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RimWorld => Releases => Mods => Outdated => Topic started by: Latta on February 21, 2015, 10:25:01 AM

Title: [MOD] (Alpha 9) FixBone v10b
Post by: Latta on February 21, 2015, 10:25:01 AM
Description
Bones! A small mod that makes you able to fix colonist's shattered bones.
This post is locked. Please use my mod list instead: https://ludeon.com/forums/index.php?topic=11171.msg111221#msg111221 (https://ludeon.com/forums/index.php?topic=11171.msg111221#msg111221)

Changelog

10 Initial release.
10b Added spine replacement.


Features
Craftable bone piece
You can craft an artificial bone piece at smithing table. It's cheap, 30 steel and 3 plasteel, and stackable up to 20.

Fix bone with bone pieces
Fix your colonist's bones. Especially arm's/leg's without going bionic, which is pretty expensive.

List of fixable bones
Rib and clavicle: 2 pieces.
Femur, tibia, humerus and radius: 5 pieces.
Sternum and pelvis: 10 pieces.
Spine: 15 pieces.

Compatibility
Fixbone does not override anything, so it is compatible with many kinds of surgery mods, including Extended Surgery, Expanded Prosthetics, Glitter Tech, Cybernetic Storm, Apothecarius, et cetera.
I haven't stumbled upon any issue so far, so should you face one, please let me know.
Title: Re: [MOD] (Alpha 9) FixBone
Post by: Dragoon on February 21, 2015, 10:43:32 AM
YAY I don't have to make bionic for my guy not fixed radius here we come!
Title: Re: [MOD] (Alpha 9) FixBone
Post by: skullywag on February 21, 2015, 11:09:03 AM
I would add the spine one as well, I personally dont use the other bigger bionic medical based mods but this feels more vanilla like, up to you, add it as a seperate addon dl if needs be.
Title: Re: [MOD] (Alpha 9) FixBone
Post by: Latta on February 21, 2015, 11:51:12 AM
Quote from: skullywag on February 21, 2015, 11:09:03 AM
I would add the spine one as well, I personally dont use the other bigger bionic medical based mods but this feels more vanilla like, up to you, add it as a seperate addon dl if needs be.

Added spine replacement, with 15 pieces. Thank you for your opinion.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: TheSilencedScream on February 21, 2015, 12:53:40 PM
I generally avoid medical related mods, as I feel they make the game easier, but I think this one may be an exception.

Maybe I'm mistaken, though, but do broken bones not get healed? I thought I had someone with cracked ribs that went away after a while. Might've just gotten mixed up across save files, though.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Asfalto on February 21, 2015, 02:38:36 PM
Is this compatible with other mods? (you know which ones :D)

Other medical mods..
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: NoImageAvailable on February 21, 2015, 03:14:34 PM
Quote from: TheSilencedScream on February 21, 2015, 12:53:40 PM
I generally avoid medical related mods, as I feel they make the game easier, but I think this one may be an exception.

Maybe I'm mistaken, though, but do broken bones not get healed? I thought I had someone with cracked ribs that went away after a while. Might've just gotten mixed up across save files, though.

If a bone is cracked it heals, if it is shattered (i.e. reduced to 0 health) it is permanently gone just like any other body part.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Latta on February 21, 2015, 06:18:50 PM
Quote from: Asfalto on February 21, 2015, 02:38:36 PM
Is this compatible with other mods? (you know which ones :D)

Other medical mods..
Sure, it's made to not have any conflict with them.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Kolljak on February 21, 2015, 06:27:21 PM
Naturaly bones should mend themselves with rest... is there a way you can intigrate a REST system so if u colonist Rests for a while in a medical bed it will mend the bones Breaks Sprains and Shatters each requireing more downtime.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Latta on February 21, 2015, 07:09:58 PM
Quote from: Kolljak on February 21, 2015, 06:27:21 PM
Naturaly bones should mend themselves with rest... is there a way you can intigrate a REST system so if u colonist Rests for a while in a medical bed it will mend the bones Breaks Sprains and Shatters each requireing more downtime.
Not sure; and I think shattered ones cannot mend themselves because it's too...shattered.
I might add a new Hediff to require extra resting even after grafting bones with this.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Karnej on February 26, 2015, 02:47:43 AM
I might have missed it in the OP but does this allow you to heal the pelvis. I remember I lost a great soldier after his pelvis was shattered. I had to look it up to be sure I couldn't fix it in vanilla or modded.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Latta on February 26, 2015, 03:05:02 AM
Quote from: Karnej on February 26, 2015, 02:47:43 AM
I might have missed it in the OP but does this allow you to heal the pelvis. I remember I lost a great soldier after his pelvis was shattered. I had to look it up to be sure I couldn't fix it in vanilla or modded.

Yes, you need 10 pieces.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Karnej on February 26, 2015, 03:47:05 AM
Cool thanks. This mod fills my need to be able to heal anything on my settlers.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Olfan on February 27, 2015, 03:48:54 PM
When I order some artificial bone pieces made, my colonists will gladly haul plasteel and steel to the smithing bench, but then the materials will just vanish and the colonist will go fetch the next batch of materials without ever creating anything. The counter doesn't decrease either, so that asking for just one artificial bone piece will quickly annihilate any amount of plasteel available.

Is it possible there is some incompatibility with some other mod? I've checked through the XMLs but couldn't spot any conflicts with the other mods I use. Also it doesn't make a difference whether I load this one first or last. Any ideas?
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Zeta Omega on February 27, 2015, 04:37:59 PM
Could this mod be used with other mods such as prosthetics and glitterworld?
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Karnej on February 27, 2015, 06:45:32 PM
Quote from: Olfan on February 27, 2015, 03:48:54 PM
When I order some artificial bone pieces made, my colonists will gladly haul plasteel and steel to the smithing bench, but then the materials will just vanish and the colonist will go fetch the next batch of materials without ever creating anything. The counter doesn't decrease either, so that asking for just one artificial bone piece will quickly annihilate any amount of plasteel available.

Is it possible there is some incompatibility with some other mod? I've checked through the XMLs but couldn't spot any conflicts with the other mods I use. Also it doesn't make a difference whether I load this one first or last. Any ideas?

If you're using EdB interface just turn off the fancy bills it adds in the Interface Options. I don't remember the exact name of the option but somebody told me to do this when I couldn't craft parkas.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Latta on February 27, 2015, 07:09:53 PM
Quote from: Zeta Omega on February 27, 2015, 04:37:59 PM
Could this mod be used with other mods such as prosthetics and glitterworld?
Yes, I don't see any compat issue now.
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Tormound on February 28, 2015, 12:03:34 AM
Is it compatible with Cybernetic storm?
Title: Re: [MOD] (Alpha 9) FixBone v10b
Post by: Latta on February 28, 2015, 12:28:14 AM
Quote from: Tormound on February 28, 2015, 12:03:34 AM
Is it compatible with Cybernetic storm?
Yes, it should.