t>5__6 = 0;
while (this.<t>5__6 < this.<>8__1.myPawn.story.traits.allTraits.Count)
{
bool flag3 = this.<>8__1.myPawn.story.traits.allTraits[this.<t>5__6].Label == this.<>4__this.T.Label;
if (flag3)
{
this.<>2__current = new FloatMenuOption("UseRemovalBrainMod".Translate(new object[]
{
this.<>4__this.T.Label
}), this.<action_UseBrainMod>5__2, MenuOptionPriority.Medium, null, null);
this.<>1__state = 3;
result = true;
return result;
}
int num = this.<t>5__6;
this.<t>5__6 = num + 1;
}
}
IL_2F5:
IL_2F6:
result = false;
}
catch
{
this.System.IDisposable.Dispose();
throw;
}
return result;
}
private void <>m__Finally1()
{
this.<>1__state = -1;
if (this.<>s__3 != null)
{
this.<>s__3.Dispose();
}
}
Quote from: cuproPanda on June 12, 2016, 11:30:45 PM
I spent the afternoon doing some work on BrainMod. Everything should be doable in XML now, including adding new traits or explicitly making removal mods. Feel free to use the new version, it should be useful to you since you have the ability to craft them.
This will break older versions of the mod, so keep that in mind!
Quote from: Aristocat on June 17, 2016, 11:52:00 AMQuote from: cuproPanda on June 12, 2016, 11:30:45 PM
I spent the afternoon doing some work on BrainMod. Everything should be doable in XML now, including adding new traits or explicitly making removal mods. Feel free to use the new version, it should be useful to you since you have the ability to craft them.
This will break older versions of the mod, so keep that in mind!
I'm making education mod with your brain mod. Highly skilled colonist can write guides that add trait which increase reader's skill, working speed and efficiency. In addition, skilled colonists can write test papers and colonists can study it to gain exprience just like neurotrainer, but slower.
Quote from: Exende on June 17, 2016, 03:09:44 PM
I don't know panda, that sounds like an infinitely more awesome idea
Quote from: Aristocat on June 23, 2016, 02:11:45 PM
Education mod is finally finished! Any feedback is welcome.
Quote from: cuproPanda on June 23, 2016, 02:51:12 PM
It looks pretty cool from the main post! I'll play with it sometime in the future, I've been pretty busy lately :)
EDIT: I haven't released the version of BrainMod you're using, since I'm still working on updating it. The version you have should work just fine, but you should probably add it to the download instead of directing people to my thread, since they will be downloading a version that doesn't work with the new traits you added.
Quote from: cuproPanda on June 23, 2016, 02:51:12 PMQuote from: Exende on June 17, 2016, 03:09:44 PM
I don't know panda, that sounds like an infinitely more awesome idea
Maybe in the future. I might also just do it and contribute it to the Education mod
Quote from: Ghizmo on June 24, 2016, 03:32:08 AM
Do I get this right that this medical overhaul replaces EPOE and the animal add on? + adds more stuff?
Quote from: Aristocat on June 24, 2016, 05:23:01 AM
New operation to put patient into anesthesia for about three days; force patient into rest, remove pain and increase immunity gaining speed.
Quote from: Snownova on June 24, 2016, 08:23:31 AMQuote from: Aristocat on June 24, 2016, 05:23:01 AM
New operation to put patient into anesthesia for about three days; force patient into rest, remove pain and increase immunity gaining speed.
Any chance you could rename this operation from "Inject medicine" to "Sedate" or "induce coma", I had no idea what it was and when I tried it I started to panic when the pawn hadn't woken up after a day.
Quote from: Ghizmo on June 24, 2016, 08:59:10 AM
Does your mod also allow adding bionics feet/hands to bionic legs/arms?
Quote from: Ghizmo on June 24, 2016, 02:24:23 PM
Well, colonists can't wear rings without hands. You know? With the rings that give skill improvements.
Atleast I would like for a colonist to have normal legs and arms with feet and hands. Even if it is just for being able to fit boots & rings or it being aesthetically pleasing to my own thinking hahah. :P I think the added bonusses from the additional bionics would be nice too. :)
If you don't want to add it to your mod is fine with me, but could you then tell me how to do this myself?
Quote from: Ghizmo on June 25, 2016, 06:26:00 AM
:)
I've tried two approaches to my existing savegame.
thx Aristocat,
I made a backup of the original Recipes_BionicProsthetics.xml file and saved your file as the new one. - I didn't think this would work because of the difference in content between the two files.
I also tried just adding your file as an .xml - unfortunatly that did not allow me to add a bionic foot or hand to colonists who already had the arms or legs.
So I thought, why don't these parts show up in the first place?
Could it be that the parts don't know to which other part these can be connected?
In the xml files it says:
<appliedOnFixedBodyParts>
<li>LeftHand</li>
<li>RightHand</li>
</appliedOnFixedBodyParts>
Shouldn't there be the bionic arm in that list for example?
Or does the above mean that the fixedbodypart gets replaced with the bionic part.
Edit: A different way could be for the arm & leg recipes to have the feet and hands already attached to them and defined as such as well?
Quote from: LustrousWolf on June 28, 2016, 02:10:58 PM
I researched Glitterworld Medicine and only medicine popped up in the medical workbench and it says I can make the medicine but has the required matierals for the glitterworld medicine I assume? Is anyone else having this problem? Should I post the mods I am using with this? (I am only using medical complication from your mods btw) https://gyazo.com/9b9a8af86e4f41a97069f97f003ac065
<RecipeDef>
<defName>CreateMedicine</defName>
<label>make medicine</label>
<description>Make medicine using healroot, steel and cloth.</description>
<jobString>making medicine.</jobString>
<RecipeDef>
<defName>CreateMedicine2</defName>
<label>make Glitterworld medicine</label>
<description>Make Glitterworld medicine using medicine, plasteel and cloth.</description>
<jobString>making Glitterworld medicine.</jobString>
Quote from: LustrousWolf on June 28, 2016, 02:10:58 PM
I researched Glitterworld Medicine and only medicine popped up in the medical workbench and it says I can make the medicine but has the required matierals for the glitterworld medicine I assume? Is anyone else having this problem? Should I post the mods I am using with this? (I am only using medical complication from your mods btw) https://gyazo.com/9b9a8af86e4f41a97069f97f003ac065
Quote from: Arretu on June 29, 2016, 11:29:04 AMQuote from: LustrousWolf on June 28, 2016, 02:10:58 PM
I researched Glitterworld Medicine and only medicine popped up in the medical workbench and it says I can make the medicine but has the required matierals for the glitterworld medicine I assume? Is anyone else having this problem? Should I post the mods I am using with this? (I am only using medical complication from your mods btw) https://gyazo.com/9b9a8af86e4f41a97069f97f003ac065
I also had this issue. The problem lies in mods/expandedprosthetics&organengineering/defs/recipedefs/recipe_medicine.xml
I changed it by changing the second recipe in that file from:Code Select<RecipeDef>
<defName>CreateMedicine</defName>
<label>make medicine</label>
<description>Make medicine using healroot, steel and cloth.</description>
<jobString>making medicine.</jobString>
toCode Select<RecipeDef>
<defName>CreateMedicine2</defName>
<label>make Glitterworld medicine</label>
<description>Make Glitterworld medicine using medicine, plasteel and cloth.</description>
<jobString>making Glitterworld medicine.</jobString>
Note: this might mess things up if you do the EPOE tables research for more workbenches. As far as I can tell, the issue lies in that in base EPOE, the 2 recipes are on different crafting tables, whereas here they have been condensed into one.
Also, I'd not recommend copy pasting anything in this post, as I don't trust the forums not to have messed with the whitespace somehow >_>
edit: thinking about it, EPOE tables research won't be affected by my change, but will not fix the problem either, as (I assume) it will still be pulling from the same recipes files when you finish the research. I guess the extra workbenches are just cosmetic. I've included the changed xml file as an attachment but I make no claims as to it's functionality. For all I know it could break your game, share your private emails on pastebin, kick your door down and set your dog on fire. No promises.
Quote from: Terodan on July 03, 2016, 03:54:12 AM
Thank you all for the awesome mods, I was really happy to see this one exists, after I found the vanilla replacement parts/medical system somewhat limiting. One thing that is somewhat frustrating though are that prosthetics space traders happen to be pretty much the only space traders I seem to be getting these days. Am I just incredibly unlucky or is there just a really high chance to get these in general with this mod? (I REALLY need to sell some art to afford them, you know^^)
Quote from: Exende on August 08, 2016, 07:37:33 PM
say Aristocrat, any plans on updating this for A14?
Quote from: biship on August 09, 2016, 06:02:56 AM
Nice work. Today's update contains all the recent updates to the underlying mods? I wonder if I can just disable those mods and enable this one in my current game...
Quote from: Chibisuke on August 09, 2016, 05:08:25 AM
All Ribs are just called Ribs instead of 1st - 12th Ribs
<li>ADogSaid</li>
<li>DESurgeries-master</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>EPOE-ADogSaid</li>
<li>DermalRegenerator-DermalRegenerator1.6</li>
Quote from: ThiIsMe007 on August 09, 2016, 09:21:57 AM
So basically this mod advantageously replaces the following that I already am using :Code Select<li>ADogSaid</li>
<li>DESurgeries-master</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>EPOE-ADogSaid</li>
with some added bonus features ?
Did I get that correctly ? and if yes,that looks awesomeyour mod is so going to be installed on my next game.
Quote from: ThiIsMe007 on August 09, 2016, 09:21:57 AMCode Select<li>DermalRegenerator-DermalRegenerator1.6</li>
https://ludeon.com/forums/index.php?topic=14177.0 ?
Could it be included (with Skullywags' permission) ?
Quote from: Tai on August 09, 2016, 04:28:56 PM
The Education mod doesn't seem to be updated, and it's throwing a bunch of errors, 'Could not resolve cross-reference: No Verse.ThingDef named Guide_<skill> found to give to Verse.ThingCount (1x null)' for every skill - is it not ported to A14 yet?
Quote from: Tai on August 10, 2016, 04:43:37 AM
Sorry for the double post, but a pretty serious bug I found - something in the Medical mods as presented here interferes with CCL, disabling things like the MCM and minimap. Haven't checked for exactly what's going on but I get an error to do with 'CommunityCoreLibrary.HelpBuilder.HelpForRecipe'. I'm direly in need of sleep or I'd give a more thorough rundown, if you need more info I'll provide it when I'm conscious again.
Quote from: Aristocat on August 10, 2016, 12:49:20 PM
http://imgur.com/a/ZaWO9 (http://imgur.com/a/ZaWO9)
It seems working fine to me. Do you sure this mod pack is the problem?
For education mod I can make you small mod that add "practice" recipe on each workbenches. i.e. smithing table for crafting, human for medicine. It will also integrate few other practice mods
Quote from: Aristocat on June 10, 2016, 04:28:00 AM- You increased the surgery success chance. Is that because with your mod things would otherwise become too hard? Or because you felt vanilla/modsource-vanilla chances were too low?
DESurgeries
* Increased surgery success chance.
Quote from: Aristocat on June 10, 2016, 04:28:00 AM- All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
EPOE
* New features in Medical Complication :
* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses silver instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* I forgot to remove choppable limbs, but there might be bugs so beware.
Quote from: Aristocat on June 10, 2016, 04:28:00 AMIsn't that how vanilla RimWorld works, as long as you have 'Doctor' set to PRIO1?
* Bonus : EmergencyTreat! Need treatment right now but all of your colonists are busy? Just draft-undraft them and they'll skip everything and start tending. This make giving treatment as emergency job. Colonists will forgo every job and make sure everyone is tended. Recommended to set doctoring as priority 1.
Quote from: Aristocat on August 09, 2016, 01:06:22 PMWhat does that mean in regards to features/bugfixes/etc?
Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.
Quote from: Aristocat on August 09, 2016, 01:06:22 PMI think it's compatible, but DESurgeries mod already removes scars so it isn't really necessary.
Quote from: Tai on August 10, 2016, 02:55:37 PMQuote from: Aristocat on August 10, 2016, 12:49:20 PM
http://imgur.com/a/ZaWO9 (http://imgur.com/a/ZaWO9)
It seems working fine to me. Do you sure this mod pack is the problem?
For education mod I can make you small mod that add "practice" recipe on each workbenches. i.e. smithing table for crafting, human for medicine. It will also integrate few other practice mods
Well, with my modlist, when the mods were installed my MCM and minimap vanished, when I disabled them it came back. With just your mods and CCL it seems to work, though.
Modlist is attached, I'm gonna go through and see where the error starts to happen.
Also, a practice mod would be fantastic. I'm vaguely poking at how to make one myself but having a known working example would be a great help.
EDIT: Found the incompatibility. Something breaks using the medical complication pack, CCL, and the Zombie Apocalypse mod. Tested with full modlist and with just those mods, same error consistently. http://puu.sh/qwNlP/19e3336aad.png
IIRC that mod has a patch for EPOE compatibility, maybe there's something tweaked in your version of EPOE that causes issues? I'll do some poking through the patch files, see if I can find a likely culprit
Quote from: Bucketsmith on August 11, 2016, 07:59:13 AM
I've got some feedback in the form of questions for you. :)
English isn't my native tongue and I have ASD so please know that if I sound like an asshole in this post I certainly didn't mean it that way. :-X
I feel your description is a bit vague.
For example, when you say "DESurgeries", does that mean you incorporated said mod, or does that mean you need to have DESurgeries installed because your mod alters/adds to it?
Could you make a picture of the research tree related to your mod?
On to specific parts I had feedback on:Quote from: Aristocat on June 10, 2016, 04:28:00 AM- You increased the surgery success chance. Is that because with your mod things would otherwise become too hard? Or because you felt vanilla/modsource-vanilla chances were too low?
DESurgeries
* Increased surgery success chance.
- Are the new values only a slight change or can they be considered OP?Quote from: Aristocat on June 10, 2016, 04:28:00 AM- All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
EPOE
* New features in Medical Complication :
* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses silver instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* I forgot to remove choppable limbs, but there might be bugs so beware.
- You replaced vancidium and advanced components with silver. Any chance you could change that into plasteel? Feels to me that would make more sense. :)
- Medicine and Glitter Medicine can be crafted. Does that make your mod incompatible with any mod that also enables this? Or will we just have redundancy?
- What are the price tweaks you applied? To what items/objects and what did you change it from/to?
- Increased compatibility with what?
- Are you planning on fixing those bugs with the limbs?Quote from: Aristocat on June 10, 2016, 04:28:00 AMIsn't that how vanilla RimWorld works, as long as you have 'Doctor' set to PRIO1?
* Bonus : EmergencyTreat! Need treatment right now but all of your colonists are busy? Just draft-undraft them and they'll skip everything and start tending. This make giving treatment as emergency job. Colonists will forgo every job and make sure everyone is tended. Recommended to set doctoring as priority 1.
I'm not sure I understand what exactly you changed here.Quote from: Aristocat on August 09, 2016, 01:06:22 PMWhat does that mean in regards to features/bugfixes/etc?
Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.
Quote from: Bucketsmith on August 11, 2016, 07:59:13 AM
I feel your description is a bit vague.
For example, when you say "DESurgeries", does that mean you incorporated said mod, or does that mean you need to have DESurgeries installed because your mod alters/adds to it?
Quote
On to specific parts I had feedback on:Quote from: Aristocat on June 10, 2016, 04:28:00 AM- You increased the surgery success chance. Is that because with your mod things would otherwise become too hard? Or because you felt vanilla/modsource-vanilla chances were too low?
DESurgeries
* Increased surgery success chance.
- Are the new values only a slight change or can they be considered OP?
QuoteQuote from: Aristocat on June 10, 2016, 04:28:00 AM- All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
EPOE
* New features in Medical Complication :
* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses silver instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* I forgot to remove choppable limbs, but there might be bugs so beware.
- You replaced vancidium and advanced components with silver. Any chance you could change that into plasteel? Feels to me that would make more sense. :)
- Medicine and Glitter Medicine can be crafted. Does that make your mod incompatible with any mod that also enables this? Or will we just have redundancy?
- What are the price tweaks you applied? To what items/objects and what did you change it from/to?
- Increased compatibility with what?
- Are you planning on fixing those bugs with the limbs?
QuoteQuote from: Aristocat on June 10, 2016, 04:28:00 AMIsn't that how vanilla RimWorld works, as long as you have 'Doctor' set to PRIO1?
* Bonus : EmergencyTreat! Need treatment right now but all of your colonists are busy? Just draft-undraft them and they'll skip everything and start tending. This make giving treatment as emergency job. Colonists will forgo every job and make sure everyone is tended. Recommended to set doctoring as priority 1.
I'm not sure I understand what exactly you changed here.
Quote from: Aristocat on August 09, 2016, 01:06:22 PMWhat does that mean in regards to features/bugfixes/etc?
Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.
Quote from: Bucketsmith on August 11, 2016, 07:59:13 AMYou increased the surgery success chance. Is that because with your mod things would otherwise become too hard? Or because you felt vanilla/modsource-vanilla chances were too low?
- Are the new values only a slight change or can they be considered OP?
Quote- All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
Quote- You replaced vancidium and advanced components with silver. Any chance you could change that into plasteel? Feels to me that would make more sense. :)
Quote- Medicine and Glitter Medicine can be crafted. Does that make your mod incompatible with any mod that also enables this? Or will we just have redundancy?
Quote- What are the price tweaks you applied? To what items/objects and what did you change it from/to?
Quote- Increased compatibility with what?
Quote- Are you planning on fixing those bugs with the limbs?
QuoteIsn't that how vanilla RimWorld works, as long as you have 'Doctor' set to PRIO1?
I'm not sure I understand what exactly you changed here.
QuoteWhat does that mean in regards to features/bugfixes/etc?]
Quote from: Tai on August 10, 2016, 02:55:37 PMQuote from: Aristocat on August 10, 2016, 12:49:20 PM
http://imgur.com/a/ZaWO9 (http://imgur.com/a/ZaWO9)
It seems working fine to me. Do you sure this mod pack is the problem?
For education mod I can make you small mod that add "practice" recipe on each workbenches. i.e. smithing table for crafting, human for medicine. It will also integrate few other practice mods
Well, with my modlist, when the mods were installed my MCM and minimap vanished, when I disabled them it came back. With just your mods and CCL it seems to work, though.
Modlist is attached, I'm gonna go through and see where the error starts to happen.
Also, a practice mod would be fantastic. I'm vaguely poking at how to make one myself but having a known working example would be a great help.
EDIT: Found the incompatibility. Something breaks using the medical complication pack, CCL, and the Zombie Apocalypse mod. Tested with full modlist and with just those mods, same error consistently. http://puu.sh/qwNlP/19e3336aad.png
IIRC that mod has a patch for EPOE compatibility, maybe there's something tweaked in your version of EPOE that causes issues? I'll do some poking through the patch files, see if I can find a likely culprit
Quote from: Chibisuke on August 11, 2016, 02:17:46 AM
What Mods are those Medical Beds from in Screenshots on first page?
Quote from: Aristocat on August 12, 2016, 02:27:40 AM
Try remove compatibility patch. I removed bodyDefs so having it is might be what causing error.
Quote from: Etherdreamer on August 13, 2016, 09:37:23 PM
Awesome mod, but it seems that it´s messing with EPO mod, and I can´t install rib replacements. Any one know a fix for this?
Quote from: mazacik on August 14, 2016, 01:27:02 AM
That's strange as every single rib is treated separately. For example, if my colonist has it's fifth rib shattered, how do I know in the operations tab which rib should I click? (tested, Xth rib shattered = Xth line in the operations) I still feel like this is not intended.
Quote from: kaptain_kavern on August 14, 2016, 12:00:46 AM
EPOE use modified ribs (defined in Bodyparts folder) idr if this pack had keep the modified ones
Quote from: 123nick on August 17, 2016, 01:28:48 AM
any way i should have the load order set up? with all the 4 mods?
Quote from: Aristocat on August 17, 2016, 05:59:00 AMQuote from: kaptain_kavern on August 14, 2016, 12:00:46 AM
EPOE use modified ribs (defined in Bodyparts folder) idr if this pack had keep the modified onesBut do they show up in the operations tab? BodyPartsDefs does have
<defName>Rib1</defName>
but BodyDef defs aren't using these bodypartsdefs so I don't think it would show up numberings.
Nevermind. I noticed EPOE 1.72 still editing BodyDef. I think that might cause incompatibilities.Quote from: 123nick on August 17, 2016, 01:28:48 AM
any way i should have the load order set up? with all the 4 mods?
Load order doesn't matter.
<li>Core</li> <li>Community Core Library</li> <li>Stonecutting Tweak v1.02</li> <li>P-Music</li> <li>Miscellaneous 'CORE'</li> <li>Misc. MapGenerator</li> <li>Misc. Incidents</li> <li>Misc. MAI</li> <li>Misc. Robots</li> <li>Misc. Training</li> <li>Misc. Objects</li> <li>PowerSwitch</li> <li>Rimsenal</li> <li>Rimsenal - Feral</li> <li>Rimsenal - Federation</li> <li>Rimsenal - Storyteller pack</li> <li>Rimsenal - Security pack</li> <li>Medieval Times</li> <li>Crystalloid</li> <li>Clutter Structures</li> <li>Clutter Furniture Module</li> <li>More Furniture</li> <li>3DG's Armour Pack 01</li> <li>3DG's Weapons Pack 01</li> <li>Allow Tool</li> <li>ESM - Mine Vein</li> <li>ESM - Mountain Temp</li> <li>ESM - Smooth Wall</li> <li>Rimfire 2.1</li> <li>High Caliber</li> <li>Industrialisation</li> <li>Infused</li> <li>Outfitter</li> <li>Outfitter - Infused</li> <li>Izzyssentials Core</li> <li>Izzyssentials Furniture</li> <li>Izzyssentials Lights</li> <li>Mechanite Augmentation</li> <li>Expanded Traits</li> <li>Right Tool For The Job v1.15b</li> <li>Colony Manager</li> <li>Medical Tab</li> <li>Animals Tab</li> <li>Follow Me!</li> <li>Work Tab</li> <li>Blueprints</li> <li>Area Unlocker</li> <li>Relations Tab</li> <li>Fluffy Breakdowns</li> <li>Animal Incest</li> <li>CorePanda</li> <li>Cupro's Alloys</li> <li>Powerless!</li> <li>RimPharma</li> <li>Expanded Power</li> <li>Ancient Amulets</li> <li>Extra Floors</li> <li>Dwarven Crafts</li> <li>Additional Joy Objects</li> <li>Cupro's Drinks</li> <li>Quarry</li> <li>Numbers</li> <li>Unifier </li> <li>RTGs v1.15</li> <li>ED-AutoLoader</li> <li>ED-SubspaceTransponder</li> <li>ED-ReinforcedStuff</li> <li>ED-SafeTraps</li> <li>ED-Plants24H</li> <li>Glitter Tech (No Surgery)</li> <li>Furnace</li> <li>Tilled Soil</li> <li>A.Expanded Prosthetics and Organ Engineering</li> <li>A.LT-A Dog Said...</li> <li>A.DE Surgeries</li> <li>Hospitality</li> <li>Capsule Power v1.02</li> <li>Animal Hide Working v2.10</li> <li>Medical Training v1.05b</li> <li>Log Walls v1.26</li> <li>More Trade Ships</li> <li>Fences v1.01</li> <li>Double Population</li> <li>[T] ExpandedCloth</li> <li>[T] MoreBedsCloth</li> <li>[T] MoreFloors</li> <li>[T] ExpandedCrops</li> <li>Area Rugs v1.04</li> <li>RedistHeat</li> <li>Enlighten</li> <li>LT-DoorMat</li> <li>Foam grenades</li> <li>Roof Support</li> <li>Apparello 2</li> <li>RoofBomb</li> <li>PowerCell</li> <li>ExtendedStorage</li> <li>PowerArmourMKII</li> <li>ArmourRepair</li> <li>Repair Workbench</li> <li>MedievalShields</li> <li>More Vanilla Turrets</li> <li>Turret Collection</li> <li>CR-Ivory Farming</li> <li>Miniaturisation</li> <li>GearTabFix</li> <li>Quicksaver</li> <li>Make it Harder, Better, Faster, Stronger </li> <li>Mad Skills - Tiered</li> <li>EdB Prepare Carefully</li> <li>Misc. Patch - Prepare Carefully</li> |
Quote from: CannibarRechter on August 23, 2016, 12:49:13 PM
Bug report.
Occasionally, while making a part (e.g., bionic leg, bionic arm), the colonist gets stuck making the part "forever". If you click on the unfinished part, you see that it has NEGATIVE work remaining. The negative number gets lower and lower, but never finishes. Does this mod have a ==0 check somewhere when it should have <=0 instead?
Quote from: aslei on August 28, 2016, 09:34:40 AM
@aristocrat @tai
The issue mentioned with the incompatibility ironically isn't such.
There is literally 2 lines of code missing from A.DE in Recipes_Surgery.xml.
Line 396 need workamount insert and same again at line 441. (under defs "RepairClavicle" and "RepairSternum")
Magically MCM and stuff works fine after they're added.
I have no idea why they're missing or how - I'm just learning how the files are defined at the moment.
Conflicting Mods: DE Surgeries & Rim Pharmaceutical Drugs
C:\Games\RimWorld A15c\Mods\AMC(2) DE Surgeries\Defs\RecipeDefs\Recipes_Surgery.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Rim Pharmaceutical Drugs\Defs\RecipeDefs\Recipes_Surgery.xml
DE Surgeries Load Position: 61 FileSize: 57016 Line: 1337 RootElement: RecipeDefs Element: RecipeDef defName: InjectMedicine
Rim Pharmaceutical Drugs Load Position: 65 FileSize: 1444 Line: 16 RootElement: RecipeDefs Element: RecipeDef defName: InjectMedicine
Conflicting Mods: Vegetable Garden & Chemicals & Neutroamine
C:\Games\RimWorld A15c\Mods\Vegetable Garden\Defs\ThingDefs\Items_Resources.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Chemicals & Neutroamine\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml
Vegetable Garden Load Position: 56 FileSize: 16455 Line: 492 RootElement: Defs Element: ThingDef defName: Neutroamine
Chemicals & Neutroamine Load Position: 60 FileSize: 1973 Line: 26 RootElement: Defs Element: ThingDef defName: Neutroamine
Quote from: Adventurer on September 19, 2016, 10:25:16 AM
Uh oh. There's a bug with Rim PhD. Getting this error at startup:
XML error: <thingDefs><li>Chloroform</li></thingDefs> doesn't correspond to any field in type RecipeDef.
Quote from: Adventurer on September 19, 2016, 10:38:12 AM
Another problem to report. There's an unresolved conflict between DE Surgeries and Rim PhDCode Select
Conflicting Mods: DE Surgeries & Rim Pharmaceutical Drugs
C:\Games\RimWorld A15c\Mods\AMC(2) DE Surgeries\Defs\RecipeDefs\Recipes_Surgery.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Rim Pharmaceutical Drugs\Defs\RecipeDefs\Recipes_Surgery.xml
DE Surgeries Load Position: 61 FileSize: 57016 Line: 1337 RootElement: RecipeDefs Element: RecipeDef defName: InjectMedicine
Rim Pharmaceutical Drugs Load Position: 65 FileSize: 1444 Line: 16 RootElement: RecipeDefs Element: RecipeDef defName: InjectMedicine
And just so you're aware, there is also a conflict between Chemicals & Neutroamine and Vegetable Garden (a very popular mod):Code Select
Conflicting Mods: Vegetable Garden & Chemicals & Neutroamine
C:\Games\RimWorld A15c\Mods\Vegetable Garden\Defs\ThingDefs\Items_Resources.xml
C:\Games\RimWorld A15c\Mods\AMC(2) Chemicals & Neutroamine\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml
Vegetable Garden Load Position: 56 FileSize: 16455 Line: 492 RootElement: Defs Element: ThingDef defName: Neutroamine
Chemicals & Neutroamine Load Position: 60 FileSize: 1973 Line: 26 RootElement: Defs Element: ThingDef defName: Neutroamine
Quote from: LustrousWolf on September 19, 2016, 12:43:54 PM
Specific order for all the mods to go in?
Initializing new game with mods Core, 1. DE Surgeries, 1. Exp Prosthetics & Organ Engineering, 2. A Dog Said, 2. Chemicals & Neutroamine, 2. Emergency Treatment, 2. Improved (Better) Surgery, 2. Realistic Medical System EPOE, 2. RIM Pharmaceutical Drugs, 3. Compatibility patch_ADog & ISurgery - 복사본, 3. Compatibility patch_DESurgery & ISurgery, 3. Compatibility patch_EPOE & ISurgery, and 4. Compatibility patch_EPOE Realiistic Medical & ISurgery - 복사본
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
at RimWorld.GenStep_ScatterShrines.GenerateAngrySpacer (RimWorld.Building_CryptosleepCasket pod) [0x00000] in <filename unknown>:0
at RimWorld.GenStep_ScatterShrines.GeneratePodContents (RimWorld.Building_CryptosleepCasket casket, PodContentsType contentsType) [0x00000] in <filename unknown>:0
at RimWorld.GenStep_ScatterShrines.ScatterAt (IntVec3 loc, Int32 stackCount) [0x00000] in <filename unknown>:0
at Verse.GenStep_Scatterer.Generate () [0x00000] in <filename unknown>:0
at Verse.MapGenerator.GenerateContentsIntoCurrentMap (Verse.MapGeneratorDef def) [0x00000] in <filename unknown>:0
Exception filling window for Verse.Dialog_DebugActionsMenu: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
at RimWorld.Autotests_ColonyMaker.MakeColonists (Int32 count, IntVec3 center) [0x00000] in <filename unknown>:0
at RimWorld.Autotests_ColonyMaker.MakeColony (RimWorld.ColonyMakerFlag[] flags) [0x00000] in <filename unknown>:0
at RimWorld.Autotests_ColonyMaker.MakeColony_Full () [0x00000] in <filename unknown>:0
at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__7C1 () [0x00000] in <filename unknown>:0
at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00000] in <filename unknown>:0
at Verse.Dialog_DebugActionsMenu.DoListingItems_GameModeMap () [0x00000] in <filename unknown>:0
at Verse.Dialog_DebugActionsMenu.DoListingItems () [0x00000] in <filename unknown>:0
at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey25B.<>m__183 (Int32 x) [0x00000] in <filename unknown>:0
Initializing new game with mods Core, 2. RIM Pharmaceutical Drugs, and 735106432
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.745036 ms
Unloading 5800 unused Assets to reduce memory usage. Loaded Objects now: 7955.
Total: 46.454159 ms (FindLiveObjects: 0.570025 ms CreateObjectMapping: 0.831921 ms MarkObjects: 36.605461 ms DeleteObjects: 8.446125 ms)
There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more time...
Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.StartingPawnUtility.NewGeneratedStartingPawn () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.642326 ms
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 7975.
Total: 41.134640 ms (FindLiveObjects: 0.298200 ms CreateObjectMapping: 0.263136 ms MarkObjects: 40.555614 ms DeleteObjects: 0.016756 ms)
Initializing new game with mods Core, 2. RIM Pharmaceutical Drugs, and 735106432
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Taz tried to de-register out of bounds at (-1000, -1000, -1000)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to spawn already-spawned thing Taz at (143, 0, 124)
Quote from: jordanf2209 on September 19, 2016, 04:40:04 PM
It was already the one from the compilation, V1.3. I deleted and re downloaded it anyway just in case, same problem. Still errors with the same message when spawning pawns, naturally with new worlds or via the spawn pawn/colony debug tools.
Quote from: zmadz on September 19, 2016, 06:40:38 PMThe patches are absolutely 100% necessary regardless of whether you use modified versions or not.
i had the same problem and after disabling patches and realistic medical it stoped bugging my games, are patches nesesery if you use original mods or you need to use them with this modified versions also
public override void PostIngested(Pawn ingester)
{
if (ingester.RaceProps.IsFlesh)
{
float randomInRange = this.Props.overdoseSeverityOffset.RandomInRange;
if (randomInRange > 0f)
{
List<HediffDef> overDoses = new List<HediffDef>();
overDoses.Add(HediffDefOfCustom.DrugOverdoseCustom_WormBurn);
overDoses.Add(HediffDefOfCustom.DrugOverdoseCustom_Isotono);
overDoses.Add(HediffDefOfCustom.DrugOverdoseCustom_Pepto);
overDoses.Add(HediffDefOfCustom.DrugOverdoseCustom_Chloroform);
foreach (HediffDef overDose in overDoses)
{
if (overDose.defName == Props.drugOverdoseType)
{
HealthUtility.AdjustSeverity(ingester, overDose, randomInRange);
}
}
}
}
}
Quote from: jordanf2209 on September 19, 2016, 08:41:27 PM
Still has the same issue unfortunately. Attached the log again.
There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more time...
Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.StartingPawnUtility.NewGeneratedStartingPawn () [0x00000] in <filename unknown>:0
Quote from: Exende on September 19, 2016, 06:23:45 PM
question, does your BionicImplant work as is for A15 (besides changing the version number)?
Quotejordanf2209 I did notice I wasn't able to load my existing save games with the Medical Compilation but making a new colony worked just fine
Quote from: Adventurer on September 19, 2016, 10:55:49 AM
It's a conflict by definition. If DE Surgeries is loaded last, you can only sedate with medicine. If Rim PhD is loaded last, you can only sedate with Chloroform.
This is why I'm saying there needs to be a defined load order... I updated my 'Renamed Folders.zip' thing. Integrated the 0.4.1 fix and I put DE Surgeries in the load order 1 slot.
Also, the program in question used to find conflicts is RCC
https://ludeon.com/forums/index.php?topic=25305.0
Quote from: Aristocat on September 20, 2016, 01:20:19 AMEdit : It seems removing vancidium is problem. If you have EPOE try copy paste resource vancidium xml into new EPOE.Oops... already deleted my saves.
Quote from: Aristocat on September 20, 2016, 02:20:43 AM
I just noticed emergency treatment doesn't work in A15 because changes in jobdefs. Fixing..
Quote from: Dingo on September 22, 2016, 07:12:37 AMI was just at the right place at the right time (on the RW modding Slack server).
How does one get into this exclusive club of debugging mods with skully? :P
Quote from: Adventurer on September 22, 2016, 06:57:43 AM
Kinda concerned, seems like you fell off the edge of the Earth. c.c
Quote from: Adventurer on September 25, 2016, 07:20:13 AM
Good work on the update.
Looks like saves are still being broken though, this is early on into the game before I've even gotten anything related to EPOE up.
(http://s10.postimg.org/y6yuqby0p/m_Qk_K9su.png)
Might not break if you didn't have EPOE or ADogSaid prior to changing to this pack, I didn't test for that.
Quote from: Adventurer on September 25, 2016, 08:37:01 AM
Adding Items_AnimalBodyParts.xml to Defs\ThingDefs_Items\ causes a ton of errors on game launch.
Quote from: Aristocat on September 25, 2016, 10:27:57 AM
If you have any of these items try to remove them before update.
Quote from: Mackinz on October 11, 2016, 08:51:15 PM
I may install this next colony, but ADogSaid recently updated with its own animal prosthetics bench and an EPOE compatibility patch so this mod may require a new version.
Quote from: Warforyou on November 30, 2016, 08:19:43 AMSo... you add a mod to get more diseases, and you want another mod to cure them?... interesting xD
There is a mod around called "Diseases Plus". Could you take a look at it and possibly include in your pack? Or create a patch to make those diseases curable via DE Surgeries module? Was playing with you pack and "diseases plus" and suddenly realised I have dozen of arthritics with no way to cure them despite having researched bone surgery.
Quote from: faltonico on December 11, 2016, 05:53:29 PMQuote from: Warforyou on November 30, 2016, 08:19:43 AMSo... you add a mod to get more diseases, and you want another mod to cure them?... interesting xD
There is a mod around called "Diseases Plus". Could you take a look at it and possibly include in your pack? Or create a patch to make those diseases curable via DE Surgeries module? Was playing with you pack and "diseases plus" and suddenly realised I have dozen of arthritics with no way to cure them despite having researched bone surgery.
Quote from: tonsrd on December 22, 2016, 09:51:58 PM
EPOE has updated.
@mazacik, give the mudpack maker a few days ....
Quote from: mazacik on December 23, 2016, 11:46:23 AM
I already have it done :D Some people just don't like to wait :P It all good, it's Christmas and I'm sure Aristocat has other matters to attend to.
Quote from: Wellenbrecher on December 23, 2016, 03:17:33 PM
Dunno what the exact forum policy on that would be, but if it's ok to share such a thing, I'd love to get my grubby paws on it as well.
I do update and "mod" my own stuff, sure, but most of the things in this pack are way beyond my (current) abilities.
Quote from: mazacik on December 23, 2016, 06:41:15 PM
Okay, here is the unofficial A16 version.
Quote from: Adalah217 on December 23, 2016, 07:16:26 PMQuote from: mazacik on December 23, 2016, 06:41:15 PM
Okay, here is the unofficial A16 version.
Appreciate it! The biggest reason I wanted the modpack was to get rid of vancidium and advanced components, but seeing as you simply used EPOE's A16 mod here, it's still present. Oh well. Thanks so much!! Already feels like a much more complete game!
Quote from: mazacik on December 23, 2016, 06:41:15 PM
Okay, here (https://www.dropbox.com/s/f1l1d4qa9yhjpjm/A16%20Medical%20Complication%20UNOFFICIAL.rar?dl=0) is the unofficial A16 version.
Warnings: I'm 99% sure there are bugs and all sorts of problems might occur, especially since I used the A16 EPOE version 1.9 and the rest of the mods is old A15 with patched errors (that means incompatibility). I didn't have enough time to test things. If that doesn't scare you, have fun. If I'm redistributing something I shouldn't be, I'm sorry.
Merry Christmas.
Quote from: Berkyjay on December 31, 2016, 04:13:10 AM
I ran into a situation where I couldn't install any prosthetics. I would either get a deadly fail or the pawn would complete the surgery but nothing happens and the prosthetic was used up. I attempted to go into dev mode and god mode the limb back so I could continue playing. But the limb didn't show up in the god mode list. I tried uninstalling the mods but the save seems to be in too deep.
Quote from: Nanao-kun on December 31, 2016, 06:24:14 PM
I've also gotten the same problem.
Quote from: Wellenbrecher on January 17, 2017, 10:33:17 AM
Aristocrat hasn't been online since late September last year ;)
Quote from: jmababa on January 19, 2017, 12:17:55 AM
No you don't just change version with xml editor like open office will work
Quote from: joaonunes on January 19, 2017, 06:22:05 AMQuote from: jmababa on January 19, 2017, 12:17:55 AM
No you don't just change version with xml editor like open office will work
So are you saying that the A15 version is fully compatible with A16?
Even the "unofficial" A16 version someone posted here a while ago has some issues, said by the uploader himself, so I am a little skeptical about being that easy to use this mod in A16 :/
Quote from: mazacik on December 23, 2016, 06:41:15 PM
Okay, here (https://www.dropbox.com/s/f1l1d4qa9yhjpjm/A16%20Medical%20Complication%20UNOFFICIAL.rar?dl=0) is the unofficial A16 version.
Warnings: I'm 99% sure there are bugs and all sorts of problems might occur, especially since I used the A16 EPOE version 1.9 and the rest of the mods is old A15 with patched errors (that means incompatibility). I didn't have enough time to test things. If that doesn't scare you, have fun. If I'm redistributing something I shouldn't be, I'm sorry.
Merry Christmas.