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RimWorld => Releases => Mods => Outdated => Topic started by: Aristocat on June 10, 2016, 04:28:00 AM

Title: [A15/A14/A13] Aristocat's mods
Post by: Aristocat on June 10, 2016, 04:28:00 AM
Medical Complication Mod Pack


(http://i.imgur.com/Le4PvMl.jpg)(http://i.imgur.com/UXE5Aov.jpg)(http://i.imgur.com/QtdrxVV.jpg)(http://i.imgur.com/Iqjxjlo.jpg)

(http://i.imgur.com/xAUOlai.png)
Perfect Harvest

(Click to enlarge)


Features:

DESurgeries

* New features in Medical Complication mod :

* Repair fingers and toes.
* Repair clavicle and sternum
* Cure sleeping sickness, gut worms, and muscle parasites.
* Cure malaria, plague, and flu.
* Cure or inject sensory and fibrous mechanites.
* Use glitterworld medicine to cure chronic diseases.
* Sedate patient. Increase immunity gaining speed. lasts around 3 days.
* All new surgeries require researched first and require skilled doctor.
* Increased surgery success chance.


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 gold and plasteel instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* Choppable limbs hasn't removed.

ADogSaid

* New features in Medical Complication :

* All animal prosthetics and organs are craftable in animal prosthetics workbench. Unlocks new recipes via researches.
* All workbenches can be moved.
* Animal bionic arm, leg, lung, heart and brain, everything is craftable.
* Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
* Inject medicine to put animal into sleep and increase immunity gaining speed.
* Use glitterworld medicine to cure chronic diseases.



EmergencyTreatment

* This mod set doctoring as same priority as firefighting, as in emergency.
Just draft-undraft them they will forgo every need and job and make sure everyone is tended. Recommended to set doctoring as priority 1.




Improved Surgery and Compatibility Patches

- Failures no longer automatically destroy prosthetics/bionics/implants being installed. The item that was being installed will be returned, but with less health. This means that if you are installing an item that is worn out or damaged, failing too many times will destroy it.

- Failures no longer damage or remove random body parts, and will prioritize adding surgical cuts on body parts that are near the part being operated on.

- Minor failures now have a small chance to cause an infection on the body part being operated on. Major failures have a higher chance.



Chemicals & Neutroamine crafting

Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine.

 • Adds Item: Neutroglycerin
 • Adds Recipe: Neutroamine (to Drug Lab)
 • Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

Boomrats now drop two chemicals every two days.



Realistic Medical System

Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
[EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run

No new features yet.



Rim PhD

 Adds various new drugs and medicine. Feedback on balance and such would be very appriciated!

Every update requires you remake your drug policies for the new drugs to appear. I appologies for this inconvenience.

* Pepto : Helps cure Food Poisoning and Cryosickness
* Chloroform : Puts consumer to sleep. ( I will try and make opperations so you can use these drugs on other people at some point).
* Made custom assemblies for custom drugs and overdose effects.
* Suripu-Block : Prevents the Plague and Sleeping Sickness.
* Worm-Burn : Kills pesky Gut Worms.
* Isotono : Helps treat Carcinoma.
* Vitamin C : Boosts your immune system!
* Pain Away : Reduces pain, two pills recommended maximum per day.

New features in Medical Complication :

* 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.).




(http://i.imgur.com/Doii67L.jpg)
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.




    Download:

    NOTE : If you used EPOE, please remove all vancidium and advanced component before update. If that still break save try place items_Vancidium into ACM EPOE Thingdefs.

    v0.4.2
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/h2qpgc87un1p9mw/Medical%20Complication%20v0.4.2.rar?dl=1)
    NOTE : 0.4.2 will break your save if you have used 0.4.1 version.




    Old versions :


    v0.4.1
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/ct5rt4oq6yavof6/Medical%20Complication%20v0.4.1.rar?dl=1)



    v0.3.2
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/c017bg2vse0kkfp/Medical%20Complication%20v0.3.2.rar?dl=1)

    v0.3.1
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/nfta223c3nqosns/Medical%20Complication%20v0.3.1.rar?dl=1)



    v0.2.1
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/wl1i3ao3jwfn6ff/Medical%20complication%20v0.2.1.rar?dl=1)

    v0.2
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/r10vqogzua4mqaz/Medical%20Complication%20v0.2.rar?dl=1)

    v0.1
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/mx860h4vvq0ybax/Medical%20Complication%20v0.1.rar?dl=1)




    Please remove old mods before install new version.
    Probably will not break your save.




    Credits:
    Expanded Prosthetics and Organ Engineering by Ykara. (https://ludeon.com/forums/index.php?topic=10571.0)
    A Dog Said by Latta. (https://ludeon.com/forums/index.php?topic=16000.0)
    De surgeries by DarknessEyes. (https://ludeon.com/forums/index.php?topic=18976.0)
    BrainMod by CuproPanda. (https://ludeon.com/forums/index.php?topic=13400.0)
    Improved Surgery by Twoski. (https://ludeon.com/forums/index.php?topic=24975.0)
    Chemecals Extraction and Neutroamine Crafting by ShadowTani. (https://ludeon.com/forums/index.php?topic=26108.0)
    Realistic Medical System by Ykara. (https://ludeon.com/forums/index.php?topic=25252.0)
    Rim PhD by general223. (https://ludeon.com/forums/index.php?topic=25258.0)
    Renamed Folders & About by Adventurer.



    Load order
    (http://s10.postimg.org/ixxe8gibt/03_VDac0.png)


    Installation:
    [/quote]

    Change Log:
    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?


    • v0.3.2 2016.8.10
    Increased sucess chance of natural and basic surgery.
    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.

    [/list][/list]
    Code: [Select]
    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]



    Known issues:

    Please report any bugs, oddities or suggestions.


    Incompatibilities:
    Please report any incompatibilities.


    TO DO:
    Would github useful?
    More researches, lock surgeries with research
    Drugs, maybe.
    Cookable healoot that boosts immunity gaining speed.
    Title: Aristocat's mod
    Post by: Aristocat on June 10, 2016, 04:30:43 AM
    Education
    Not updated!


    (http://i.imgur.com/KpzPiSM.jpg)

    Description:
    Educate your colonists!

    New resource paper can be brewed in the brewery with wood or cloth and skilled colonists can write guides and test papers using paper.

    Colonists can study test papers to gain experience with reading table, each 1 research skill increase study speed by 10%.

    Guide can be used to gain new traits which increase skill, work speed, and efficiency.

    14 new traits : Negotiator, Sharp Shooter, Animal Trainer and more!

    Download:
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/e7v37azhlvrpvfc/Education%20v0.11.rar?dl=1)



    Known issues:

    Please report any bugs, oddities or suggestions.


    Credits:
    BrainMod and textures from AdditionalJoyObject by CuproPanda. (https://ludeon.com/forums/index.php?topic=13400.0)

    TO DO:







    Make it Harder, Better, Faster, Stronger

    (http://i.imgur.com/MeDx15g.jpg)(http://i.imgur.com/tGUEN3S.jpg)

    (Click to enlarge image)

    Description:

    Make quality of weapon decrease cooldown of melee and ranged weapons. Increases melee damage factor.

            Melee damage
            Awful      0.4
            Shoddy     0.7
            Poor       0.85
            Normal     1
            Good       1.1
            Superior   1.35
            Excellent  1.5
            Masterwork 1.6
            Legendary  1.7

            Cooldown ranged and melee     
            Awful      1.5
            Shoddy     1.3
            Poor       1.1
            Normal     1
            Good       0.9
            Superior   0.75
            Excellent  0.6
            Masterwork 0.45
            Legendary  0.3


    Updated to A15. Minor tweaks.

    Download:
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/evdzxeu13scmfad/A.Make%20it%20Harder%2C%20Better%2C%20Faster%2C%20Stronger.rar?dl=1)



    Known issues:

    Please report any bugs, oddities or suggestions.









    Better Trader


    Description:
    Orbital traders and caravans visit more often and caravans bring more goods.


    Updated to A15. Now with 4 times more neutroamine!
    Download:
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/4y2w1ph8jv40hqc/A.Better%20Traders.rar?dl=1)



    Known issues:

    Please report any bugs, oddities or suggestions.






    Horn & Tusk Weapons



    Description:

    This is my modification of Encode's mod

    Makes Horns & Tusks usable as material for making melee weapons and sculpture, also make mace craftable with stone.

    Elephant Tusk : +25% damage and -10% cooldown.
    Thrumbo Horn : +40% damage and -10% cooldown.

    Download:
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/jmyt4dhir3u8341/Horns%26Tusks.rar?dl=1)



    Credits:
    Horn & Tusk Weapons by Encode. (https://ludeon.com/forums/index.php?topic=19327.msg210825#msg210825)


    Known issues:

    Please report any bugs, oddities or suggestions.





    Filthy Pirates
    Not updated!


    Description:

    Make pirates wear worn out equipment, arrrgh!

    This mod is created to make craft more meaningful and to make economy less dependent on raid.

    Download:
    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/m2wocmncdy0i647/FilthyPirates.rar?dl=1)




    Known issues:

    Please report any bugs, oddities or suggestions.


    TO:DO
    I think this mod require some more work, I don't know.






    EmergencyTreatment
    Intergrated to medical complication.!


    Description:

    Someone need treatment but all of your colonists are sleeping? Just draft-undraft them, they'll forgo the sleep and start doctoring.

    This mod make giving treatment emergency so they skip everything and do only doctoring.


    Download:



    Known issues:

    Please report any bugs, oddities or suggestions.


    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Aristocat on June 10, 2016, 04:30:53 AM
    --Reserved--
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Aristocat on June 10, 2016, 04:34:30 AM
    --Reserved just in case--
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Garr1971 on June 10, 2016, 04:43:03 AM
    I assembled a little differently
    https://mega.nz/#!kog31CQb!wEQMWEHCFHmDp3MAx9t-f0pBLhSfWLSEYcmsTyZ3KAo
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: 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?
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Defection on June 10, 2016, 05:00:49 AM
    Is this mod incompatible with any mod? It looks good, i would like to try it but i'm not sure if it will brake my save.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Aristocat on June 10, 2016, 05:03:25 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.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: joaonunes on June 10, 2016, 05:06:02 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.

    And regarding EPOE, how will it handle Combat Realism? Will the EPOE-CR patch still work?
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Aristocat on June 10, 2016, 07:33:11 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.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: joaonunes on June 10, 2016, 08:33:01 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.

    OK, I'll give this mod a try then :D
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: II7II LOCKDOWN on June 10, 2016, 01:27:27 PM
    Looks like a great mod, will surely use this in my playthrough
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: BlueWinds on June 10, 2016, 07:34:47 PM
    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.

    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.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Anoff on June 11, 2016, 12:49:07 AM
    So I started a Colony with this mod, and I used the anesthesia on my colonists who would have died without it (Probably). 
    But its been 2 almost 3 weeks since i used it on him and he's still a vegetable. Is this a bug or does it really take that long?

    EDIT* Just tried it on a prisoner in the same game, worked perfectly as she awoke ~3 days later, Henri is still a vegetable though.

    EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Havocprime on June 11, 2016, 02:35:32 AM
    EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.

    LOL.... poor henri...
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: 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.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Zakhad on June 11, 2016, 04:16:09 AM
    EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.

    Rofl, that's a feature not a bug, for a chance of making them into a vegetable :P
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Canute on June 11, 2016, 07:11:51 AM
    Don't you watch Doc-series on TV ? There is allways a chance that you never wakeup after an anesthesia ! :-)
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Aristocat on June 11, 2016, 10:19:41 AM
    Quote
    • 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.
    It seems red errors on dev mode wasn't from this mod pack.
    Title: Re: [A13] Medical Complication Beta - Medical overhaul
    Post by: Aristocat on June 11, 2016, 10:40:06 AM
    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.

    I'm getting 4 mods instead of 1. Is this normal? Is there a specific load ordering? EPOE is causing problems with my save.

    EPOE is no longer needed! Please report any bugs. And sorry for confusion, this is mod pack, although extremely tiny. And no specific load order is required.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: 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!

    [attachment deleted by admin - too old]
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: Aristocat on June 13, 2016, 10:40:22 AM
    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.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: cuproPanda on June 13, 2016, 11:08:12 AM
    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.

    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.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: Aristocat on June 13, 2016, 12:54:31 PM
    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.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: cuproPanda on June 13, 2016, 01:46:41 PM
    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.

    Well figuring out the original code took probably 5 hours, but a lot of that was determining how to properly match up the brainmod traits with the traits the colonists had, and correctly removing the right ones. It was all new territory, and I had no experience with traits at the time. If I had to do it all again it would probably take an hour or two, including time for testing it works. Once you know what you're doing, it doesn't take long to do. Updating the code was pretty easy, since I just needed to change the variables from being defined in code to being defined in XML, but now it's just a matter of adding a new block of XML code vs adding a new C# class and rebuilding the dll.

    I suppose the C# looks more complicated/impressive than it actually is if you're looking at it in ILSpy or the like, since the compiler jumbles up IEnumerable code. For example, the source is this:
    Code: [Select]
    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();
        }
      }
    }

    ... which is probably easier to read and understand, or at least get the basic idea of what's going on, vs this snippet of what's returned by ILSpy:
    Code: [Select]
    [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();
    }
    }
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: DFC on June 13, 2016, 03:04:38 PM
    I updated to the 0.1 from the previous one, old save files would no longer work. I have attached the output log

    EDIT: I have tried using only DESurgeries from 0.1 with older files from beta, seem to be able to work now.

    [attachment deleted by admin - too old]
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: Aristocat on June 17, 2016, 11:52:00 AM
    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.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: cuproPanda on June 17, 2016, 01:05:55 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.

    I was planning on doing something similar to this with my AdditionalJoyObjects mod, since it adds books and writing stuff. A colonists of level 15 construction could write a construction guide, and other colonists could read it to gain levels in the construction skill, but only up to level 13 or 14. Maybe the max level would be determined by the writer's research skill, representing how well they are able to convey their knowledge.

    I don't think I'll be doing that mod anymore(I'm focusing on balancing, not adding), but that's what I had planned to do if I did. It'll definitely be a useful feature, and the test papers part sounds pretty cool :)
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: Exende on June 17, 2016, 03:09:44 PM
    I don't know panda, that sounds like an infinitely more awesome idea
    Title: Re: [A13] Aristocat's mod
    Post by: Aristocat on June 23, 2016, 02:11:45 PM
    Education mod is finally finished! Any feedback is welcome.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: cuproPanda on June 23, 2016, 02:51:12 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

    Education mod is finally finished! Any feedback is welcome.

    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.
    Title: Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
    Post by: Aristocat on June 24, 2016, 01:22:10 AM
    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.

    Oops, you're right, fixed!

    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

    Integrating education mod into AdditionalJoyObjects would be better since it already has papers and everything.
    Title: Re: [A13] Aristocat's mods
    Post by: 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?
    Title: Re: [A13] Aristocat's mods
    Post by: Aristocat on June 24, 2016, 05:23:01 AM
    Do I get this right that this medical overhaul replaces EPOE and the animal add on? + adds more stuff?

    Yes, it's mod pack with more stuff.


    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 about three days; force patient into rest, remove pain and increase immunity gaining speed.
    Craftable brain mods and neurotrainers.
    Craftable medicine including glitterworld.
    Craftable animal prosthetics.
    All workbenches from EPOE mod merged into one, unlocks new recipe through research.
    Surgeries for animal(Repairable paws, tail, etc.).
    Price adjustments.
    Small tweaks.
    Things I forgot.
    Title: Re: [A13] Aristocat's mods
    Post by: Snownova on June 24, 2016, 08:23:31 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.
    Title: Re: [A13] Aristocat's mods
    Post by: Ghizmo on June 24, 2016, 08:59:10 AM
    Ooeehh nice.

    Does your mod also allow adding bionics feet/hands to bionic legs/arms?
    Title: Re: [A13] Aristocat's mods
    Post by: Aristocat on June 24, 2016, 12:25:38 PM
    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.

    Sorry English is my second language. I didn't even know word sedate haha.
     
    I found it one of most useful feature in my mod. Someone is about to throw a fit? Go to sleep. Someone decided to play chess instead of rest  and is dying from infection? Go to sleep.

    Does your mod also allow adding bionics feet/hands to bionic legs/arms?

    Nope. I think that's redundant.
    Title: Re: [A13] Aristocat's mods
    Post by: 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?
    Title: Re: [A13] Aristocat's mods
    Post by: Aristocat on June 25, 2016, 01:08:21 AM
    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?

    InstallArtificialBodyPart seems remove every body parts that's under them(so adding bionic torso replace arms and legs, etc.).

    Add this file on RecipeDefs. I haven't tested it however.

    Edit : I forgot to save it as xml, try new version.

    [attachment deleted by admin - too old]
    Title: Re: [A13] Aristocat's mods
    Post by: 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?
    Title: Re: [A13] Aristocat's mods
    Post by: Aristocat on June 25, 2016, 09:55:03 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?

    (http://i.imgur.com/3uvfQ2B.jpg)

    Done :)

    (http://i.imgur.com/qWhiiVD.png?1) (https://www.dropbox.com/s/nz7sp3xya74fp54/Bionic%20Implant.rar?dl=1)
    Title: Re: [A13] Aristocat's mods
    Post by: Ghizmo on June 25, 2016, 10:44:05 AM
    I love you :D
    Title: Re: [A13] Aristocat's mods
    Post by: 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
    Title: Re: [A13] Aristocat's mods
    Post by: DepOpt on June 28, 2016, 10:38:05 PM
    Would you by any chance have this as a .zip anywhere? I'm borrowing a computer (mac) during a long visit and can't install an extractor. I'm wondering if the archive conversions I've tried online may somehow be causing the mod to fail, and I'd like to check that before reporting a bug.

    If there is a bug, it's either a fairly large one, or a massive derp on my part somewhere.
    Title: Re: [A13] Aristocat's mods
    Post by: Arretu on June 29, 2016, 11:29:04 AM
    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>

    to
    Code: [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.

    [attachment deleted by admin - too old]
    Title: Re: [A13] Aristocat's mods
    Post by: Ghizmo on June 30, 2016, 03:50:46 AM
    The way RimWorld is supposed to be played.  8)
    Title: Re: [A13] Aristocat's mods
    Post by: Aristocat on June 30, 2016, 11:59:33 AM
    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 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>

    to
    Code: [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.

    Oops, updated! it shouldn't break save, although I recommend back up and set your dog on fire.
    Title: Re: [A13] Aristocat's mods
    Post by: 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^^)
    Title: Re: [A13] Aristocat's mods
    Post by: Warforyou on July 03, 2016, 01:20:13 PM
    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^^)

    It's not like this for me, I'm getting all the different traders even from the other mods
    Title: Re: [A13] Aristocat's mods
    Post by: Terodan on July 04, 2016, 02:52:13 AM
    I did try to run a different colony now and with that one it works like intended. I did change the mod order in the meanwhile though.
    Title: Re: [A13] Aristocat's mods
    Post by: intyrist on July 04, 2016, 02:38:05 PM
    all work fine except this. and after load all brain mods and guide become black brain mod/guide. cant pick or use

    [attachment deleted by admin - too old]
    Title: Re: [A13] Aristocat's mods
    Post by: Warforyou on July 04, 2016, 05:25:55 PM
    Well... I am not sure if it was intended that you are able to cure small bodyparts (like ear or nose) that were cut off or completely destroyed without prostheses, just with medicine. Looks like it needs to be fixed
    Title: Re: [A13] Aristocat's mods
    Post by: LustrousWolf on July 05, 2016, 03:04:04 PM
    I am not sure if it is just me, but some things seem too easy to repair. For example a spine can just be repaired with medicine and plasteel, there should only be bionics available for complicated parts of the body like that, it makes rimworld too easy (or maybe some poorly made simple prosthetic spine instead, but not just fixing the spine completely as if it had never happened). But with scars I think repairing them is fine the way it is at the moment, because it seems kind of silly to remove someones hand and add a bionic hand just to fix a scar or missing finger. Apart from eyes, removing a scar from the eye should either not be implemented or should require a highly skilled doctor and a medical bed. 
    Is it also possible to add bionics for digits (fingers and toes)? (something like 5 plasteel 1 component per digit?) Or some way to replace them rather than somehow just using medicine on them and they come back to how they were before?
    Sorry, just my opinion on making it more balanced >.<
    Title: Re: [A13] Aristocat's mods
    Post by: kaptain_kavern on July 15, 2016, 12:46:37 AM
    There was a bunch of little errors in the last version :

    Thanks for the modpack o7

    P.S. : With Github i could have just correct that directly and send you a notification for you to just review the code and integrate it (as you were asking about setting a Github or not ;) )
    Title: Re: [A13] Aristocat's mods
    Post by: Exende on August 08, 2016, 07:37:33 PM
    say Aristocrat, any plans on updating this for A14?
    Title: Re: [A13] Aristocat's mods
    Post by: Aristocat on August 09, 2016, 04:03:19 AM
    say Aristocrat, any plans on updating this for A14?

    Updated!

    New features :

    * 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.

    Do note that I was a bit hurried updating this so it might be slightly buggy so beware. Please report any bugs or price oddities.

    Known issue : Doctors will be too focused in giving treatment in that they'll forget eat and sleep until all wounds are patched up.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Chibisuke on August 09, 2016, 05:08:25 AM
    All Ribs are just called Ribs instead of 1st - 12th Ribs
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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...
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 09, 2016, 06:23:22 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...

    I recommend to backup your save first. If you have vancidium in your map you'll probably want to keep Items_vancidium and recipes_vancidium files.

    And yes, most of things are up to date. I might have forgot somethings, however.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 09, 2016, 06:24:51 AM
    All Ribs are just called Ribs instead of 1st - 12th Ribs

    Same as vanilla game. I afraid fixing this issue would cause more issues, including mod incompatibilities.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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&amp;OrganEngineering</li>
    <li>EPOE-ADogSaid</li>

    with some added bonus features ?

    Did I get that correctly ? and if yes, that looks awesome your mod is so going to be installed on my next game.

    Is this compatible with :

    Code: [Select]
    <li>DermalRegenerator-DermalRegenerator1.6</li>https://ludeon.com/forums/index.php?topic=14177.0 ?

    Could it be included (with Skullywags' permission) ?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 09, 2016, 01:06:22 PM
    So basically this mod advantageously replaces the following that I already am using :

    Code: [Select]
    <li>ADogSaid</li>
    <li>DESurgeries-master</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>EPOE-ADogSaid</li>

    with some added bonus features ?

    Did I get that correctly ? and if yes, that looks awesome your mod is so going to be installed on my next game.


    Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.


    Code: [Select]
    <li>DermalRegenerator-DermalRegenerator1.6</li>https://ludeon.com/forums/index.php?topic=14177.0 ?

    Could it be included (with Skullywags' permission) ?

    I think it's compatible, but DESurgeries mod already removes scars so it isn't really necessary.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 09, 2016, 01:49:58 PM
    There was bug that make natural organs can't be hauled. Fixed. Please download again.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 10, 2016, 01:32:50 AM
    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?

    Yes it's not updated. Added note.

    It require brain mod so it should take a while to update.

    Beside I found it pretty disappointing so it require an overhaul.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Tai on August 10, 2016, 02:58:13 AM
    Pity. I find that once I've got my main base set up I don't have enough low-end crafting work to train anyone to do the high-end jobs I need done. Maybe I need to think ahead a bit more in early-game, but being able to train people would've been nice.

    If there's anything I can do to help I'd be willing? I've been getting curious about Rimworld modding, I'm not experienced with code stuff but I've tinkered with modding for a few games before, and I dabble in design.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 10, 2016, 12:49:20 PM
    (http://i.imgur.com/xAUOlai.png)
    Perfect Harvest


    Tiny update. Increased success chance of basic surgery and natural surgery, but not harvesting. i.e. install peg legs and install heart.

    Crafting cost adjustment for advanced prosthetics.



    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.

    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
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Tai on August 10, 2016, 02:55:37 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

    [attachment deleted by admin - too old]
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Chibisuke on August 11, 2016, 02:17:46 AM
    What Mods are those Medical Beds from in Screenshots on first page?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Master 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:
    DESurgeries
    * Increased surgery success chance.
    - 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?
    - Are the new values only a slight change or can they be considered OP?

    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.
    - All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
    - 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?

    * 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.
    Isn'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.

    Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.
    What does that mean in regards to features/bugfixes/etc?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: ThiIsMe007 on August 11, 2016, 09:07:03 AM
    I think it's compatible, but DESurgeries mod already removes scars so it isn't really necessary.

    Thank you for your reply, and I didn't know that, doh. One less mod to worry about is always good though.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 11, 2016, 02:57:32 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

    Sorry for late reply. I think this should work. It let you learn skill three time faster. I couldn't find tables so it's all slapped on smithing table. You can tweak it as you like.

    It also add medical practice on living human flesh.

    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:
    DESurgeries
    * Increased surgery success chance.
    - 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?
    - Are the new values only a slight change or can they be considered OP?

    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.
    - All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
    - 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?

    * 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.
    Isn'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.

    Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.
    What does that mean in regards to features/bugfixes/etc?

    I'm sorry, I'll reply tomorrow. It's 4 am in here.

    [attachment deleted by admin - too old]
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Tai on August 11, 2016, 02:59:40 PM
    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?

    I'm not the mod author but, let me try to answer some of these. This mod includes a modified form of DESurgeries, tweaked to play more nicely with the other mods in the pack

    Quote
    On to specific parts I had feedback on:
    DESurgeries
    * Increased surgery success chance.
    - 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?
    - Are the new values only a slight change or can they be considered OP?

    I found that things were pretty low in modsource-vanilla - I had a skill-16 doctor with herbal meds fail several times on fixing a stab scar and a missing pinky finger. Haven't tested how the new values are, but I doubt they're tweaked to OP levels.

    Quote
    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.
    - All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?
    - 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?

    -All tables merged into one, but still having access to the old versions, pretty sure that's an attempt at save compatibility if someone were to go from the separate mods to this modpack.
    -Silver's probably picked and set to give those things that need it a significant cost, but you could always go into the XMLs to change it to Plasteel yourself if you preferred
    -Other mods that  have craftable medicine would just be redundant, shouldn't be incompatibilities unless they try to change this modpack's stuff, which wouldn't make sense.
    -Not sure about the price tweaks
    -Increased compatibility with things it might be incompatiblewith -basically he's tried to make the modpack work with anything else that tweaks or alters similar things. Won't know if it worked until he gets incompatibility reports, really.
    -I imagine he'll try if they become a problem?

    Quote
    * 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.
    Isn'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.

    Vanilla Rimworld, even if you have 'Doctoring' set to priority 1, if the pawn is set to sleep time or joy time, they'll go do that instead of doctoring work. This mod sets treatment to be an 'emergency' task, like firefighting, so they'll put it above sleep or joy-time. Useful if you have a sudden outbreak of disease or a conduit explosion in the rec-room during joy time and need to get everybody treated ASAP.

    [quote[
    Correct, but this mod pack uses original LT-ADogSaid (https://ludeon.com/forums/index.php?topic=16000.0) mod, not new versions.
    What does that mean in regards to features/bugfixes/etc?
    [/quote]

    Not honestly sure, you could probably compare the two mods' pages to see for yourself, though.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 12, 2016, 02:24:09 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?
    - Are the new values only a slight change or can they be considered OP?

    I increased success chance because some of surgeries are too ridiculous. Attach a pegleg? LET'S DECAPITATE THIS GUY! I'd say It's somewhat "OP", although I don't think successfully attaching a leg would unbalances the game.

    I would decrease chance again if game has surgery that make more sense. i.e. attaching a foot has chance to make surgery cut on leg but not remove leg or "accidentally" stabs brain.

    Quote
    - All tables are merged into one, yet you can still build and use the modvanilla EPOE benches? Isn't that redundant?

    It's research locked. It's there in case someone want to use them to decorate.

    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. :)

    Yes I will.

    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?

    There is no way this would make this mod incompatible with other mod. I don't think it's really redundancy considering they have different crafting cost, but yes it's kind of redundancy.

    Quote
    - What are the price tweaks you applied? To what items/objects and what did you change it from/to?

    I found some of price unbalanced. I forgot what I changed since it's almost done on 2 months ago but it's harder to become super rich selling surrogate organs and simple prosthetics.

    Quote
    - Increased compatibility with what?

    I removed bodyDefs and racesDefs because apparently it cause incompatibilities with every single mod uses it. I haven't played zombie mod but removing bodydefs probably fixed it.

    Quote
    - Are you planning on fixing those bugs with the limbs?

    As far as I play testing there's no bug. I changed the description.


    Quote
    Isn'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.

    No they don't. Emergency means they skip everything including eating and sleeping. This sometimes result in berserk but better than infection doesn't get tended because everyone is sleeping.

    Personally I find this mod must have because playing melee get you lots of wounds but they never start tend unless I micromanage them.  Results is usually lots of infections because doctor decided to it's better to play horseshoe throwing and then go to sleep while dozens of people bleeding to death.

    Quote
    What does that mean in regards to features/bugfixes/etc?]

    This mod craft small/medium/big/huge sized legs that fit to only certain animal. New mod merged all of it, so basically squirrel and thrumbo has same leg size in new mod. Also new mod shove all recipes into machining table which I didn't liked.

    This mod also has surgeries for animal, so you can cure chronic diseases etc.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 12, 2016, 02:27:40 AM

    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

    Try remove compatibility patch. I removed bodyDefs so having it is might be what causing error.

    What Mods are those Medical Beds from in Screenshots on first page?

    Clutter mod!
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Master Bucketsmith on August 12, 2016, 03:23:24 AM
    Thank you both for the answers! :)
    Sounds like you did exactly what I'd love to see out of a combination of those mods. Great work. :D

    In regards to those compatibility things you found, if you still want to use them, you should look into this;
    https://ludeon.com/forums/index.php?topic=22763.msg247444#msg247444
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Tai on August 12, 2016, 03:49:54 PM

    Try remove compatibility patch. I removed bodyDefs so having it is might be what causing error.

    Tried that, still giving the same error.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: MoatBordered on August 13, 2016, 09:56:43 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?

    Hey man. This medical complication mod is a modpack consisting of 3 other mods. Modpacks mean you don't have to install any of the other mods that the modpack tries to combine/fix. If you have this modpack, then you shouldn't install EPOE, DESurgeries, or A Dog Said anymore. Turn those other three off first if you want to use this.

    Modpacks are usually cooler/more convenient.. but can be a pain in the arse to fix when something goes wrong, and are usually slower to update.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Etherdreamer on August 13, 2016, 10:14:45 PM
    Maybe you´re confusing here, I not using 2 copies of the same mod...
    Title: Re: [A14/A13] Aristocat's mods
    Post by: mazacik on August 13, 2016, 11:08:15 PM
    I'm having the same problem as etherdreamer. After disabling original EPOE and starting a new colony, I can now install the rib replacements, however, all the ribs are labeled simply as 'rib', not as 'first rib' to 'twelfth rib'.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: kaptain_kavern on August 13, 2016, 11:13:37 PM
    Guys this can't truly be called a bug. Read the instructions : This pack already contains a modified version of EPOE. You must not activate EPOE while using it.

    Same goes for DESurgeries and A Dog Said.

    edit : As MoatBordered had already said. (I haven't read it sorry)
    Title: Re: [A14/A13] Aristocat's mods
    Post by: MoatBordered on August 13, 2016, 11:30:00 PM
    Alright. Lemme take a lookey loo. I need the practice anyway.

    If you have the duplicates off, then there really must be something not correctly defined in this modpack.

    Edit: Looks like the modpack author purposely removed the rib numberings. Everything all still works though. Each pawn should still have 12 ribs so you can have 12 rib replacements if you want. Assuming the duplicate EPOE is OFF, the "rib replacement" research is done, and you have a special rib lying around, you SHOULD see 12 separate "install medical/adrenaline/etc rib (Rib)" when you select operation.

    The ribs are still individually defined so you're not going to magically install 12 special ribs with one operation.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: MoatBordered on August 14, 2016, 02:54:47 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.

    You can check under \Core\Defs\BodyDefs\Bodies_Humanlike.xml (vanilla) ... the ribs are all just named "Rib" listed 12 times. It's actually just EPOE (standalone) that added the numbering. Sure, the numberings are convenient to look at, but it's just another source of incompatibility for other mods if you think about it.

    If your fifth rib got shattered, then your doc will patch that up automatically when he treats the patient.. no matter what it's named. Oh well.. convenience vs compatibility, I guess.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 123nick on August 17, 2016, 01:28:48 AM
    any way i should have the load order set up? with all the 4 mods?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 17, 2016, 05:59:00 AM
    EPOE use modified ribs (defined in Bodyparts folder) idr if this pack had keep the modified ones

    But 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.

    any way i should have the load order set up? with all the 4 mods?

    Load order doesn't matter.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 123nick on August 19, 2016, 03:42:18 AM
    EPOE use modified ribs (defined in Bodyparts folder) idr if this pack had keep the modified ones

    But 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.

    any way i should have the load order set up? with all the 4 mods?

    Load order doesn't matter.

    thanks for the reply, but i have another question/suggestion, this mod allows installing different tiers of mechanites : https://ludeon.com/forums/index.php?topic=19952.0 which i think could be a good addition to medical complication, where u can install/remove different mechanite tiers.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 123nick on August 19, 2016, 04:54:20 PM
    also, any way to disable the medical table and instead have only the epoe workbenches?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 123nick on August 19, 2016, 07:09:48 PM
    i have a bug report, one of my doctors tried operating on a colonist but i got the message he failed catastrophically, and the pawn he was operating on just disapeared!  :o

    here is the log of the thing that happened:

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

    the second half of the trace:

    http://i.imgur.com/jW9VbtN.png

    i have a mod list:

          <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>
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Cmoa666 on August 23, 2016, 01:21:10 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?


    No, it's just a vanilla bug. you must cancel the item/project (and lose 1/3 of the componnents, I think). Nothing can be done.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: CannibarRechter on August 23, 2016, 07:47:45 PM
    I was wondering that. Is it already filed against vanilla?
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Cmoa666 on August 24, 2016, 05:57:56 AM
    I think the developper are already aware of the bug (present since a lot of version)
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on August 30, 2016, 06:26:20 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.

    Oops... sorry. fixed in A15, it's not updated to A15 yet, however.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: MercuryDoll on September 13, 2016, 10:43:37 AM
    Tried this mod on A13, using the EPOE and ADS modules, several issues arose:
    The modoptions became unavailable and it also disabled the minimap that came with the coremod.
    Several research techs only needed 100 research, which felt kinda cheaty.
    The brewing table broke, hops were used up but no beer was made, the error paused the game.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on September 19, 2016, 07:29:16 AM
    * Changes in 0.4

    * Updated to A15!

    * Improved Surgery and compatibility patches has been added to pack.

    * Description :

    - Failures no longer automatically destroy prosthetics/bionics/implants being installed. The item that was being installed will be returned, but with less health. This means that if you are installing an item that is worn out or damaged, failing too many times will destroy it.

    - Failures no longer damage or remove random body parts, and will prioritize adding surgical cuts on body parts that are near the part being operated on.

    - Minor failures now have a small chance to cause an infection on the body part being operated on. Major failures have a higher chance.

    - No new features yet.

    .

    * Chemicals extraction & Neutroamine crafting has been added to pack.

    * Description :

    Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine.

     • Adds Item: Neutroglycerin
     • Adds Recipe: Neutroamine (to Drug Lab)
     • Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

    Boomrats now drop two chemicals every two days.

    .

    Realistic Medical System has been added to pack.

    * Description :

    Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
    Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
    [EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run

    No new features yet.

    .

    Rim PhD has been added to pack.

    Adds various new drugs and medicine. Feedback on balance and such would be very appriciated!

    Every update requires you remake your drug policies for the new drugs to appear. I appologies for this inconvenience.

    * Pepto : Helps cure Food Poisoning and Cryosickness
    * Chloroform : Puts consumer to sleep. ( I will try and make opperations so you can use these drugs on other people at some point).
    * Made custom assemblies for custom drugs and overdose effects.
    * Suripu-Block : Prevents the Plague and Sleeping Sickness.
    * Worm-Burn : Kills pesky Gut Worms.
    * Isotono : Helps treat Carcinoma.
    * Vitamin C : Boosts your immune system!
    * Pain Away : Reduces pain, two pills recommended maximum per day.

    * 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?

    .

    Full Features :

    >*DESurgeries*

    * New features in Medical Complication mod :

    * Repair fingers and toes.
    * Repair clavicle and sternum
    * Cure sleeping sickness, gut worms, and muscle parasites.
    * Cure malaria, plague, and flu.
    * Cure or inject sensory and fibrous mechanites.
    * Use glitterworld medicine to cure chronic diseases.
    * Sedate patient. Increase immunity gaining speed. lasts around 3 days.
    * All new surgeries require researched first and require skilled doctor.
    * Increased surgery success chance.


    *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.
    * Choppable limbs hasn't removed.

    *ADogSaid*

    * New features in Medical Complication :

    * All animal prosthetics and organs are craftable in animal prosthetics workbench. Unlocks new recipes via researches.
    * All workbenches can be moved.
    * Animal bionic arm, leg, lung, heart and brain, everything is craftable.
    * Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
    * Inject medicine to put animal into sleep and increase immunity gaining speed.
    * Use glitterworld medicine to cure chronic diseases.

    All suggestions are welcome!
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 10:20:27 AM
    My suggestion would be to rename the folders in a way so that the alphabetical order is also the recommended load order.

    Tell me what you think of this. I just renamed the folders.

    https://www.dropbox.com/s/97k6ilmjdu2smhp/Renamed%20Folders.zip?dl=0
    Title: Re: [A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 10:38:12 AM
    Another problem to report. There's an unresolved conflict between DE Surgeries and Rim PhD

    Code: [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

    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on September 19, 2016, 10:48:42 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.

    Sorry guys. I forgot to add a line on xml and sedate surgery was broken if you use Rim PhD. Fixed now.
    Title: Re: [A14/A13] Aristocat's mods
    Post by: Aristocat on September 19, 2016, 10:50:12 AM
    Another problem to report. There's an unresolved conflict between DE Surgeries and Rim PhD

    Code: [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


    I think DESurgery and Rim PhD is not a conflict. DESurgery can sedate patient with just medicine. I made PhD require chloroform, so you need to load Rim PhD last so it works that way.

    As for Vegetable Garden, I think it's originally had conflict but I think I can fix it.

    Btw what program did you used to see these?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 11:42:41 AM
    Alright, I did a bunch of renaming, both on the folders and on the About files.

    (http://s10.postimg.org/ixxe8gibt/03_VDac0.png)

    All the mods in 1 can be in any order as long as they're before 2, all the mods in 2 can be in any order as long as they're before 3, etc.

    Let me know what you think.

    https://www.dropbox.com/s/97k6ilmjdu2smhp/Renamed%20Folders%20%26%20About.zip?dl=0

    (Also, how's fixing that Vegetable Garden conflict coming along?)

    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: LustrousWolf on September 19, 2016, 12:43:54 PM
    Specific order for all the mods to go in?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 12:44:55 PM
    Specific order for all the mods to go in?

    Check literally one post above you.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 02:55:22 PM
    Noticing an error while pawns are spawning using this pack, using the load order mentioned above. Can either be during initial map load or while spawning them/using the make colony feature. Thought I'd let you know about it since I haven't seen it posted yet.

    On map load:

    Code: [Select]
    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

    On create colony:

    Code: [Select]
    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
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 03:01:27 PM
    @jordanf2209 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

    That said, it's not like you're running any other mods there, so it's gotta be something in the compilation. Can you dry turning some of them off and see if you can narrow down what's causing issues?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 03:09:31 PM
    It happens on new colonies as well though, the first error is just after loading in before the initial three colonists have left their pods. I haven't tried to use it on an existing save at all yet, just new colonies and the "make colony (full)" feature.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 04:15:15 PM
    Alright so I managed to narrow the problem down to RPD, strangely enough. The problem occurs with only that mod in the load order and doesn't occur with everything else loaded minus RPD.

    I noticed the error generates as well if you use Prepare Carefully with certain colonists while RPD is active. It'll fail to open once or twice with an error and then it'll work as normal, beside one time where the tab was completely blank.

    Here's another error that appeared at the select landing screen with only RPD and Prepare Carefully.

    Code: [Select]
    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)

    I ignored the message and attempted to load as normal. The game fired this back at me:

    Code: [Select]
    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)

    The colonist spawned as an immobile slag chunk with a blank Isotono addiction under health.

    Hopefully this information in helpful in some fashion.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 04:18:56 PM
    @jordanf2209 Delete the RPD and redownload the compilation and use the one from that. There was a bugged 0.4 update earlier today.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 05:32:49 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.

    Do me a favor and put it in a zip file, then attach it to your next reply.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 06:16:46 PM
    Hi, I've created a zip with the mod, output log, mod config and the save file after loading a new colony and attempting to generate a full colony. It failed after generating only two colonists of the twenty or so that it usually does.

    https://www.dropbox.com/s/uyxkgzinjj2l8ob/A.RimPhD.zip?dl=0 (https://www.dropbox.com/s/uyxkgzinjj2l8ob/A.RimPhD.zip?dl=0)
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Exende on September 19, 2016, 06:23:45 PM
    question, does your BionicImplant work as is for A15 (besides changing the version number)?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 06:31:53 PM
    Jordan, it seems it's trying to call AnestheticInjected, which is only present in DE Surgeries.

    Try doing just DE Surgeries and RimPhD and give me a new output log, because right now the output log you gave me is full of this AnestheticInjected error.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: zmadz on September 19, 2016, 06:40:38 PM
    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
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 06:41:17 PM
    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
    The patches are absolutely 100% necessary regardless of whether you use modified versions or not.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 06:58:09 PM
    Here's the new one as requested, RimPhD and DESurgeries.

    https://www.dropbox.com/s/uyxkgzinjj2l8ob/A.RimPhD.zip?dl=0
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 07:03:40 PM
    I do believe I've found the problem, and why the problem is occuring for you and not for me. Do you have developer mode on? I think this was compiled in 'debug' mode, which seems to be broken. I'll recompile it as 'release'.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 07:07:10 PM
    Yes developer mode is on. Great that you've found the problem. Will grab the recompiled version when it's available, thanks. :)
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 07:08:15 PM
    See if this has the same issue for you. I'm hoping that setting it to Release automatically disables the debug code. If it doesn't, I'll have to rummage around.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 07:13:07 PM
    Recompiled it again, this uses .NET 3.5 as you're supposed to do.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 07:38:14 PM
    Same problem as before with the new .dll. Attached the new log in case you need it.

    [attachment deleted by admin - too old]
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 08:31:30 PM
    Okay, I think I finally have this bug beat. Let me know if it works.

    [attachment deleted by admin - too old]
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jordanf2209 on September 19, 2016, 08:41:27 PM
    Still has the same issue unfortunately. Attached the log again.

    [attachment deleted by admin - too old]
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 08:49:16 PM
    Well, shit. Back to the drawing board.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 19, 2016, 08:54:33 PM
    It likely has something to do with this code, I'm just not sure what.

    Code: [Select]

            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);
                            }
                        }
                    }
                }
            }

    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Aristocat on September 20, 2016, 01:20:19 AM
    Still has the same issue unfortunately. Attached the log again.

    I just had the same error after creating a new colony, although everyone worked fine.

    Disabling Rim PhD fixes bug. So I used original Rim PhD without modification and any mods, and it still cause same error. I noted author about this.

    Code: [Select]
    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
     



    Also issue with vegetable garden should be fixed. I'll upload it when I can.


    question, does your BionicImplant work as is for A15 (besides changing the version number)?

    Yes it should be. It's only XML mod and doesn't really need update.

    Quote
    jordanf2209 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

    That's odd. It shouldn't break save...

    Edit : It seems removing vancidium is problem. If you have EPOE try copy paste resource vancidium xml into new EPOE.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Aristocat on September 20, 2016, 01:22:27 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

    This is brilliant. Ordering became huge problem after I added bunch of stuffs. I'll use this on my next update, thanks a lot. Also adding load order in the main thread.

    Also this RCC thing is godsend, it would have saved so many time verifying XMLs.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Aristocat on September 20, 2016, 02:20:43 AM
    I just noticed emergency treatment doesn't work in A15 because changes in jobdefs. Fixing..

    Edit : Nevermind. It seems work fine.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 20, 2016, 05:57:45 AM
    Edit : It seems removing vancidium is problem. If you have EPOE try copy paste resource vancidium xml into new EPOE.
    Oops... already deleted my saves.

    I just noticed emergency treatment doesn't work in A15 because changes in jobdefs. Fixing..

    I really feel like Emergency Treatment shouldn't be a part of the mod anyway - it's not very intuitive since there's no visual display of the priority change, so people might not knowing what's going on with their doctoring priority unless they've read the entirety of the Medical Compilation feature list and have it memorized.

    I recommend getting rid of it.

    Another mod you can include is ItchyFlea's Medical Training. https://ludeon.com/forums/index.php?topic=10623 You have to ask him before you can include it in the modpack but other than that it should be fine.


    On another note,

    I heavily recommend basing the next version off the naming scheme changes I made here for both the folders and about files: https://ludeon.com/forums/index.php?topic=20708.msg265420#msg265420
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 20, 2016, 09:23:55 AM
    Hey Aristocrat. I've been trying to debug Andrew's Rim PhD mod with skullywag for the past few hours now.

    This mod has a LOT of problems. His HediffGiver_Custom class is a mess that just doesn't work.

    I heavily recommend you remove it for now. The mod needs to be recoded.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 22, 2016, 06:57:43 AM
    Kinda concerned, seems like you fell off the edge of the Earth. c.c
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Dingo on September 22, 2016, 07:12:37 AM
    How does one get into this exclusive club of debugging mods with skully? :P
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 22, 2016, 07:24:09 AM
    How does one get into this exclusive club of debugging mods with skully? :P
    I was just at the right place at the right time (on the RW modding Slack server).
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Aristocat on September 23, 2016, 10:31:02 AM
    Updated

    * 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. Actually removing Rim PhD will probably break your save.
    * Medical training has been added to the pack.
    * Painkiller and adrenaline ribs now require go-juice and yayo.


    Kinda concerned, seems like you fell off the edge of the Earth. c.c

    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Aristocat on September 25, 2016, 08:03:26 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.

    Hmm... Try add these files on your ACM EPOE. Don't overwrite it when asked.

    [attachment deleted by admin - too old]
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Aristocat on September 25, 2016, 10:27:57 AM
    Adding Items_AnimalBodyParts.xml to Defs\ThingDefs_Items\ causes a ton of errors on game launch.

    If you have any of these items try to remove them before update. You might want to edit save file.

    Not sure how do I make it more save compatible.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 25, 2016, 11:01:33 AM
    If you have any of these items try to remove them before update.

    I always do. Though, it doesn't NEED to be save compatible.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: zmadz on September 26, 2016, 05:35:57 AM
    can you make this compatible with beasts of the rim ? thx :3
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adventurer on September 26, 2016, 09:02:23 PM
    Chemicals & Neutro has updated, shouldn't have compatibility problems anymore.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Dingo on September 26, 2016, 10:58:05 PM
    I had to update all my compatibility patches because I forgot to add the abstract bases from the parent mods. I don't use this pack so I dunno if you manually added them, but if you didn't I believe it causes hidden errors (at the very least Improved Surgery wouldn't work as intended for some surgeries). Just a heads-up so you can fix it if it's broken, my bad.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Basharrah on October 01, 2016, 07:36:19 PM
    I seem to be having difficulty curing and injecting mechanites. At first, the option to inject sensory mechanites or fibrous mechanites into colonists didn't show up, despite having researched mechanite manipulation, and later when my colonists became infected with sensory mechanites I didn't have the option to cure them. I've tried disabling all of my mods except for the ones included in the modpack, but I've had the same results. I'm using the Medical Complications version 0.4.2, but I've had the same issue with previous versions, and I am at my wit's end trying to figure out how to make it work, does anyone have a possible solution?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Wishmaster on October 04, 2016, 09:37:01 AM
    Same here. Option for removing sensory mechanites don't show up.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: OnlyMarvellous on October 05, 2016, 12:17:23 AM
    Really great mod. There is one slight problem I am having, though. I currently have DESurgeries, Improved Surgery, and the DE+IS patch installed. The problem is, when I go into the operations menu, I see two instances of "install _______". All of the options to install something are shown at the start of the list and then again at the end of it. I've attached a picture of how it appears in my game.

    I've had a quick look at the XML files of the mod and I just can't see what is causing this. Does anyone have an idea?

    [attachment deleted by admin - too old]
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Dingo on October 05, 2016, 01:11:46 AM
    You're using the mod pack AND the mods?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: OnlyMarvellous on October 05, 2016, 01:25:42 AM
    No. Sorry, I should have been clearer. From this mod pack, I'm using DESurgeries, Improved Surgery, and DE+IS Patch. I don't have the original mods installed alongside this pack.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Dingo on October 05, 2016, 01:43:53 AM
    I don't see how that can happen (even though Improved Surgery is missing the surgeryflesh abstract base which is a mistake). Are you sure those are the only 3 you have installed with the correct load order? DE Surgeries does not touch bionic eyes and the likes, only Improved Surgery does and it overwrites the default def.

    Can you post an output_log and screenshot your mod list?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: OnlyMarvellous on October 05, 2016, 02:41:01 AM
    I don't get it, either. It's had me baffled for a while. None of my other mods make changes to the same files, so I know it's not that. It appears that the game is loading both the IS defs and the core defs. I'm not sure that's exactly what is happening, or how it could happen, but that's what it looks like to me. Anyway, I'll attach a screenshot of my mod order and my output_log. The screenshot doesn't show all my mods, but it shows the mods concerned. Medical Complications is one of the first mods I installed and this issue has been here since I installed it. Thanks for taking the time to assist me.

    [attachment deleted by admin - too old]
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Dingo on October 05, 2016, 03:03:31 AM
    I don't see anything in particular but this is what I would try:

    1) Go into RimWorld and disable all mods. Quit the game. Back up your save file.

    2) Delete all the mod folders except for Core.

    2b) [OPTIONAL] Delete Core and validate through Steam (or reinstall if non-Steam)

    3) Redownload all the mods to ensure you have the latest version.

    4) Reinstall all the mods.

    5) Refactor your load order. Most things don't matter, however make sure all surgery mods are loaded right after Core and that Miniaturisation (I hope you're using Overloaded, you have 2 versions installed currently which is bad) is last.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: OnlyMarvellous on October 05, 2016, 03:16:51 AM
    I had Miniaturization installed first, then I installed Miniaturization Overloaded and disabled the first one. That's why there are two there. I'll give all of those steps a try and see if that works. I'll post back here later on.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: OnlyMarvellous on October 05, 2016, 05:02:06 AM
    I just gave those steps a try and it did not work. I have no idea what the problem could be. I may keep trying different things but it's mostly a slight annoyance. Everything functions as it should, those options just appear twice. At least this cleaned up my mods folder and file order a little bit. Thanks for your help, Dingo. I'll post back here if I do manage to figure the cause of this strange occurrence.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Dingo on October 05, 2016, 05:20:44 AM
    I tested it myself and it's definitely a problem with the mod pack. I think it's due to the patches but I'm not sure, I can't see why it would be. I would advise you use the mods directly from their individual repository/workshop page/forum page. It might be that all the missing abstract bases catch up with the mod once you use both mods with the patch included in the pack, but that seems a far fetch.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: OnlyMarvellous on October 05, 2016, 08:30:30 PM
    I tried to use the individual mods and their respective patches but then the game wouldn't load my current save. I'll have to put up with the double-listing for now and then switch around when I start a new game.

    EDIT: Okay. I've got it fixed. This pack makes research a requirement for most of the new surgeries but the original mod does not. It took some messing around with the XML files, but my original issue with the double-listing is fixed and I'm now using the original mods with my current save instead of this pack. I appreciate all of your assistance, Dingo.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: mazacik on October 06, 2016, 06:14:38 AM
    What EPOE / DESurgeries version is this pack based off of? Latest?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Abcdefghijkl on October 11, 2016, 10:38:16 AM
    Hey, on the begining i want to say: NICE MODS COMPILATION

    but i found some "bug"
    exoskeleton installed to colonist doesn't incresease severity over time
    maybe it's because exoskeleton def in Mods\AMC(2) Realistic Medical System EPOE Version\Defs\HediffDefs\HediffDefs_AdvancedBionics.xml has a parent "ImplantBase" instead of "addedPartAdvanced"? "ImplantBase" hasn't got "<severityPerDay>0.07</severityPerDay>" it's in "addedPartAdvanced", and every other part of this file has "addedPartAdvanced" as parent class, every except "ExoskeletonSuit".

    edit: changed parent to "addedPartAdvanced" added severity/day in game
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jmababa on October 15, 2016, 03:36:00 AM
    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.

    No he sudv've just copied this it was already done by this mod
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jmababa on October 15, 2016, 03:37:52 AM
    Why do surrogate organs need to bee constantly under medicine from time to time
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: NathanxS on October 30, 2016, 12:26:58 PM
    Ive got a different bug. the workbench for simple prothestics everything unlocked, eventough i have researched to get the different workbenches. is there a way to delete it so there is no 1 workbench for everything?

    And i cant find how to repair fingers and toes, if i select it in the body for operation and right click with my doctor it says materials not there. What material does it need? i couldnt find a "toe" or "finger prothestic in any of the workbenches.

    edit: i also cant seem to find the option to inject or remove mechanites

    I am also unsure about the mod order
    If i use DESurgery, EPOE , Adogsaid  and Isurgery, which patch do i have to load? (so without realistic surgery)
    if i load multiple patches it says it has duplicated defs ingame.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: FatalTraction on November 02, 2016, 06:29:17 PM
    Hiya, like the modpack,  good work.

    I'm having an issue with pawns that've had some of the new surgeries, though, in this instance the "Remove Plague" treatment. The anaesthetic wears off but their Consciousness stays reduced; so they're left with a permanent debuff and unable to leave their bed.

    Reloading the save (post-sugery) still leaves them incapacitated, but their Consciousness is listed as OK. In effect, the debuff expires fine but doesn't restore their mobility when it does so, leaving them still paralyzed just without any cause.

    (I tried sedating them to see if they'd wake up when that status expired; they didn't.)

    Any help would be appreciated.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: mazacik on November 18, 2016, 12:07:12 PM
    The consciousness thing is a bug with RimWorld, hopefully it will get fixed with A16. You can work around it using debug mode. Tool: Apply Damage, Restore body part, click on the bugged pawn, restore a random body part (I use ribs because there's 12 of them, so it's unlikely I choose a destroyed one.). Or just hit that pawn with a club, that works too.

    Also: I can't find "cure sensory mechanites" or "cure fibrous mechanites" in the list of operations. Yes, I've got it researched. Everything else seems to be working fine.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: baxtin on November 19, 2016, 07:11:01 PM
    Are the silver and gold requirements for synthetic organs supposed to be X20? Like for the synthetic heart its 300 silver times twenty
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: tonsrd on November 28, 2016, 05:29:24 AM
    is it possible to use this mod but keep the resource vancidium as an item needed in advanced bionics late game ?

    and somehow remove vancidium art work ?
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: doofustroofus on November 30, 2016, 05:01:29 AM
    Edit: Never mind it, fixed it. Was loading combat realism after this mod. Once I deleted the medicine definition in CR medicine was craftable again.

    Can anybody suggest why crafting medicine wouldn't be showing up as an option in the drug lab or medical bench?

    I've researched medicine production and drug production obviously.

    The option to craft glitterworld medicine still shows up in the medical bench.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Warforyou on November 30, 2016, 08:19:43 AM
    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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: faltonico on December 11, 2016, 05:53:29 PM
    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.
    So... you add a mod to get more diseases, and you want another mod to cure them?... interesting xD
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Trigon on December 20, 2016, 06:22:04 PM
    Any plans to update the medical complication modpack to A16? I feel almost wrong playing without it. Though I understand if you have to wait on all the individual mod authors separately.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adalah217 on December 21, 2016, 02:52:03 PM
    I think the last mod we are waiting for is EPOE. The creator left a message on the steam page and said the mod is not dead and is currently working on updating it.

    Looking forward to this repack! Thanks!
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: mazacik on December 22, 2016, 04:45:10 PM
    Are you planning to update this to A16? If not, I'll do it myself, but it will probably take you a lot less time.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: tonsrd on December 22, 2016, 09:51:58 PM
    EPOE has updated.

    @mazacik, give the mudpack maker a few days ....
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: joaonunes on December 22, 2016, 10:09:36 PM
    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.
    So... you add a mod to get more diseases, and you want another mod to cure them?... interesting xD

    My comment is kinda late but...
    I get his point. Having more varied diseases that require certain materials and research to heal bring more difficulty to the game, even if just due to the amount of research needed to be able to heal them all.
    This is, in some way, a futuristic game where some people come from super advanced worlds (glitterworld), so just like in most scy-fi movies they should be able to heal most (if not all) diseases, even though they can still appear (because it is better for the pharmaceutical companies to treat a disease rather than create a cure and erradicate it - more money xD)
    Also more variety is (almost) always good :D as long as they are not too crippling in the case of diseases from other mods
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: mazacik on December 23, 2016, 11:46:23 AM
    EPOE has updated.

    @mazacik, give the mudpack maker a few days ....

    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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adalah217 on December 23, 2016, 12:07:19 PM
    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.

    ..Would you mind sharing for a bit? It might also help the mod author. <3

    (I agree, it doesn't seem too hard to merge the mods together and update, but I'm not sure if any of the C# needs updating)
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adalah217 on December 23, 2016, 03:30:47 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.

    Right there with you!

    On other mod threads, people have posted temp-workarounds which sometimes end up helping the mod authors in the first place. A16 EPOE was updated by someone a day ahead of the official update for the mod, and the person didn't get banned or anything.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Wellenbrecher on December 23, 2016, 03:42:16 PM
    I mostly thought of that because this here not a mod in itself, made by Aristocrat, but a compilation. And he had to ask permission to distribute some of these as part of the pack from the original authors and all that. :)
    Just don't want to tread on anyone's toes.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Adalah217 on December 23, 2016, 07:16:26 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!
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: mazacik on December 23, 2016, 07:37:18 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!

    Oh, right, so that broke. I could fix it, but not today, for obvious reasons. Sorry :)
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Rah on December 27, 2016, 03:02:48 PM
    Hey guys. Thought I'd share my version of the EPOE mod (A16). I made it more hardcore and vanilla oriented. Check out the changelog and thread  HERE  (https://ludeon.com/forums/index.php?topic=28731.msg289484#msg289484)

    Feel free to try it out and see if you like it !
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Berkyjay on December 31, 2016, 04:13:10 AM
    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.

    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.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Nanao-kun on December 31, 2016, 06:24:14 PM
    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.

    I've also gotten the same problem.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Berkyjay on January 02, 2017, 02:52:13 PM
    I've also gotten the same problem.

    I had to uninstall all of the Mods except DE Surgeries and EPOE.  It works fine after that.
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: joaonunes on January 07, 2017, 06:34:10 PM
    Any ETA on the update of this mod? (or any other alternative?)
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jmababa on January 16, 2017, 12:45:29 AM
    When's the update of this having trouble with my peps in my colony getting sick and making medecine
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: Wellenbrecher on January 17, 2017, 10:33:17 AM
    Aristocrat hasn't been online since late September last year ;)
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: joaonunes on January 18, 2017, 08:27:58 PM
    Aristocrat hasn't been online since late September last year ;)

    Well... Guess I'll have to download each separate mod individually like in the old days :P I'll probably miss some of his changes at first though...
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jmababa on January 19, 2017, 12:17:55 AM
    No you don't just change version with xml editor like open office will work
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: joaonunes on January 19, 2017, 06:22:05 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 :/
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: jmababa on January 31, 2017, 08:39:02 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 :/

    Donot use EPOE from this mod has bugs others well its working
    Title: Re: [A15/A14/A13] Aristocat's mods
    Post by: 123nick on March 25, 2017, 05:42:49 AM
    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.

    can you do something similar with "make it harder, better ,stronger, faster" ?