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RimWorld => Releases => Mods => Outdated => Topic started by: DarknessEyes on April 15, 2016, 07:41:06 PM

Poll
Question: Glitterworld pills (cure flu, malaria, muscle parasites, etc) should be? (please discuss)
Option 1: ONLY sold by Caravans and Trade ships. votes: 77
Option 2: ONLY crafted at stove (Medicine + human meat). votes: 10
Option 3: Both of the above. votes: 82
Option 4: I dont like the idea. votes: 9
Title: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on April 15, 2016, 07:41:06 PM
Overview

Adds 26 new surgeries to Rimworld.
* 2 cosmetic surgeries: Ear and Nose.
* 8 chronic surgeries: Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma and Heart artery blockage.
* 13 injury surgeries: Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite and Brain damage.
* 3 bone surgery: Mandible, Rib cage and Spine. 

Features

The surgeries and divided into 4 categories (easy, normal, hard and very hard).

Easy surgeries:
* Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise and Frostbite.
* Work: 2,000.
* Requires 1 units of medicine (can use healroots).
* Requires level 5 medicine.

Normal surgeries:
* Mandible, Ear, Nose, Bad back, Frail, Cataract, Hearing loss and Asthma.
* Work: 4,000.
* Requires 2 units of medicine (can use healroots).
* Requires level 10 medicine.
* Mandible surgery requires 17 Plasteel.

Hard surgeries:
* Bad back, Frail, Rib cage and Spine.
* Work: 4,000.
* Requires 2 units of medicine (can use healroots).
* Requires level 10 medicine.
* On failure there is 5% chance to kill the patient.
* Spine surgery requires 33 Plasteel.
* Rib cage surgery requires 24 Plasteel.

Very hard surgeries:
* Brain damage, Dementia, Alzheimers and Heart artery blockage.
* Work: 6,000.
* Requires 3 units of medicine (can use healroots).
* Requires level 15 medicine.
* On failure there is 25% chance to kill the patient.

Future updates

* Heal organs.
* Glitterworld pills: Heal all diseases.
Download

Webpage / Download / Changelog (http://2fun4ucorporation.com/rimworld/)

License

Your allowed to use this mod in modpacks.

Feedback

Please give me your feedback and vote in the polls.
Title: Re: [A13] DE Surgeries
Post by: hector212121 on April 15, 2016, 07:52:45 PM
Uh... What happens if you neither succeed, fail, or fail and kill on the brain?

60+15+15=90
Title: Re: [A13] DE Surgeries
Post by: DarknessEyes on April 15, 2016, 08:07:09 PM
Quote from: hector212121 on April 15, 2016, 07:52:45 PM
Uh... What happens if you neither succeed, fail, or fail and kill on the brain?

60+15+15=90

Sorry, it was 60+20+20. Edited details.
Title: Re: [A13] DE Surgeries
Post by: Zeta Omega on April 15, 2016, 09:32:44 PM
how do nose and ears have a 5% chance to kill...small chance but still...bit excessive...I mean you could change it to..like...cut off or something.
Title: Re: [A13] DE Surgeries
Post by: winowmak3r on April 15, 2016, 10:26:17 PM
Maybe the patient had an unforeseen reaction to the anesthesia. It's not unheard of, especially in very old people. I dunno if 5% is realistic but hey, it's Rimworld, if you didn't have colonists dying tragically it wouldn't be Rimworld! 
Title: Re: [A13] DE Surgeries
Post by: 404 Name Not Found on April 16, 2016, 04:33:03 AM
I like the idea of the mod, but having the patient die during a nose job isn't very realistic and I'll have to pass until that's changed.
Title: Re: [A13] DE Surgeries
Post by: DarknessEyes on April 16, 2016, 11:44:26 AM
Ty for feedback.

What do you guys think:

* Increase success chance based on doctor skill level, if so should i reduce the medical skill requirements?
* Reduce the kill chance to 1% on nose and ears
* Remove the kill chance on nose and ears
* Add insect jelly in requirements for nose and ears surgery
* Able to craft medicines at tailoring bench (5 cloth + 5 healroot + 1 plasteel)
Title: Re: [A13] DE Surgeries
Post by: dareddevil7 on April 16, 2016, 11:56:27 AM
Well, why would you repair a human ear, they are shit at directing sound.
Title: Re: [A13] DE Surgeries
Post by: DarknessEyes on April 16, 2016, 12:02:07 PM
Quote from: dareddevil7 on April 16, 2016, 11:56:27 AM
Well, why would you repair a human ear, they are shit at directing sound.

Because of the social debuff.
If they lose an ear or the nose other colonists will dislike them because their desfigured...
Title: Re: [A13] DE Surgeries v1.02
Post by: hector212121 on April 16, 2016, 03:57:23 PM
Insect jelly is nigh impossible to come by on some maps.
Title: Re: [A13] DE Surgeries v1.02
Post by: DarknessEyes on April 16, 2016, 04:19:08 PM
Quote from: hector212121 on April 16, 2016, 03:57:23 PM
Insect jelly is nigh impossible to come by on some maps.

Vendors dont sell those?
Title: Re: [A13] DE Surgeries v1.02
Post by: hector212121 on April 16, 2016, 04:22:44 PM
Vendors can be few and far between, especially if you only have a few friends.
Title: Re: [A13] DE Surgeries v1.02
Post by: oronnoro2 on April 16, 2016, 04:53:17 PM
This mod looks quite interesting, Ill have to try it. Very well done. =)
Title: Re: [A13] DE Surgeries v1.02
Post by: DarknessEyes on April 16, 2016, 07:11:12 PM
After searching the game files for hours i finnaly found how to remove the following conditions!
Chronic: BadBack, Frail, Cataract, HearingLoss, Dementia, Alzheimers, Asthma, HeartArteryBlockage.
Injuries: Burn, Crush, Crack, Cut, SurgicalCut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite, BrainDamage.

Should i add surgeries for:
A) All of them.
B) Some Chronic and all Injuries.
C) All Injuries.

Title: Re: [A13] DE Surgeries v1.02
Post by: hector212121 on April 16, 2016, 07:46:28 PM
A. Definitely A. I would legit shell out 1k silver to be able to fix anything that's permanent.

Except maybe arteries. I don't think blood pumping actually does anything?
Title: Re: [A13] DE Surgeries v1.02
Post by: Mathenaut on April 16, 2016, 08:41:00 PM
Nose and ear surgery having a kill chance seems awkward. Chances of someone getting killed for that are statistically 0.

You may also have gone a little overboard with the brain transplant bit. I'm not sure why you're gating this with an arbitrary failure rate. Seems more sensible to simply require Glitterworld medicine.
Title: Re: [A13] DE Surgeries v1.02
Post by: DarknessEyes on April 16, 2016, 09:04:13 PM
Quote from: Mathenaut on April 16, 2016, 08:41:00 PM
Nose and ear surgery having a kill chance seems awkward. Chances of someone getting killed for that are statistically 0.

You may also have gone a little overboard with the brain transplant bit. I'm not sure why you're gating this with an arbitrary failure rate. Seems more sensible to simply require Glitterworld medicine.

Thanks for your feedback.
Nose and ear surgery chance to kill have been removed in previous version.
Brain surgery is not a transplant. In next update I'm gonna decrease the kill rate on failure from 50% to 25% chance and keep the success chance at 60% (the same values of "Excises carcinoma" already in core game). Please be aware that success chance is also affected by your colonist medical skill.

In a feature update i will release surgeries for all or most injuries and chornic diseases, this ones will overwrite the brain surgery.

Im also gonna unlock the usage of healroots in all medical surgeries since the trader are very rare.
Healroots reduce success chance by 25%.
Title: Re: [A13] DE Surgeries v1.03 [17-April-2016]
Post by: DarknessEyes on April 17, 2016, 12:20:44 PM
Added 22 new surgeries!
Title: Re: [A13] DE Surgeries v1.04 [17-April-2016]
Post by: DarknessEyes on April 17, 2016, 03:36:23 PM
New surgery to repair spine.
Requires 33 plasteel.
Title: Re: [A13] DE Surgeries v1.04 [17-April-2016]
Post by: duduluu on April 17, 2016, 08:35:44 PM
A nice mod, i found a compatibility problem between your mod and Ykara's EPOE mod.
DE Surgeries mod must be activited after EPOE mod, for avoiding the rib surgery list  repeating.
You might tell other players by a note.
Title: Re: [A13] DE Surgeries v1.04 [17-April-2016]
Post by: DarknessEyes on April 18, 2016, 01:04:45 PM
Quote from: duduluu on April 17, 2016, 08:35:44 PM
A nice mod, i found a compatibility problem between your mod and Ykara's EPOE mod.
DE Surgeries mod must be activited after EPOE mod, for avoiding the rib surgery list  repeating.
You might tell other players by a note.

This mod have no rib surgery, what you have is the ability to "heal" any injury (Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite and Brain damage) in any organ/bone. So if you get a rib Crushed you will see Cure crush (rib).

Can you post a screenshot?
Title: Re: [A13] DE Surgeries v1.04 [17-April-2016]
Post by: Tormound on April 18, 2016, 02:25:09 PM
Is it compatible to EPOE mod by Ykara?
Title: Re: [A13] DE Surgeries v1.04 [17-April-2016]
Post by: DarknessEyes on April 18, 2016, 02:28:52 PM
Added a new surgery: Repair rib cage!

Quote from: Tormound on April 18, 2016, 02:25:09 PM
Is it compatible to EPOE mod by Ykara?

I think so. This mod have no implants, only surgeries to "heal" natural body parts.
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: zloitermit on April 18, 2016, 09:38:11 PM
Нужный мод ,так держать и СПАСИБО!
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: Gibson8088 on April 18, 2016, 11:19:08 PM
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: duduluu on April 19, 2016, 01:01:58 AM
it just need a corret order for DE Surgeries and EPOE

active after EPOE to avoid the "rib replacement" repeating in the bill.
(rib replacement is unique to EPOE)

[attachment deleted by admin - too old]
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: DarknessEyes on April 19, 2016, 12:39:59 PM
Quote from: Gibson8088 on April 18, 2016, 11:19:08 PM
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.

Im not sure, since you have bionic legs and bionic arms its not something very needed.
After this poll i will make a new one asking if people want to heal lost fingers.

v1.0.6 will be stomach surgery. Waiting for poll to end :)
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: hector212121 on April 19, 2016, 12:58:42 PM
Might I suggest having multiple options? Human 'leather' being superior to or inferior to(as the mood strikes you) devilstrand?
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: DarknessEyes on April 19, 2016, 01:13:13 PM
Quote from: hector212121 on April 19, 2016, 12:58:42 PM
Might I suggest having multiple options? Human 'leather' being superior to or inferior to(as the mood strikes you) devilstrand?

If both options in poll have low % diference i will add both. One with less % to kill colonist.

But i also voted human leather. For a reason:
If you harvest a kidney or any other organ you get a mood debuff "Someone organs harvested". If human leather is required to "heal" organs you will replace one mood debuff with another mood debuff keeping it balanced (unless you have a canibal) =P
You can also set human meat to be hauled to dumping stockpile.
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: DamionFoster on April 19, 2016, 01:25:38 PM
first and foremost, I want to say I really enjoy your mod! I do seem to have a problem though. My main crafting person has completed a Bionic leg, but will not "finish" it. UNfortunately, I'm not sure if this is a "mod" issue, or a game issue. I've included a screen shot of the error log.



[attachment deleted by admin - too old]
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: DarknessEyes on April 19, 2016, 01:50:51 PM
Quote from: DamionFoster on April 19, 2016, 01:25:38 PM
first and foremost, I want to say I really enjoy your mod! I do seem to have a problem though. My main crafting person has completed a Bionic leg, but will not "finish" it. UNfortunately, I'm not sure if this is a "mod" issue, or a game issue. I've included a screen shot of the error log.

Looks like the error comes from a mod that allows you to craft bionic legs.
Not sure if its a compactibilty issue, but it shouldnt since my mod have no bionic stuff.
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: DamionFoster on April 19, 2016, 01:53:10 PM
Quote from: DarknessEyes on April 19, 2016, 01:50:51 PM
Quote from: DamionFoster on April 19, 2016, 01:25:38 PM
first and foremost, I want to say I really enjoy your mod! I do seem to have a problem though. My main crafting person has completed a Bionic leg, but will not "finish" it. UNfortunately, I'm not sure if this is a "mod" issue, or a game issue. I've included a screen shot of the error log.

Looks like the error comes from a mod that allows you to craft bionic legs.
Not sure if its a compactibilty issue, but it shouldnt since my mod have no bionic stuff.

Doh! I'm sorry Haha. I thought I saw something about bionics in the OP... My fault!
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: Gibson8088 on April 19, 2016, 07:07:00 PM
Quote from: DarknessEyes on April 19, 2016, 12:39:59 PM
Quote from: Gibson8088 on April 18, 2016, 11:19:08 PM
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.

Im not sure, since you have bionic legs and bionic arms its not something very needed.
After this poll i will make a new one asking if people want to heal lost fingers.

v1.0.6 will be stomach surgery. Waiting for poll to end :)

To not upset the Neurotic, Depressive Prostophobes, of course!  ;D
Title: Re: [A13] DE Surgeries v1.05 [18-April-2016]
Post by: DarknessEyes on April 19, 2016, 08:01:37 PM
Quote from: Gibson8088 on April 19, 2016, 07:07:00 PM
Quote from: DarknessEyes on April 19, 2016, 12:39:59 PM
Quote from: Gibson8088 on April 18, 2016, 11:19:08 PM
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.

Im not sure, since you have bionic legs and bionic arms its not something very needed.
After this poll i will make a new one asking if people want to heal lost fingers.

v1.0.6 will be stomach surgery. Waiting for poll to end :)

To not upset the Neurotic, Depressive Prostophobes, of course!  ;D

The devilstand is winning =P
Now i have some guys with muscle parasites... If i find out how to i migth add a new recipe to craft power pills (this ones will require human meat)!
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on April 20, 2016, 02:18:47 PM
New update: You can heal mandible (jaw).
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Hermit on April 21, 2016, 10:13:08 PM
Do the cosmetic surgeries have a chance to grant the beautiful trait (or ugly for a botched surgery?)

Also, on a side note, I think the chance of death was fine. Just being under general anesthesia alone has a 5% chance to kill you in real life, and 10% for the elderly. That's before the surgical risks. Maybe that is excessive realism though in this case.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on April 22, 2016, 12:33:19 PM
Quote from: Hermit on April 21, 2016, 10:13:08 PM
Do the cosmetic surgeries have a chance to grant the beautiful trait (or ugly for a botched surgery?)

Also, on a side note, I think the chance of death was fine. Just being under general anesthesia alone has a 5% chance to kill you in real life, and 10% for the elderly. That's before the surgical risks. Maybe that is excessive realism though in this case.

Cosmitc surgeries doesnt give any traiths. It only restores lost ears/noses, not even sure if its possible without a .dll.
The death chance from the mod stacks with the anesthesia death chance already in the core game.

edited:

It doesnt add beauty traith but a colonist with a missing ear/nose have a social debuff bccause hes desfigured.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on April 27, 2016, 10:20:34 PM
Next patch migth take a while since my baby just born ;)

Next patch will introduce:
* Stomach surgery.
* Glitterworld pills to cure flu, malaria, muscle parasites, etc.

Poll results:

What materials should be used in organ surgeries?

43.8% (28 votes): Devilstrand + medicines (including healroots).
34.4% (22 votes): Human leather + medicines (including healroots).
20.3% (13 votes): Medicines only (no healroots). -
1.6% (1 vote): Other (open to suggestions)
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Grynnreaper on April 28, 2016, 01:59:45 AM
Need cosmetic surgery to cure ugly lol everyone hates one of my colonists because she has the ugly trait. -30 debuff is rough for someone with a severe appearance deficit lmao
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on April 28, 2016, 02:32:38 PM
Quote from: Grynnreaper on April 28, 2016, 01:59:45 AM
Need cosmetic surgery to cure ugly lol everyone hates one of my colonists because she has the ugly trait. -30 debuff is rough for someone with a severe appearance deficit lmao

It a good idea, but not sure if its possible without making a .dll.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on May 01, 2016, 04:04:38 PM
Added a new poll, please vote and discuss.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Kilroy232 on May 02, 2016, 12:49:04 AM
Quote from: DarknessEyes on May 01, 2016, 04:04:38 PM
Added a new poll, please vote and discuss.

Will start by saying that I really like this mod so far. I have been using it for about a week now and I specially appreciate that it fits so well with the vanilla game. I don't have to build 6 new work benches or anything but the surgeries still require skill and materials while also remaining well balanced.

As for the pills I personally think that being able to make them would be a little too easy mid to late game but I do think that like the artifacts and glitter medkits, being able to buy two or three of the pills at a time from certain traders would be reasonable.

I personally find that by mid game the illnesses are really just an annoyance that take select colonists out of play for a couple of days max. Being able to shorten that down time would be good and if the pills saved a colonist or two during early game then everything would be that much better.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on May 03, 2016, 10:44:30 AM
Quote from: Kilroy232 on May 02, 2016, 12:49:04 AM
Quote from: DarknessEyes on May 01, 2016, 04:04:38 PM
Added a new poll, please vote and discuss.

Will start by saying that I really like this mod so far. I have been using it for about a week now and I specially appreciate that it fits so well with the vanilla game. I don't have to build 6 new work benches or anything but the surgeries still require skill and materials while also remaining well balanced.

As for the pills I personally think that being able to make them would be a little too easy mid to late game but I do think that like the artifacts and glitter medkits, being able to buy two or three of the pills at a time from certain traders would be reasonable.

I personally find that by mid game the illnesses are really just an annoyance that take select colonists out of play for a couple of days max. Being able to shorten that down time would be good and if the pills saved a colonist or two during early game then everything would be that much better.

I forgot to mention that crafting the pill will require human meat. the threated colonist stops "complaining" but all colonists (except cannibals) will lose mood. This will kinda keep the balance.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on May 04, 2016, 07:09:01 AM
Quote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?

I dont know if its already possible in core game.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Jack Kenseng on May 07, 2016, 08:13:35 AM
Quote from: DarknessEyes on May 04, 2016, 07:09:01 AM
Quote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?

I dont know if its already possible in core game.

Yes, I've done it a few times now.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Volcanus on May 07, 2016, 12:09:26 PM
Quote from: DarknessEyes on May 03, 2016, 10:44:30 AM

I forgot to mention that crafting the pill will require human meat. the threated colonist stops "complaining" but all colonists (except cannibals) will lose mood. This will kinda keep the balance.

Human meat is a stretch and makes little to no sense.

How about just make it a high medicine needed and maybe add a chemist table that is needed in a cold sterile room to work maybe? And have the materials have to be made via the table to which would make it a time consuming process to make the pills which is in my opinion enough of a debuff towards making them.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: hector212121 on May 07, 2016, 01:52:01 PM
How about making it a LOT of herbal meds?

Say, 50-100 herbal medicine to a pill?
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Volcanus on May 07, 2016, 02:00:46 PM
Quote from: hector212121 on May 07, 2016, 01:52:01 PM
How about making it a LOT of herbal meds?

Say, 50-100 herbal medicine to a pill?

That could work too but it is very easy to mass farm or switch all farms to herbal for a season and farm that stuff up fast.

I personally think the chemist table idea and high skill would be the best form of doing it really but that depends on how much he wants to code and if he can get someone to do the art for the table and stuff really..

So maybe you are right and keep it just to herbal =/. Bah! It is easy for us to make suggestions but Dark is the one who has to do all the work!
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: hector212121 on May 08, 2016, 07:39:14 AM
Well, yes, but then you have a bunch of guys doing a bunch of labor, followed by one guy doing some labor, just to make 1 pill, eh?
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Volcanus on May 15, 2016, 11:11:47 PM
Quote from: hector212121 on May 08, 2016, 07:39:14 AM
Well, yes, but then you have a bunch of guys doing a bunch of labor, followed by one guy doing some labor, just to make 1 pill, eh?

For a cure all pill? Sure i would love to use up 2 of my guys time to give me a pill that can free up 4-5 of my guys with Gutworm or Mechanic nano which make my guys eat and sleep much more. Also it wouldnt just make 1 pill, make it like 5 per cycle, just put a lot of work hours into it.

You got to remember it would also level up your doctors skill if done properly.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: joaonunes on May 16, 2016, 11:47:58 AM
Regarding the poll about the pills, maybe you could merge that idea with cuproPanda's RimPharma, and make the pills both sold by merchants and crafted at high material costs, like requiring glitterworld medicine or something similar... The pills sound quite powerful already, and I don't really like the idea of using human flesh to craft them...
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: dareddevil7 on May 16, 2016, 11:53:39 AM
Quote from: Jack Kenseng on May 07, 2016, 08:13:35 AM
Quote from: DarknessEyes on May 04, 2016, 07:09:01 AM
Quote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?

I dont know if its already possible in core game.

Yes, I've done it a few times now.
"Doc, I need my inhaler." "Don't have it." "What happened to it?" "We sold it to buy you new lungs!" "Hooray *cough*."
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: joaonunes on May 16, 2016, 11:59:07 AM
Quote from: dareddevil7 on May 16, 2016, 11:53:39 AM
Quote from: Jack Kenseng on May 07, 2016, 08:13:35 AM
Quote from: DarknessEyes on May 04, 2016, 07:09:01 AM
Quote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?

I dont know if its already possible in core game.

Yes, I've done it a few times now.
"Doc, I need my inhaler." "Don't have it." "What happened to it?" "We sold it to buy you new lungs!" "Hooray *cough*."

"Now hold your breath, we are going to remove your lungs to put on the new ones"
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: joykler on May 20, 2016, 05:01:18 PM
soo, this probably isnt compatible with Expanded Prosthetics and Organ Engineering ?
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: joaonunes on May 20, 2016, 05:10:26 PM
Quote from: joykler on May 20, 2016, 05:01:18 PM
soo, this probably isnt compatible with Expanded Prosthetics and Organ Engineering ?

Load this mod after EPOE, this has been answered about 20 posts ago. You must load this after EPOE because if you dont you'll have duplicated rib objects or something... Other than that it should be ok...

EDIT: actually, I noticed a strange thing a few hours ago... I was installing a steel arm on a colonist with no left arm and after the surgery was finished an arm appeared on my storage... Will test it further and post the results tomorrow
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: duduluu on May 21, 2016, 07:34:04 AM
there is a problem:
<!-- Chronic: Alzheimers -->
    <RecipeDef ParentName="SurgeryFlesh">
        <defName>CureChronicAlzheimers</defName>
        <label>cure alzheimers</label>
        <description>Cure alzheimers.</description>
        <workerClass>Recipe_RemoveHediff</workerClass>
        <jobString>Curing alzheimers.</jobString>
        <workAmount>6000</workAmount>
        <deathOnFailedSurgeryChance>0.25</deathOnFailedSurgeryChance>
        <ingredients>
            <li>
                <filter>
                    <categories>
                        <li>Medicine</li>
                    </categories>
                </filter>
                <count>3</count>
            </li>
        </ingredients>
        <fixedIngredientFilter>
            <categories>
                <li>Medicine</li>
            </categories>
        </fixedIngredientFilter>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>15</minLevel>
            </li>
        </skillRequirements>
        <removesHediff>Dementia</removesHediff>   <!--  it shold be Alzheimers, not Dementia  -->
    </RecipeDef>
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: joaonunes on May 21, 2016, 04:00:32 PM
Quote from: joykler on May 20, 2016, 05:01:18 PM
soo, this probably isnt compatible with Expanded Prosthetics and Organ Engineering ?

This mod is fully conpatible with EPOE. After a quick test and some googling it seems that this problem is on EPOE's side, not between both this mods. As I said, just load DE surgeries AFTER EPOE
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: palandus on May 23, 2016, 09:00:24 PM
Awesome mod. Wondering, if this could also be done for animal surgeries? (ie with A Dog Said... mod)
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: obuw on July 12, 2016, 05:10:49 PM
Hey there,

First of all, great mod!

I'm trying to cure alzheimers for one of my colonists but I don't see the surgery option. Any idea why? Was it removed at some point? If it was, any chance I can add it back? :P
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: kaptain_kavern on July 18, 2016, 06:52:44 PM
I have update this one to A14, for my personal use at first, then i think "what the hell i should share this" so after some hours of sleeping deprivation in order to try to release something decent, here we go :


[A14]DE Surgeries -- unauthorized update (i will erase this if DarknessEyes ask for it)

Quote from: the readme
    Adds new surgeries to Rimworld.

  •         2 cosmetic surgeries: Ear and Nose.
  •         8 chronic surgeries: Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma and Heart artery blockage.
  •         12 injury surgeries: Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite.
  •         2 Parasite surgeries : Muscle Parasite, Gut Worms
  •         5 bone/limb surgeries: Finger, Toe, Mandible, Rib cage and Spine.

Full description (https://github.com/kaptain-kavern/DESurgeries) link




Download  (https://github.com/kaptain-kavern/DESurgeries/releases) Version 1.0.2
on Github (Click on Source code (zip))
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: joshwoo69 on July 19, 2016, 08:07:05 AM
cool! :D
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: kriana on July 22, 2016, 10:10:55 AM
Quote from: kaptain_kavern on July 18, 2016, 06:52:44 PM
I have update this one to A14, for my personal use at first, then i think "what the hell i should share this" so after some hours of sleeping deprivation in order to try to release something decent, here we go :


[A14]DE Surgeries -- unauthorized update (i will erase this if DarknessEyes ask for it)

Quote from: the readme
    Adds new surgeries to Rimworld.

  •         2 cosmetic surgeries: Ear and Nose.
  •         8 chronic surgeries: Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma and Heart artery blockage.
  •         12 injury surgeries: Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite.
  •         2 Parasite surgeries : Muscle Parasite, Gut Worms
  •         5 bone/limb surgeries: Finger, Toe, Mandible, Rib cage and Spine.

Full description (https://github.com/kaptain-kavern/DESurgeries) link




Download  (https://github.com/kaptain-kavern/DESurgeries/releases) Version 1.0.2
on Github (Click on Source code (zip))


Thank you!!
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: kaptain_kavern on July 22, 2016, 05:09:28 PM
You're welcome ;-)

And ...I've added Pelvis reconstruction yesterday :-p
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: sodyaler on July 22, 2016, 06:25:20 PM
Is this compatible with expanded prosthetics?
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: Sarelth on July 22, 2016, 07:24:42 PM
I was trying to recruit some prisoners and noticed they were each missing a leg, I proceeded to procure replacements only to find out that their was some unknown item missing according to my doctor...
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: kaptain_kavern on July 22, 2016, 08:03:27 PM
Quote from: sodyaler on July 22, 2016, 06:25:20 PM
Is this compatible with expanded prosthetics?
No it is not for now.
I plan to and know how to do it though.
And I have asked to Ykara (https://ludeon.com/forums/index.php?topic=10571.msg237926#msg237926) (EPOE creator) if he is OK with that.

Quote from: Sarelth on July 22, 2016, 07:24:42 PM
I was trying to recruit some prisoners and noticed they were each missing a leg, I proceeded to procure replacements only to find out that their was some unknown item missing according to my doctor...
Looks like i will have to cripple some prisoners for debugging purpose :p
Can you give me more details please? Which operation were you trying on legs ? Because there is no prostheses or artificial replacement in this mod
Also have you check if the prisoner was allowed to receive medicine in the Prisoner Tab?
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: kaptain_kavern on July 24, 2016, 04:58:54 PM
I made a new thread for the 1.1 update (https://ludeon.com/forums/index.php?topic=22120.0)
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: DarknessEyes on July 27, 2016, 01:50:01 PM
I havent been playing rimworld recently.

Once i return to game i will add new features and upgrade the game version.
Title: Re: [A13] DE Surgeries v1.06 [20-April-2016]
Post by: kaptain_kavern on July 27, 2016, 03:57:13 PM
Hey there. Nice to see you back

Man if you just give me the call , i put down my release (https://ludeon.com/forums/index.php?topic=22120.0). No problem here

Just so you know