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RimWorld => Releases => Mods => Outdated => Topic started by: CrazehMeow on October 03, 2014, 10:30:27 AM

Title: [MOD] (Alpha 7) Extended Surgery Mod
Post by: CrazehMeow on October 03, 2014, 10:30:27 AM
Release 1.2 A7

Hello fellow Rimworlders! Here's a small mod to rebalance surgery and protsthetics.

What does it do?

This mod gives you the ability to craft prosthetics yourself through the included prosthetic table.
Advanced prosthetics, such as Bionic Eyes require a high crafting skill and quite some plasteel. This way, the prosthetics are still somewhat expensive and hopefully balanced.

Plus, don't you hate it when your colonists take brain damage? Look no further, this mod adds the option to mend the brain with an AI persona core to restore your colonist beyond full capacity. I chose the AI core since it makes sense and the recipe gets really expensive so you don't do it all the time.

Before you start, you will of course need to research prosthetics.

Current features


Planned features

Changelog 1.2

Download

Here (http://unknown404.de/releases/mods/SurgeryExtended.zip), or from the attachement below. Legacy versions will only be downloadble from here, for now.


PS: I'm very open to discussion regarding balancing or possible future features. Also, please let me know of any bugs and/or conflicts with other mods.

Have fun! :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Shinzy on October 03, 2014, 12:30:00 PM
Glass eye with 0 sight obviously but with beautiness/social buff (Or whatever similar is doable, I didn't really get too indepth in how these work myself! =P didn't wanan pursue making a mod that wouldn't potentially work with other possibly much better prosthetic mods! Like this one, hehe!)

OH! Hook hand is a must, if you don't add a hook hand you will be sorry *shakes fist, very menancingly*
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: CrazehMeow on October 03, 2014, 12:45:58 PM
Quote from: Shinzy on October 03, 2014, 12:30:00 PM
Glass eye with 0 sight obviously but with beautiness/social buff (Or whatever similar is doable, I didn't really get too indepth in how these work myself!

I really like that idea! I could take a look at the new hats that were added (they have a social buff), maybe I can make a social debuff to having no eyes wich glass eyes then improve again :)

Quote from: Shinzy on October 03, 2014, 12:30:00 PM
OH! Hook hand is a must, if you don't add a hook hand you will be sorry *shakes fist, very menancingly*

Will do!  ;D I also had eyepatches in mind for a full fledged pirate feeling. Yarr!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Ramsis on October 03, 2014, 12:53:43 PM
Quote from: CrazehMeow on October 03, 2014, 10:30:27 AM
Release 1.0 A7

Hello fellow Rimworlders! Here's a small mod to rebalance surgery and protsthetics.

What does it do?

This mod gives you the ability to craft prosthetics yourself through the included prosthetic table.
Advanced prosthetics, such as Bionic Eyes require a high crafting skill and quite some plasteel. This way, the prosthetics are still somewhat expensive and hopefully balanced.

Plus, don't you hate it when your colonists take brain damage? Look no further, this mod adds the option to mend the brain with an AI persona core to restore your colonist beyond full capacity. I chose the AI core since it makes sense and the recipe gets really expensive so you don't do it all the time.

Before you start, you will of course need to research prosthetics.

Planned features

  • Craftable chips to attach on the brain, increase hearing, seeing, smelling and conciousness
  • Bionic organs such as a improved heart. These would require a heart to craft to begin with.
  • More silly and useful prosthetics.
  • Trait integration so that people will love and hate the improvements done on them.

PS: I'm very open to discussion regarding balancing or possible future features. Also, please let me know of any bugs and/or conflicts with other mods.

Have fun! :)

No amount of saying I love you will ever express how much I love you for this addition.

Good sir may I beg of you to please make a list of all of our options in game with a description of how each new organ/prosthetic changes things? Also please keep up the great work! The prosthetics system brings such a breath of fresh air to day to day colonist management.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Romi on October 03, 2014, 01:30:38 PM
realistic cool mod
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: CrazehMeow on October 03, 2014, 04:10:25 PM
Quote from: Ramsis on October 03, 2014, 12:53:43 PM
No amount of saying I love you will ever express how much I love you for this addition.

Quote from: Romi on October 03, 2014, 01:30:38 PM
realistic cool mod

Thank you very much! This is my first mod release ever and it fills me with great pride knowing people like it so far! :)

Quote from: Ramsis on October 03, 2014, 12:53:43 PM
Good sir may I beg of you to please make a list of all of our options in game with a description of how each new organ/prosthetic changes things?

I have done that now, take a look at the first post to see it :)

Quote from: Shinzy on October 03, 2014, 12:30:00 PM
Glass eye with 0 sight obviously but with beautiness/social buff (Or whatever similar is doable, I didn't really get too indepth in how these work myself! =P didn't wanan pursue making a mod that wouldn't potentially work with other possibly much better prosthetic mods! Like this one, hehe!)

OH! Hook hand is a must, if you don't add a hook hand you will be sorry *shakes fist, very menancingly*


I think I have now added all you asked for. :) Let me know if you like it or if it needs some changes!

And again thanks to everyone who played it so far. 150 downloads, I actually can't believe it :D
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Shinzy on October 03, 2014, 04:56:36 PM
Quote from: CrazehMeow on October 03, 2014, 04:10:25 PMI think I have now added all you asked for. :) Let me know if you like it or if it needs some changes!

I will take my colonists under the hacksaw very soon! I will let you know if anything bothers me too much =P
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Rex705 on October 03, 2014, 05:06:03 PM
Sounds cool :) Now my crazy quack Doc can do all kinds of experiments on my colonists and prisoners.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: conrad812 on October 03, 2014, 07:45:17 PM
I hope you get some of the other prosthetics like bionic dentures or robot mandibles or something added in soon!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: TheClassiness on October 03, 2014, 10:36:29 PM
Are you planning on keeping this to strange little things like eye patches and glass eyes and stuff like that? I'd love to have the ability to one day replace every single piece of humans with a cybernetic counterpart. Make some super badass robot community.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Killaim on October 03, 2014, 11:35:12 PM
i got a few ideas if you like :3

1. a boomrat organ - Colonist now explodes on death :D

2. a ResistanceIsFutile Chip - Install into those pesky prisoneers that wont recruit (instant colonist - BUT they are a bit slow and unhappy - (perhaps upgrade with your AI core to negate)

3. Ocular Laser Pointer - attach a laser to the side of the eye why not - Improved gun use

4. RollerFeet - Rollerblades instead of Feet ? of course! - improved speed on hard materials - HORRIBLE speed on sand/dirt

:3 hehe
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Goldsmyths on October 03, 2014, 11:38:40 PM
What I thought of this?
(http://www.beardsandpixels.com/wp-content/uploads/2013/03/i-never-asked-for-this-210x210-13638063411.jpg)

jk, I love this. Now we just have a few organs we need to aug and then I wonder if the colonist is still Human? :D

I believe we can assume that hand are for work speed, and legs are for walk speed. But what about what does 120% consciousness and sight do? (From having AI brains and bionic eyes)
Is the consciousness for research speed?
And sight is to increase weapon range?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Smasher5523 on October 04, 2014, 04:23:34 AM
my colonist lost a nose, will this be added? Improved n0s3
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Shinzy on October 04, 2014, 05:14:50 AM
Quote from: Smasher5523 on October 04, 2014, 04:23:34 AM
my colonist lost a nose, will this be added? Improved n0s3

N053 3000! With lifelike booger extraction module, can be adjusted to give a shock for compulsive nose pickers

Behaves like a reaaaal nose! - N053 3kâ,,¢ Can't sneeze without it!
Get your's now! now! now! now! now!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: CrazehMeow on October 04, 2014, 08:20:54 AM
Quote from: Goldsmyths on October 03, 2014, 11:38:40 PM

I believe we can assume that hand are for work speed, and legs are for walk speed. But what about what does 120% consciousness and sight do? (From having AI brains and bionic eyes)
Is the consciousness for research speed?
And sight is to increase weapon range?

Conciousness is about everywhere! It mostly speed things up in general.
It determines your
And probably a whole lot more  ;D

Quote from: Shinzy on October 04, 2014, 05:14:50 AM
Quote from: Smasher5523 on October 04, 2014, 04:23:34 AM
my colonist lost a nose, will this be added? Improved n0s3

N053 3000! With lifelike booger extraction module, can be adjusted to give a shock for compulsive nose pickers

Behaves like a reaaaal nose! - N053 3kâ,,¢ Can't sneeze without it!
Get your's now! now! now! now! now!
This is just plain silly... I love it! :D I'll do that for sure.

Quote from: conrad812 on October 03, 2014, 07:45:17 PM
I hope you get some of the other prosthetics like bionic dentures or robot mandibles or something added in soon!
Quote from: TheClassiness on October 03, 2014, 10:36:29 PM
I'd love to have the ability to one day replace every single piece of humans with a cybernetic counterpart. Make some super badass robot community.

I really want to do that, but I'm not sure about cluttering the bill menu thingie too much. There's definitely going to be more but maybe not completely robot.

And now the juicy stuff...

Quote from: Killaim on October 03, 2014, 11:35:12 PM
i got a few ideas if you like :3

1. a boomrat organ - Colonist now explodes on death :D

2. a ResistanceIsFutile Chip - Install into those pesky prisoneers that wont recruit (instant colonist - BUT they are a bit slow and unhappy - (perhaps upgrade with your AI core to negate)

3. Ocular Laser Pointer - attach a laser to the side of the eye why not - Improved gun use

4. RollerFeet - Rollerblades instead of Feet ? of course! - improved speed on hard materials - HORRIBLE speed on sand/dirt

:3 hehe

I really like those ideas. Especially the rollerblades and boomrat organ. However, these can't be done via simple xml modding. I'll need to write assemblies. That might take me longer than the other stuff but I definetely want to try doing that :)
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: conrad812 on October 04, 2014, 12:46:31 PM

i'll take that as a "maybe" to robo mandibles.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: CrazehMeow on October 04, 2014, 02:21:54 PM
Quote from: conrad812 on October 04, 2014, 12:46:31 PM

i'll take that as a "maybe" to robo mandibles.

Whoops, sorry! Actually I wanted to say "maybe" to complete robot parts. However, I really want a prosthetic to improve talking and eating so something along the line of denture is definetely going to be in.

Very probably robo mandibles. :)
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: conrad812 on October 04, 2014, 02:27:30 PM
Quote from: CrazehMeow on October 04, 2014, 02:21:54 PM

Whoops, sorry! Actually I wanted to say "maybe" to complete robot parts. However, I really want a prosthetic to improve talking and eating so something along the line of denture is definetely going to be in.

Very probably robo mandibles. :)
awesome, cant wait for this mod to get a bunch more features!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: InventorRaccoon on October 04, 2014, 03:35:58 PM
Here's something very simple: Bionic shoulders.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Chaplain on October 04, 2014, 03:43:05 PM
So I tried to post an ad for a series of weaponized implants but the forum says I don't have access.  The only words that might legitimately be tripping it up is the full word for condo and a word that might have a creed (I remember a forum whose filter liked to say "thingy-pit" instead of the word for where you sit when you fly a plane).  Other than that the words Edward Scissorshands, Glockinator, ED-209, Flak, and the words Sandler, Jim, Adam, and Carrey in a particular order.

It also had a pyramid of water skiing swimsuit models jumping over an exploding oil tanker as a rocket powered unicorn pegasus crapping rainbows flew over with Benjamin Franklin driving it while George Washington manned the turret against a squadron of mecha-Hitler/Stalin Hybrids.

Quite simply you had to be there since the forum can't handle my post's awesomeness.

Oh and I guess I'm suggesting implants that add weapon capabilities without equipping the weapon but also reduce worker functionality.  Like knife or gun hands.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: smitj045 on October 04, 2014, 04:22:03 PM
Quote from: Chaplain on October 04, 2014, 03:43:05 PM
So I tried to post an ad for a series of weaponized implants but the forum says I don't have access.  The only words that might legitimately be tripping it up is the full word for condo and a word that might have a creed (I remember a forum whose filter liked to say "thingy-pit" instead of the word for where you sit when you fly a plane).  Other than that the words Edward Scissorshands, Glockinator, ED-209, Flak, and the words Sandler, Jim, Adam, and Carrey in a particular order.

It also had a pyramid of water skiing swimsuit models jumping over an exploding oil tanker as a rocket powered unicorn pegasus crapping rainbows flew over with Benjamin Franklin driving it while George Washington manned the turret against a squadron of mecha-Hitler/Stalin Hybrids.

Quite simply you had to be there since the forum can't handle my post's awesomeness.

Oh and I guess I'm suggesting implants that add weapon capabilities without equipping the weapon but also reduce worker functionality.  Like knife or gun hands.

Knife hands are easy enough, they already have claw hands after all. Gun hands would be a lot more difficult. It would probably have to permanently replace their firearm.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: pollgg12 on October 04, 2014, 06:54:02 PM
We need more surgery's scyther related like brain transplants in to a scyther body or more scyther parts being added like senors and the "charge lance arm hand gun thing"

I don't know how long that would take but so many suggestions
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: augusto on October 04, 2014, 06:59:50 PM
a good idea to is for you to be able to re animate a body using mechanical implants
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: pollgg12 on October 04, 2014, 07:07:04 PM
Not sure how he would go about doing that. it would need to be really expensive or they would die after a day
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: augusto on October 04, 2014, 08:15:38 PM
true but in the but as you find all the money and the parts you can have him on machines keeping him alive if he is important
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Funkmachine7 on October 04, 2014, 08:16:04 PM
Quote from: pollgg12 on October 04, 2014, 07:07:04 PM
Not sure how he would go about doing that. it would need to be really expensive or they would die after a day
The mechanics are shown here, Miscellaneous w MAI (http://ludeon.com/forums/index.php?topic=3612.0).
Just use MAI source code thats what it's for :)

Reanimating should need a few fresh organs and a variable number of mechanical implants.
use more of the expensive mechanical implants and the Frankenstein is stronger I.e. plasteel plating adds to there health.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: pollgg12 on October 04, 2014, 09:11:17 PM
I still think uploading your brain in to a scyther is cooler not sure how hard that would be.
-Change texture
-Buffs IE. hand knife (which is all ready in the game) and all the other bionic buffs
-Some sort of down side (Killing said scythers are hard enough so maybe we don't need this)
But then again im not smert with coding so i dont know how hard that would all be
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: smitj045 on October 04, 2014, 09:14:13 PM
Quote from: pollgg12 on October 04, 2014, 09:11:17 PM
I still think uploading your brain in to a scyther is cooler not sure how hard that would be.
-Change texture
-Buffs IE. hand knife (which is all ready in the game) and all the other bionic buffs
-Some sort of down side (Killing said scythers are hard enough so maybe we don't need this)
But then again im not smert with coding so i dont know how hard that would all be

Maybe use the harvesting function? Remove the brain then use something similar to the MAI to make a bill on dead scythers to implant the brain. The biggest problem I think might be taking the damage the scyther's taken into account.

Edit: While I'm mentioning harvesting, does anyone else think it's weird/annoying that you can't harvest organs from fresh bodies? I mean you can harvest organs from recently deceased people in real life so it's not like it doesn't make sense.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: pollgg12 on October 04, 2014, 10:14:33 PM
I think your looking at it the wrong way your not actually putting the brain in the scyther (i don't know if that's what you meant) your just changing the texture of the colonist and buffing him so every or most stats are enhanced and adding the knife protrusion

And we all ready had a spaz about that organ thing here > http://ludeon.com/forums/index.php?topic=6532.msg63659#msg63659
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Girlinhat on October 04, 2014, 10:28:58 PM
Is it possible to make a cybernetic part that causes colonists to no longer become tired, hungry, and/or upset?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: augusto on October 04, 2014, 11:07:25 PM
that would be amassing but why a colonist you should be able to build a robot with integrated solar panels so it does not have to recharge
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Girlinhat on October 04, 2014, 11:08:00 PM
Quote from: augusto on October 04, 2014, 11:07:25 PM
that would be amassing but why a colonist it you should be able to build a robot with integrated solar panels so it does not have to recharge
Why NOT a colonist?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: augusto on October 04, 2014, 11:09:54 PM
depending on how the colonists are because i like to have good useful colonists if not i sell them
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Nathan2000 on October 04, 2014, 11:17:00 PM
I quite like this idea, something I am surprised Tynan didn't add was Cochlear (not sure if spelt right) implants. They are a real technology in present day and give hearing back, but patients reported the noise to sound mechanical and clunky. Perhaps two missing/deaf ears replaced with two cochlear implants 80% hearing? If you do add this, this mod will be at the top of my list for favorite mods ever. :D
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: pollgg12 on October 04, 2014, 11:57:21 PM
Well hearing doesn't do anything so why would he?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Chaplain on October 05, 2014, 03:17:33 AM
All "turn a human into a robot talk" suddenly really makes me want to make some Warhammer 40k type servitors.  I'd love to turn prisoners into highly specialized single task workers that barely eat or sleep.  They'd also be about as dumb as a brick but also be just about as fearless.  Have variants you unlocked starting with a dumb labor one that firefights, cuts, hauls, and cleans then move on to three that construct, farm, and mine then two that craft and cook and finally to the last two that are a combat and medic variant.  You can turn one into any other by performing the operation again but it would need to be expensive although it shouldn't use an AI core since servitors are made to avoid the use of rebellious AI's.  Also other than the firefighting one they wouldn't even try to extinguish themselves and other than the combat one they'd be unarmed and unarmored with large penalties to avoiding getting hit.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Der Failer on October 05, 2014, 11:34:44 AM
Are the plans to add a way to get medicine?
Like grow some sort of medicinal plants and combine it with other stuff. But make it grow slowly like devilstand (maybe not as slow since they take forever more).

If thats a thing i would love this mod even more.
Also since I've read here about having guns as hands I can't get this (http://img2.wikia.nocookie.net/__cb20130716191348/planetterror/images/5/5b/Poster.jpg) out of my head.  ;D
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Shinzy on October 05, 2014, 12:28:30 PM
Quote from: Der Failer on October 05, 2014, 11:34:44 AM
Are the plans to add a way to get medicine?
Like grow some sort of medicinal plants and combine it with other stuff. But make it grow slowly like devilstand (maybe not as slow since they take forever more).

If thats a thing i would love this mod even more.
Also since I've read here about having guns as hands I can't get this (http://img2.wikia.nocookie.net/__cb20130716191348/planetterror/images/5/5b/Poster.jpg) out of my head.  ;D

Grenadejuuump! and bruce willis!
Oh and the minigun leg in the end
There's a perfect movie right there!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Funkmachine7 on October 05, 2014, 01:57:09 PM
i'm thinking more like this
(http://ia.media-imdb.com/images/M/MV5BMTk4ODYxMTA2MV5BMl5BanBnXkFtZTcwNzEzNjQ5MQ@@._V1_.jpg).

CrazehMeow, i've been doing so work on expanding the range of bionics with some new parts and i'd like to collaborate with you on haveing one bionics mod to avoid the code clashing.
Should i email you the parts or what?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: pollgg12 on October 05, 2014, 07:50:05 PM
Funkmachine what are they we want to know
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Funkmachine7 on October 05, 2014, 08:10:19 PM
So far just bionic/prosthetic arm with power claw and bionic/prosthetic heart.
but i'm planing to do the rest of the organs in the same style.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: SyberSmoke on October 05, 2014, 08:56:16 PM
What about specialty arms in the same vein as Star Trek Borg.  So a medical arm that gives a buff to healing.  Or a tool specific arm for a specific task.

On a side note...what about being able to grow fresh parts?  So say having a tank object, then being able to take a sample from a pawn and grow organs in the tank...may be even limbs for those people that are not fans or prosthetic's.  Could be a way to grow a new middle finger for the poor fellow that can no longer flip off the enemy.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Nathan2000 on October 05, 2014, 10:37:36 PM
Come on, don't tell me it doesn't annoy you though. Ya know, seeing someone deaf. I understand that it doesn't really do much, but what would enhanced consciousness do? Same premises.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Girlinhat on October 05, 2014, 10:54:07 PM
Quote from: Nathan2000 on October 05, 2014, 10:37:36 PM
Come on, don't tell me it doesn't annoy you though. Ya know, seeing someone deaf. I understand that it doesn't really do much, but what would enhanced consciousness do? Same premises.
Consciousness is applied to nearly every activity.  It's similar to having a concussion - if you've got a head injury then you won't be doing anything as well as normal.  It's an abstract idea for clarity of thought and focus.  So 120% consciousness is actually a very significant boost all around.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: JuliaEllie on October 06, 2014, 06:34:13 AM
Hey,

I like your mod. I wanted to do (might do) something similar but I saw that you are overwriting the Human Race Definition. Id recommend to use my Recipe Nurse "mod" (http://goo.gl/rM8X1Y) I just released. You inspired me to write it ;) If you want to I can help you configuring it and send you a pre configured version.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Livamyrd on October 06, 2014, 12:50:41 PM
Hi there, i just wanted to thank you for this mod, is pretty useful.

I just have seen a little fail in the mod: You have no bionic or prosthetic stomach and it's very neccesary. Why? Because and stomachless survivor is a death one. He just can eat if he's sick in the medical bed.

Could you put a stomach in newer versions? I would thank you a lot.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: llunauk on October 06, 2014, 01:23:03 PM
Could we also some jaws and some of the other parts that are missing added to the list.  At this point we might as well go full robo or be equipped well enough to fix any medical emergency that happens.  Colony M*A*S*H thanks you!  :D
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: CrazehMeow on October 06, 2014, 03:08:11 PM
Quote from: JuliaEllie on October 06, 2014, 06:34:13 AM
Hey,

I like your mod. I wanted to do (might do) something similar but I saw that you are overwriting the Human Race Definition. Id recommend to use my Recipe Nurse "mod" (http://goo.gl/rM8X1Y) I just released. You inspired me to write it ;) If you want to I can help you configuring it and send you a pre configured version.

This is genuninely awesome! I'll integrate that with the next update asap. But due to health issues I couldn't do stuff for this mod this past weekend. Sorry!  :-[

Now different mods can add to one another which is extremly helpful and powerful.

Thank you so much! :D
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Dead_End_Road on October 07, 2014, 11:05:25 AM
I really love your mod but I would say the bionic eyes are too cheep to make 15 plasteel to make an eye worth around 700-900 sliver I get its tiny and wouldn't need allot but it still feel like an easy out for cash. Also I have no idea if this is doable but making it so you need a high level medical and crafting for making bionic items because it would be easy enough to make a simple arm or glass eye just knowing crafting but wouldn't you need some kind of medical knowledge to make an arm for someone? But if you think i'm talking out my ass please disregard this. I love your mod its makes it more fun for me and have you considered adding chainsaw hands?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Svullo on October 07, 2014, 12:40:23 PM
crazymeow, could you please add some way to heal permanent scars and other permanent injuries? maybe by building some really advanced medicine item that you have to research and use on your people? and also bionic organs (liver, heart, lungs, kidney)? if you could add that that would be great. basically i would like to be able to restore all my people to pristine condition. no scars or missing body parts or anything. that would be awesome. anyway, keep up the good work.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: bullet on October 07, 2014, 12:52:38 PM
Svullo was ahead of me  :)  Yeah, permanent scars is greatly interfere with, they are easy to receiving and there is no possibility to treat them yet
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Funkmissile on October 07, 2014, 01:00:43 PM
This mod is crazy good. Got most of my colony decked out in cyber-limbs already. One thing I was a tad disappointed in was that the AI Core, when replacing the brain, doesn't stop the possibility of mental breaks. Being that it is such an expensive procedure and all.

If I were to make any suggestions on additions to this mod, some more of the surgery's that provide a massive difference in the character would be fantastic. Like a lobotomy, or something to that effect, to prevent mental breaks but at the expense of not being able to perform skilled labour nor fire a weapon with any real accuracy, leading to true "drone" like colonists.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: JuliaEllie on October 07, 2014, 01:05:01 PM
while I made my eye transplant update for Apothecarius I saw that you also change the eye partDef. If you want to I can give you the code to add the talking activity to the game without editing the core defs :)
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: SyberSmoke on October 08, 2014, 03:05:16 AM
Suggestion

Neural Grafts: An alternative to using the AI core.  A neural graft takes brain tissue from one subject and uses it to repair damage in the other.  This could be a way to help brain damaged characters over several surgeries.  The catch is...some one has to loose their mind to do it.   ;)

Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Wex on October 08, 2014, 04:14:03 AM
I am quite sure we can craft wodden foot by today. It's weird to have to remove a leg for a missing foot.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Igabod on October 08, 2014, 04:31:26 AM
Quote from: Wex on October 08, 2014, 04:14:03 AM
I am quite sure we can craft wodden foot by today. It's weird to have to remove a leg for a missing foot.

If we can make a fully bionic leg that increases your walking speed then we could definitely make a wooden foot. I'd like to see bionic feet that can improve your walking speed (by half the amount that legs do) which can be used with bionic legs or with natural legs. This way you could choose to replace the entire leg and then develop an advanced foot to augment the existing bionic leg. Or if your colonist just loses a foot or a couple toes or whatever you could put the advanced foot on them and not remove their leg. It should be in a 2nd tier of research that includes also bionic hands and eyes.

Actually there should be 3 or 4 tiers of research for this mod. Basic prosthetic replacements for the first tier (basic prosthetic legs and arms and glass eyes and hook hands should be in this tier) basic bionics for the 2nd tier (just bionic legs and arms here) and advanced bionics in the third tier (bionic hands and feet and eyes and pretty much any other bionics that aren't in the 2nd tier go here). Then maybe possibly a 4th tier for bionic organ replacement that essentially turns the colonist into a robot. This would add yet more functionality to the researching aspect of the game which is definitely needed. And it gives the player a long term goal to focus on if they want to have a colony of androids and cyborgs.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: MelanisticAlbino on October 08, 2014, 10:44:59 AM
Awesome mod! A must have!!! I really hope you keep this alive, I really can't play without it.

What I would like to see:

-Craftable Medkits (20 cloths, some plants, metal or something like that)
- some kind of Life support! (Install life-support to keep the colonists alive while you try to find an organ for them etc)
-AI brain stops mental breaks and allows the person to do things it could not previously do. For example, one of my colonists got brain damage
and couldn't do some intellectual stuff, implementing the AI brain didn't change that. Maybe it's hardcoded?

Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Clibanarius on October 08, 2014, 11:04:56 AM
Use Apothecarius for all of those.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: bullet on October 08, 2014, 11:49:48 AM
Quote from: Igabod on October 08, 2014, 04:31:26 AM
Quote from: Wex on October 08, 2014, 04:14:03 AM
I am quite sure we can craft wodden foot by today. It's weird to have to remove a leg for a missing foot.

If we can make a fully bionic leg that increases your walking speed then we could definitely make a wooden foot. I'd like to see bionic feet that can improve your walking speed (by half the amount that legs do) which can be used with bionic legs or with natural legs. This way you could choose to replace the entire leg and then develop an advanced foot to augment the existing bionic leg. Or if your colonist just loses a foot or a couple toes or whatever you could put the advanced foot on them and not remove their leg. It should be in a 2nd tier of research that includes also bionic hands and eyes.

Actually there should be 3 or 4 tiers of research for this mod. Basic prosthetic replacements for the first tier (basic prosthetic legs and arms and glass eyes and hook hands should be in this tier) basic bionics for the 2nd tier (just bionic legs and arms here) and advanced bionics in the third tier (bionic hands and feet and eyes and pretty much any other bionics that aren't in the 2nd tier go here). Then maybe possibly a 4th tier for bionic organ replacement that essentially turns the colonist into a robot. This would add yet more functionality to the researching aspect of the game which is definitely needed. And it gives the player a long term goal to focus on if they want to have a colony of androids and cyborgs.

or add hands, feet (bionic body?) and other additional body parts and organs to the tier 2  to current arms and legs. But for tier 3-4  add new analogues but more powerful and more expensive to produce (using plasteel ,gold and synthread/devilstrand/hyperwave) with additional abilities like as in the Apparello mod (by Shinzy)  which add bonuses to apparel like Researching \ Aiming \ Work \ learning speed, resisting for different damage type  and others

For example bionic eye mk II (+10-15% speed for aiming) or chip for the brain for research speed\discounts at trade. Maybe  some new... Just some examples of what is already there and can add

Or different fabrics (synthread/devilstrand/hyperwave) in production of bionic parts mk II will add different  bonuses (combat\common-social\craft bonuses)
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Shiftyeyesshady on October 08, 2014, 03:12:04 PM
I'd love to see a synthskin bionic that can heal old scars and maybe make your colonist more damage resistant. But there is probably a more elegant way of doing it.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Spare74 on October 09, 2014, 07:33:32 AM
I'd like to try your mod but the 1.2 file seems corrupted, I re-downloaded it 3 times and each time neither 7zip nor winrar can open it 'not a valid archive' or something.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: JuliaEllie on October 09, 2014, 07:35:25 AM
I have the same problem. The files seem to be broken due to the server migration but the external link works fine.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Xubrim on October 11, 2014, 04:33:20 PM
Sometimes, I take prisoners that I KNOW will be a pain in the ass to convert, but I'm not a slaver, so I keep at it. I usually have to beat them down several times before they break down and join my cause.

To make things a little easier, could you add the option to, you know, cut off one of their legs? I can get a new one later, and it keeps the prisoners from doing more than angrily rolling out of their bed. Win/win for me, albeit in a Machiavellian sort of way.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Killaim on October 11, 2014, 05:47:03 PM
How about Bone plasteel graft

:D Wolverineeee

empower that health and natural armor.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Felime on October 11, 2014, 06:37:45 PM
Quote from: Xubrim on October 11, 2014, 04:33:20 PM
Sometimes, I take prisoners that I KNOW will be a pain in the ass to convert, but I'm not a slaver, so I keep at it. I usually have to beat them down several times before they break down and join my cause.

To make things a little easier, could you add the option to, you know, cut off one of their legs? I can get a new one later, and it keeps the prisoners from doing more than angrily rolling out of their bed. Win/win for me, albeit in a Machiavellian sort of way.

I know you can remove bionic limbs from people, don't know if that applies to peg legs too, but you can try installing one of them, then removing it.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Xubrim on October 11, 2014, 09:39:14 PM
Quote from: Felime on October 11, 2014, 06:37:45 PM
I know you can remove bionic limbs from people, don't know if that applies to peg legs too, but you can try installing one of them, then removing it.

Hah! It works. I feel like this should make me feel bad, but I'm fairly entertained by this. Thanks. :)
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: InfiniteRemnant on October 12, 2014, 09:24:24 AM
IGNORE THIS REPLY! posted it in the wrong tab. whoops. was meant to comment on a completely different mod.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Xerdun on October 12, 2014, 12:06:14 PM
I've been playing this mod all weekend and it is absolutely fantastic. Apologies for my incredibly noobness though, but how do you go about getting hyperweave. I've tried researching it everywhere with no luck!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: InfiniteRemnant on October 12, 2014, 07:13:19 PM
would kinda like a "harvest all" option for those pesky prisoners who chew up resources but have too many forbidden tasks to be worth recruiting.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Drahkon on October 12, 2014, 09:15:12 PM
Perhaps adding the ability to combine the use of cybernetic arm and hand replacements. 'Bionic arm' + 'Power claw' = 'Clawed bionic arm' or the like even if it needs to be crafted separately. Same for Scyther knife.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Rainbow Evil on October 13, 2014, 08:21:30 AM
Maybe not the right mod for it, but as it extends the surgery a life support system would be cool - hook someone up and then take out their heart (maybe to upgrade it, as is planned for the future in the mod) and they won't die from it! Obviously they would have their consciousness set to zero, and maybe it would drain a tonne of power or require some resource (maybe using a hopper? Don't know how easy modding like that is!).

You could also do this in order to keep a prisoner alive while you harvest their organs when needed, unless the constant cost is too high.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Giraffe on October 13, 2014, 11:01:45 AM
How about a prosthetic blaster hand? Is that even possible?
Like a weapon that can't be dropped but is upgraded by having other bionic parts that "talk" to it, for example-- a bionic arm would increase it's damage by giving it a bigger battery supply, or a bionic eye that increases it's range and accuracy.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Minus on October 13, 2014, 09:32:06 PM
Today my plantmaster Mrs. Green got shot in the face. I bought an AI core assuming the vanilla game would let me use it to fix her brain. As it didn't I harvested her heart... Games never usually make me feel bad, but this did.

And now I find out things could have gone well if I had just checked the mods section! Thankyou for this much needed addition! Kinda sad I hit the tech limit on prosthetics so quickly. But damn do I LOVE this feature! This is exactly the mod I was hoping to get! Also love the pirate parts!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Drahkon on October 14, 2014, 12:15:33 AM
Quote from: Minus on October 13, 2014, 09:32:06 PM
Today my plantmaster Mrs. Green got shot in the face. I bought an AI core assuming the vanilla game would let me use it to fix her brain. As it didn't I harvested her heart... Games never usually make me feel bad, but this did.

And now I find out things could have gone well if I had just checked the mods section! Thankyou for this much needed addition! Kinda sad I hit the tech limit on prosthetics so quickly. But damn do I LOVE this feature! This is exactly the mod I was hoping to get! Also love the pirate parts!

First attempt i read that as private parts >.<
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Minus on October 15, 2014, 09:56:01 AM
Just gave some glass eyes to my blind Prosthophobe and she's not mad at all. Really glad these extra things don't count as prosthetics when it comes to that trait.

Decided to see how easy it is to make stuff myself today, and wow. Why do tutorials exist when it's this easy?! I modded your mod and added in some of the things I saw suggested. Power claw + Bionic Arm combo mainly. As well as two extra recipes for the bionic limbs that use the simple prosthetics as a base.
Also came across the dummied out brain installation bit in the core coding. Kinda miffs me they took that out. So I plan to add something to fix that.

I've no idea what the general feelings are here in regards to modding mods. If you want me to send you what I did then I will. Afterall, I expect you'd go on to add most of these things in yourself anyway.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Nova on October 18, 2014, 06:32:38 PM
The archives are broken. Could someone reupload them?

Edit: Never mind, I did not see the additional link in the text.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: zidey on October 19, 2014, 11:06:40 AM
ok, the 1.2 download doesn't work and the additional link only allows you to download 1.0. Where can I get 1.2?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Minus on October 19, 2014, 11:28:40 AM
Quote from: zidey on October 19, 2014, 11:06:40 AM
ok, the 1.2 download doesn't work and the additional link only allows you to download 1.0. Where can I get 1.2?
I just tested the link on the first page. It works perfectly fine. Just click the link in the text, not one of the bottom two.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: zidey on October 19, 2014, 11:40:24 AM
Quote from: Minus on October 19, 2014, 11:28:40 AM
Quote from: zidey on October 19, 2014, 11:06:40 AM
ok, the 1.2 download doesn't work and the additional link only allows you to download 1.0. Where can I get 1.2?
I just tested the link on the first page. It works perfectly fine. Just click the link in the text, not one of the bottom two.

I didn't say it doesn't work. The link in the text gives you version 1.0. Check the about read me in the file that downloads.

http://i.imgur.com/wmvyoM5.png
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Riccars on October 20, 2014, 10:18:50 PM
Can I request a future feature. I'd really like an 'Organ Harvest' surgery option. A lot of the natives that I capture I usually give up on the prospects of recruiting them so I take their lung, kidney, and then heart but I'd like to do all that in a single surgery to save meds and also be able to grab their liver, other kidney, and other lung too.

Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Barman on October 21, 2014, 12:26:33 AM
I'm having the issue with the corrupted 1.2 download too.

http://i.imgur.com/0npBbZP.png
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: harpo99999 on October 21, 2014, 04:08:58 AM
Quote from: Barman on October 21, 2014, 12:26:33 AM
I'm having the issue with the corrupted 1.2 download too.

http://i.imgur.com/0npBbZP.png
I have tested BOTH links, and the forum download is corrupted, BUT the link hidden behind the here text in the op that goes to a 'unknown404.de' link DOES work without corruption
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Minus on October 21, 2014, 04:20:52 PM
Quote from: zidey on October 19, 2014, 11:40:24 AM
I didn't say it doesn't work. The link in the text gives you version 1.0. Check the about read me in the file that downloads.

http://i.imgur.com/wmvyoM5.png
Actually, that IS the 1.2 version. It just doesn't say it anywhere.
But good news to all! 1.3 is out!

https://ludeon.com/forums/index.php?topic=7029

A mod should probably lock this thread.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: MisterLock on October 21, 2014, 05:37:18 PM
Quote from: Minus on October 21, 2014, 04:20:52 PM
Quote from: zidey on October 19, 2014, 11:40:24 AM
I didn't say it doesn't work. The link in the text gives you version 1.0. Check the about read me in the file that downloads.

http://i.imgur.com/wmvyoM5.png

Did the Author officialy abandon his part of the mod,I assume so...because that's is why you made version 1.3
Actually, that IS the 1.2 version. It just doesn't say it anywhere.
But good news to all! 1.3 is out!

https://ludeon.com/forums/index.php?topic=7029

A mod should probably lock this thread.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod
Post by: Minus on October 21, 2014, 06:22:22 PM
Quote from: MisterLock on October 21, 2014, 05:37:18 PM
Did the Author officialy abandon his part of the mod,I assume so...because that's is why you made version 1.3
It was hard to find your message in there, it got garbled up with the quotes. Mr Crazeh has not "abandoned" this mod as much as he has handed it over to me. I'd use this same thread but I can't edit the first post here, because it's not mine. The only solution is to make a new thread.