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RimWorld => Mods => Releases => Topic started by: kaptain_kavern on July 24, 2016, 04:56:06 PM

Poll
Question: Do you want/need an A17 version?
Option 1: Yes
Option 2: No
Title: [B18]DESurgeries - 06/12/17
Post by: kaptain_kavern on July 24, 2016, 04:56:06 PM

In order to release the 1.0 version I started from :
DESurgeries mod (https://ludeon.com/forums/index.php?topic=18976.msg207129#msg207129) (originally by DarknessEyes) + tweaks from Aristocat's Medical Complication Mod Pack (https://ludeon.com/forums/index.php?topic=20708.0)


(http://imgur.com/Dbb3FR4.jpg)

Quote from: the readme
    Adds new surgeries to Rimworld.

  •         Possibility to sedate patient in order to make him stay in bed Now in the base game
  •         2 cosmetic surgeries: Ear and Nose
  •         9 chronic surgeries: Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma, Cirrhosis and Heart artery blockage
  •         12 injury surgeries: Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite
  •         2 Parasite surgeries : Muscle Parasite, Gut Worms
  •         12 bone/limb surgeries: Finger, Toe, Mandible, Pelvis, Clavicles, Sternum, Ribs, Radius, Humerus, Femur, Tibia and Spine
Full description (https://github.com/kaptain-kavern/DESurgeries#desurgeries) link

(http://imgur.com/36cSPkS.jpg)
B18 On Github (https://github.com/kaptain-kavern/DESurgeries/releases/latest) :
(Click on DESurgeries.zip)

(http://imgur.com/SIdAOZL.png) (https://github.com/kaptain-kavern/DESurgeries/releases/latest)

B18 On the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=967947023) :
(http://imgur.com/plj8zhD.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=967947023)

(http://verify.modsync.ninja?0d3c2199-5a64-479c-af46-80d430ef767d) (http://www.modsync.ninja)


Very Important Disclaimer :
In case of updating from a prior version, please be sure to completely erase the DESurgeries folder BEFORE adding the new one





I want to say a big thank you to Kyos - Even if you don't know why ;) - I managed the EPOE compatibility after reading some of your comments and browsing through the code of Mechanite Augmentation Project (https://ludeon.com/forums/index.php?topic=19952.msg218153#msg218153).

And everyone who participate on the Github Issue/Suggestion tracker (https://github.com/kaptain-kavern/DESurgeries/issues). (Bluewinds it is only you for now :p)

A big Thank You! to our translator :

  • RU : Man232 and Desert Rain
  • FR : Jozay
  • JP : Proxyer (http://steam://openurl/http://steamcommunity.com/profiles/76561198257945076/myworkshopfiles/?appid=294100)
Title: Re: [A14]DESurgeries (full range of treatment before you start to amputate!)
Post by: kaptain_kavern on July 24, 2016, 04:56:28 PM
[RESERVED by OP]
Title: Re: [A14]DESurgeries (full range of treatment before you start to amputate!)
Post by: kaptain_kavern on July 24, 2016, 04:56:41 PM
[RESERVED by OP]
Title: Re: [A14]DESurgeries (full range of treatment before you start to amputate!)
Post by: kaptain_kavern on July 24, 2016, 04:56:50 PM
[RESERVED by OP]
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: 123nick on July 24, 2016, 05:28:24 PM
awesome, i didnt realize DEsurgeries was working with A14

edit: is this compatible with ADogSaid?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 24, 2016, 06:22:59 PM
Yes it is compatible : they will work together but as for now you can't do DESurgeries on animals

I may end up doing another patch for that
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: segundoblz on July 24, 2016, 08:22:46 PM
Is it on steam workshop? :x
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 24, 2016, 08:28:55 PM
Nope and i won't upload any of my mods on Steamworkshop. Sorry for the brutal answer but i don't support the use of SteamWorkshop at all.

Some of the reasons why.

  • https://ludeon.com/forums/index.php?topic=14240.msg147215#msg147215
  • https://ludeon.com/forums/index.php?topic=22025.0
  • https://ludeon.com/forums/index.php?topic=22110.0

i can provide other link form, like Dropbox and such if Github is a problem though
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Sarelth on July 24, 2016, 11:34:18 PM
Great work on the mod.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: hagamablabla on July 26, 2016, 04:53:22 AM
I've been having a problem with a certain type of surgeries, including pinky and toe replacements. I can't do these surgeries because it requires materials, but I have more than enough medicine, and I even spawned in some bionic arms/legs to see if that was the problem. What materials do I need for the surgeries?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: qurffe on July 26, 2016, 05:03:22 AM
Quote from: hagamablabla on July 26, 2016, 04:53:22 AM
I've been having a problem with a certain type of surgeries, including pinky and toe replacements. I can't do these surgeries because it requires materials, but I have more than enough medicine, and I even spawned in some bionic arms/legs to see if that was the problem. What materials do I need for the surgeries?

There is Full description link check that for what you need. for fingers and toes you need 2 units of medicine (cannot use healroot) and at least lvl 8 in medicine
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 05:37:25 AM
Also are you sure you have turn on powerful-enough medicine in the health tab of the colonist?


I add this to the to-do list : Make the material requirement visible ingame (https://github.com/kaptain-kavern/DESurgeries/issues/10)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 26, 2016, 03:39:22 PM
Is [sedate] succes chance affected by mood/rest? I had my 16 skill doctor with 102% surgery succes chance fail 8 of 10 attempts destroying ones' lung... Actually he NEVER EVER SUCCEEDED wasting away all of my medicine and letting all my colonists die from plague.

Is it supposed to be that hard?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 04:37:06 PM
what? that's weird.
In the code Sedate is set to be an easy surgery (<RecipeDef ParentName="SurgeryEasy">)
And an easy surgery is set like that :

<RecipeDef Name="SurgeryEasy" ParentName="SurgeryFlesh" Abstract="True">
  <surgeonSurgerySuccessChanceExponent>1</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>2</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>2000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>5</minLevel>
    </li>
  </skillRequirements>
  </RecipeDef>


So as you can read in the code the base chance of success should be of 95%. Also the room stats (cleanliness, brightness, etc) and obviously the skill of the surgeon should matter. In fact on my play i never saw it missed at all. Did you use any other medical mods ? (maybe there is some odd interaction with another mod)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Fluffe on July 26, 2016, 04:57:47 PM
Ether that or you got the unluckiest doctor in all of rimworld lol
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 26, 2016, 05:01:58 PM
Quote from: kaptain_kavern on July 26, 2016, 04:37:06 PM
what? that's weird.
In the code Sedate is set to be an easy surgery (<RecipeDef ParentName="SurgeryEasy">)
And an easy surgery is set like that :

<RecipeDef Name="SurgeryEasy" ParentName="SurgeryFlesh" Abstract="True">
  <surgeonSurgerySuccessChanceExponent>1</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>2</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>2000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>5</minLevel>
    </li>
  </skillRequirements>
  </RecipeDef>


So as you can read in the code the base chance of success should be of 95%. Also the room stats (cleanliness, brightness, etc) and obviously the skill of the surgeon should matter. In fact on my play i never saw it missed at all. Did you use any other medical mods ? (maybe there is some odd interaction with another mod)

Well, the room IS dirty, I think, but I had over ten tries, is it really THAT important for an easy surgery? I am using EPOE and LT's A Dog Said any other mods may just add various medicine variants, the quality of ones I was using was 75% medical blend (normal medicine is 85% I think) and herbal medicine
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: JesusKreist on July 26, 2016, 05:10:14 PM
Yes it is important if the room which is used for the surgery is clean.
Think of it that way, in a dirty room you get infectious material into a wound or the blood bag you use for transfusion has a leak or whatever.

Plus keep in mind what chances are.
A 95% chance DOES mean you CAN fail 10, 20 or even 30 times in a row. It is very unlikely but possible.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 05:25:10 PM
What i'm pretty sure is that lighted room or not effect greatly the chance of success. From my test dirt effect but less.

So yeah you're right JesusKreist, but that is not the effect i had in mind for this particular surgery. It should be the most easy of them in fact : it should just represent a normal everyday injection.

You may know or not, that all the code isn't mine, i updated it from A13 and i barely touch the easy surgeries. But i start to think that those values are not balanced enough. I think for this easy one the  <roomSurgerySuccessChanceFactorExponent> shouldn't be so high.

But when i tested it i never saw anyone failed on this one ...
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 05:27:46 PM
confirmed  (https://m.reddit.com/r/RimWorld/comments/4ie318/justpsychopaththings/d2xdv5y)

crap i will need to change this value like now. Also i was in the process of adding ingame the cost of each recipe, for more clarity. So i guess it will be my second point in the changelog ^^

Thx for reporting and discussed it with me. Sorry for the inconvenience but i'mma throw an emergency update like nooooooooooooow :p

Pfiou ! I'm already gone
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 26, 2016, 06:08:58 PM
Quote from: kaptain_kavern on July 26, 2016, 05:27:46 PM
confirmed  (https://m.reddit.com/r/RimWorld/comments/4ie318/justpsychopaththings/d2xdv5y)

crap i will need to change this value like now. Also i was in the process of adding ingame the cost of each recipe, for more clarity. So i guess it will be my second point in the changelog ^^

Thx for reporting and discussed it with me. Sorry for the inconvenience but i'mma throw an emergency update like nooooooooooooow :p

Pfiou ! I'm already gone
Just tried it now with completely clean and lit room with my doctor at 18 medicine skill, still he had no success
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: JesusKreist on July 26, 2016, 06:19:29 PM
95% means out of 100 tries 5 times it fails.
Even with a 20 medicine guy, a completely lit and clean big room, glitterworld medicine and positive mood there is no guarantee a sugery will always go according to plan.
Similarly a 20 crafting guy wont churn out masterwork clothes on each and every job.
Sometimes all that is left is just plain bad luck.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 26, 2016, 06:25:44 PM
Quote from: JesusKreist on July 26, 2016, 06:19:29 PM
95% means out of 100 tries 5 times it fails.
Even with a 20 medicine guy, a completely lit and clean big room, glitterworld medicine and positive mood there is no guarantee a sugery will always go according to plan.
Similarly a 20 crafting guy wont churn out masterwork clothes on each and every job.
Sometimes all that is left is just plain bad luck.

Creating a masterpiece is much less possible than just injecting some simple meds, and it is sure not 95% success rate. After some heavy investigations it is more like 95% fail rate, which is quite sad. I may as well just let them lie on their own and save medicine, cause not only medicine is wasted, but also they get different injuries on surgery fail. And they hate the guy that botched their surgery...
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 06:55:30 PM
I understand your maths @JesusKreist (god that sentence ^^) and i get that with some bad luck you can fail multiple time in row. But this one as to be a success 95%/99% of the time by design, i mean it's just a matter of doing an injection to an immobile lying person :p


@Warforyou yup or if you want to, try with another colonist because there is 10 surgeries set to those values (Curing Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise and Frostbite). Did you notice the same ratio of failure/success for them ?

I am testing all that actually too
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Ykara on July 26, 2016, 08:20:36 PM
Ohh nice, I really like the option to sedate your colonists, why haven't I thought of this? ^^
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 09:18:45 PM
Quote from: Ykara on July 26, 2016, 08:20:36 PM
Ohh nice, I really like the option to sedate your colonists, why haven't I thought of this? ^^
Hey nice having the compliment from you. As you may read above it is needing a bit of balancing. And I have yet to add research locking steps (but balanced to be available soon n game time, to be available sooner than EPOE mid range tech)

Also I read on EPOE thread that someone asking about Sternum. I've added Sternum treatment in DESurgeries. So you know ;-)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 26, 2016, 11:02:33 PM
I'm in the process of testing changes after the last event/discovery (chance of success was not balanced)




Found the perfect candidate for testing medical mods :p

(https://i.imgur.com/X4JjrUc.jpg)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Sarelth on July 27, 2016, 01:02:44 AM
You should make clones of him and then have your super doc get to work.

I have not had any failed attempts for sedation. Though I did somehow cut a guys ear while repairing his leg....

I am enjoying the mod lots.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 29, 2016, 11:05:29 AM
- NEW UPDATE -

  • Changed the value of <surgeonsurgerysuccess> and <roomSurgerySuccess> : The more the surgery difficulty increase, the more the Quality/Cleanliness of the hospital bed/room and the Medicine skill impact the chance of success
  • Add <successfullyRemovedHediffMessage> for each recipe where it was applicable (in game message up screen about successful treatment)
    (https://i.imgur.com/mGoMuGd.jpg)
  • Add mention about surgeries cost in each recipes <label>
    (https://i.imgur.com/5H0msTG.jpg)

==> Download  (https://github.com/kaptain-kavern/DESurgeries/releases/latest) Version 1.1.1 on Github (Click on DESurgeries.zip) <==


This release is dedicated to Robert Liston (https://en.wikipedia.org/wiki/Robert_Liston#Liston.27s_most_famous_cases) : The famous surgeon who performed the "only operation in history with a 300 percent mortality"
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: tideas on July 30, 2016, 10:48:11 AM
should this mod go before or after EPOE?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: BlackSmokeDMax on July 30, 2016, 10:49:29 AM
Quote from: tideas on July 30, 2016, 10:48:11 AM
should this mod go before or after EPOE?

I don't think it should matter. Think I've had it both ways with no issues. At least none I have noticed.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 30, 2016, 11:31:37 AM
Short answer : Like BlackSmokeDMax said it really doesn't matter. You can put them in any order.

Long/technical answer : EPOE  use a modified Human_Races.XML files to link possible surgeries to any humanoid in the game. Here I use the recipes value to link them directly to the humanoid type. They can't override values between each other.


On another hand, I'd appreciate feedbacks about the new surgeries difficulty  setting please.

Pay attention to the fact that the quality of the room, beds and surgeon's skills takes more importance for each steps of the 4 types of surgeries (easy ones should be doable in nearly condition, but you don't want to try a very hard ones in a bad lighted, dirty room with an unskilled surgeon/doctor)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Gfurst on July 30, 2016, 03:55:11 PM
Anyone knows if this is compatible with Skullywag extended surgery mod? https://ludeon.com/forums/index.php?topic=14177.0
Or if it does replace its functionality?
QuoteMoves frail and badback to spine and makes spines and other parts able to have surgery and be removed (pelvis eyes, ears, noes etc)and replaced.
One thing that should matter from above, is that cronic moves to the spine.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 30, 2016, 04:28:23 PM
Hi Gfurst,

From what i've seen in Skully's code you should be ok running both (in fact i had forgot this one during my compatibility tests ^^ )

The treatments in DESurgeries directly aim at the "effect" where ever it is located.

One thing that can came out weird may be cost difference between somewhat similar treatments


Does Skully's mod actually permit to harvest say a leg?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: dismar on July 30, 2016, 11:50:50 PM
after poking around this mod, i can't believe how easy it was to write simple recipes that remove the hediffs lol

GJ tho Kap.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 31, 2016, 02:39:50 AM
After updating I still have my doctors with 18 medicine skill fail to sedate a patient even though it's now completely clean and lit hospital beds on sterile tiles :(
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Sarelth on July 31, 2016, 05:41:46 AM
Does your Doctor have issues with illness or lose a hand or something that might lower manipulation?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 31, 2016, 08:29:32 AM
Quote from: Sarelth on July 31, 2016, 05:41:46 AM
Does your Doctor have issues with illness or lose a hand or something that might lower manipulation?

I think he had a finger loss so his manipulation was 90%. But that's just insane that you have to have hospital bed+clean room (sterile tiles)+lamps+20 medicine doctor+no scars/manipulation  100+% just to make an injection. Actually tried to repair his finger with another 18 medicine doctor who also failed and cut his hand off...

UPD
Damn, actually I think I have an idea of what's going on, let me test a bit...

UPDUPD
I thought that the actual "cleanliness" of entire room may be taken in consideration and not just the "cleanliness" of adjanced blocks wich would actually be less cause I kept my hospital unseparated. Now it is 0.31 "clean" (I guess this means it's overclean xD) but still my doctors suck on all the surgeries from this mod and can't even rapair fingers or sedate :(
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on July 31, 2016, 09:36:41 AM
Yes it's the cleanliness value of the entire room that matter. But from my tests and people other-than-you saying, everything seems to work as intended. It must came from something on your end.

Have you erased the folder completely prior to updates? Does the problem still while launching only this mod?

Also here is a post (https://ludeon.com/forums/index.php?topic=18965.msg240949#msg240949) with precise informations about success rate in surgeries
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Warforyou on July 31, 2016, 06:36:59 PM
Quote from: kaptain_kavern on July 31, 2016, 09:36:41 AM
Yes it's the cleanliness value of the entire room that matter. But from my tests and people other-than-you saying, everything seems to work as intended. It must came from something on your end.

Have you erased the folder completely prior to updates? Does the problem still while launching only this mod?

Also here is a post (https://ludeon.com/forums/index.php?topic=18965.msg240949#msg240949) with precise informations about success rate in surgeries

I don't see much replies on succes rate. Maybe you are getting it wrong. How do I calculate chances on easy/normal surgery? What do you think it should be in sterile lit hospital on hospital bed with 120% manipulation 19 medicine doctor with normal and glitterworld medicine?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 01, 2016, 11:56:14 AM
Hello!
Dear creator of this mod, could you please add Russian translation to your mod?

--upd--
The translation on Russian language is already available.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 12:09:10 PM
I have to search how to prepare the mod for other language but i will do. The only thing i can't do is speak Russian actually ;) We have to rely on somebody who does.  But if someone give me the translation i'll integer it in the mod
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 01, 2016, 12:37:15 PM
url: https://yadi.sk/d/iwHCSnogtpTy3

Автор перевода: Man232
Помощь в переводе: Desert Rain (https://vk.com/public125309740)

Спасибо!
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 01:03:41 PM
Thank you very much madam/sir !

It is added : and i give you credit : https://github.com/kaptain-kavern/DESurgeries/releases/latest
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 01, 2016, 01:57:34 PM
The main translator I, helped my Desert Rain

RU: Man232 and Desert Rain
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 02:06:08 PM
oh right. I'll correct that, and thank you both then !
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 01, 2016, 02:08:46 PM
THANK You for this mod!

How to check all variations of Your mod by the developer console?
Just now noticed that You have a new message
The text may not be accurate due to translation from Russian into English.

Unable to chat in facebook (There are a couple of questions)
https://www.facebook.com/profile.php?id=100010969668787
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 02:21:03 PM
i work on Github, so you can check all changes done files by files even.

Here is a link to the detailed section : https://github.com/kaptain-kavern/DESurgeries/commits/master.

If you learn how Github work you could even add the translated files yourself (it's called a pull request) and all i have to do is click on "accept" button ;-) But as long as i can have the files (here or github) i will add them with pleasure




The in game message i've add should be displayed in the language the game use. But for that we have to add a reference to this in the translated files
<successfullyRemovedHediffMessage>{0} has successfully treated {1}'s burn.</successfullyRemovedHediffMessage>
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 01, 2016, 02:23:52 PM
GitHub: added RU translation by Man232 and Desert Rain

Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 02:35:17 PM
Et voila.

done
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 01, 2016, 02:43:10 PM
Available Russian translation Dog Said of Desert Rain.


How can I contact You? For discussion mods
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Elysium on August 01, 2016, 02:44:06 PM
Hello, I really like this mod but I'm struggling to understand how to calculate success rates of surgery.  What is the formula for calculating the success rate? What does surgeonSurgerySuccessChanceExponent and roomSurgerySuccessChanceFactorExponent do? What factors in to roomSurgerySuccessChanceFactorExponent exactly? I know about cleanliness but what about the size of the room? The beauty of the room? What are the factoring values of the bed qualities? How does surgerySuccessChanceFactor fit in to everything?  Sorry for so many questions but I feel like these are pretty important things to know when deciding to put your colonists under the knife or not.  I typically don't enjoy leaving things up to RNG.  I realize there will almost always be a chance of failure in most scenarios, but it would be really nice if this was a lot more transparent.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Killaim on August 01, 2016, 08:22:37 PM
sooo..
my surgeon just failed 3 times on a pegleg install.

first he accidentally cut the guys kidney out.

then he stabbed him

then he died.

...i did laugh to much
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 08:32:04 PM
Hi Elysium,
First be sure that i'm struggling too to understand how all of this is computed. In fact i have to say that i am not sure of anything (i only do/know XML modding, and the exact calculation occur in "the C# part" - All i can do is point to this post (https://ludeon.com/forums/index.php?topic=18965.msg240949#msg240949)). And for balancing this mod i have more relied on heavy testing rather than my abilities to understand the C# part of the code.

Anyway here is the value i use in the mod (i incremented the value at each step)

  <!-- Define 4 different difficulties -->
<RecipeDef Name="SurgeryEasy" ParentName="SurgeryFlesh" Abstract="True">

          <!-- Easy recipe the skill of the colonist and quality/cleanliness of the room should not matters that much -->

  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>2000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>5</minLevel>
    </li>
  </skillRequirements>
  </RecipeDef>

<RecipeDef Name="SurgeryNormal" ParentName="SurgeryFlesh" Abstract="True">

          <!-- The skill of the colonist and quality/cleanliness of the room should matters a bit -->

  <surgeonSurgerySuccessChanceExponent>1</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>2</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.8</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>3000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>8</minLevel>
    </li>
  </skillRequirements>
</RecipeDef>

<RecipeDef Name="SurgeryHard" ParentName="SurgeryFlesh" Abstract="True">

          <!-- The skill of the colonist and quality/cleanliness of the room should matters -->

  <surgeonSurgerySuccessChanceExponent>2</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>3</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.6</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.1</deathOnFailedSurgeryChance>
  <workAmount>4500</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>10</minLevel>
    </li>
  </skillRequirements>
</RecipeDef>

<RecipeDef Name="SurgeryVeryHard" ParentName="SurgeryFlesh" Abstract="True">

          <!-- The skill of the colonist and quality/cleanliness of the room should matters a lot -->

  <surgeonSurgerySuccessChanceExponent>3</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>4</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.5</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.25</deathOnFailedSurgeryChance>
  <workAmount>6000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>15</minLevel>
    </li>
  </skillRequirements>
</RecipeDef>
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 01, 2016, 08:40:43 PM
Quote from: Man232 on August 01, 2016, 02:43:10 PM
Available Russian translation Dog Said of Desert Rain.


How can I contact You? For discussion mods

Hey friend, feel free to send me a PM here on the forum. But what will help me the most will be that you use the github for all of this. The issue/suggestion tracker (here (https://github.com/kaptain-kavern/DESurgeries/issues) for DESurgeries). But if you can't it's ok to contact me here, on the forum (in the threads or via PM)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 02, 2016, 02:08:18 AM
RU: https://yadi.sk/d/5T2xaxuItphUA (<-- All changes will be at this link.) (Man232 and Desert Rain)

version: 0.1 for version mods 1.1.1

-------------
About github have not yet figured out)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 02, 2016, 02:32:07 AM
I had it via Github directly. So you manage that too. You guys are real pro !
Thanks a lot

I hope it will inspire people from other countries, thanks to you
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 02, 2016, 03:39:43 AM
Like finish the translation. v0.2
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 02, 2016, 03:52:24 AM
added to the release via Github. Thank you
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 02, 2016, 04:40:47 AM
Quote from: kaptain_kavern on August 02, 2016, 03:52:24 AM
added to the release via Github. Thank you

By the way, Our translations can use as a base for their translations.
Change the words from Russian.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 02, 2016, 04:44:12 AM
Yes that what i hope. That's why i'm so happy you two have done it
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Jozay on August 02, 2016, 08:22:54 AM
Hey guys,
Thanks for your russian translation, it allowed me to translate the mod in french, very quickly  ;D
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Man232 on August 02, 2016, 01:01:24 PM
Quote from: Jozay on August 02, 2016, 08:22:54 AM
Hey guys,
Thanks for your russian translation, it allowed me to translate the mod in french, very quickly  ;D

But not for that :)
Soon another will be translated to mod. Will be able to take from there.

Чем больше переводов, тем больше людей играет в данные моды :)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: ruzackovich on August 05, 2016, 06:51:19 AM
usually i chopped every prisoners legs before they'll cause riots , why now there is no options to do that in the health bill menu ? i use epoe mod too
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 05, 2016, 10:03:20 AM
Because Tynan has removed the options to do that recently. What you can do is install a peg leg and remove it just after ;-)

I'm working on a parallel mod that will readd some options to get actual body parts from dead/corpses (that was not that hard to mod) but It need heavy balancing in order to not get too overpowered (that's actually quite harder) but I'm slowing getting there.

Anyway, hope the peg leg trick will suit you
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: sefin_88 on August 07, 2016, 09:48:15 AM
Quote from: kaptain_kavern on August 05, 2016, 10:03:20 AM
Because Tynan has removed the options to do that recently. What you can do is install a peg leg and remove it just after ;-)

I'm working on a parallel mod that will readd some options to get actual body parts from dead/corpses (that was not that hard to mod) but It need heavy balancing in order to not get too overpowered (that's actually quite harder) but I'm slowing getting there.

Anyway, hope the peg leg trick will suit you

I could recommend that you have to refrigerate extra body parts and if you were to remove it from a corpse then the corpse should be "fresh" and not rotten.

However having to refrigerate all parts would change the game a lot since right now organs and such do not have to be refrigerated.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Drusek on August 07, 2016, 11:55:07 AM
There is ExtendedSurgery from Skullywag - you can remove some body parts using that. One of them are pelvis and spine - removing on of those also keeps your prisoners in bed ;)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 07, 2016, 04:22:33 PM
Quote from: sefin_88 on August 07, 2016, 09:48:15 AM
I could recommend that you have to refrigerate extra body parts and if you were to remove it from a corpse then the corpse should be "fresh" and not rotten.
However having to refrigerate all parts would change the game a lot since right now organs and such do not have to be refrigerated.
That's exactly how I have it in mind :p   (Can see my notes and the WIP mod : here (https://github.com/kaptain-kavern/The-morgue-the-merrier/blob/dev/About/notes.md))


Quote from: Drusek on August 07, 2016, 11:55:07 AM
There is ExtendedSurgery from Skullywag - you can remove some body parts using that. One of them are pelvis and spine - removing on of those also keeps your prisoners in bed ;)
Can i ask you if you use DESurgeries AND ExtendedSurgery without bugs/errors/duplicates ? you know just searching for bugs BEFORE they bother y'all :p
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Drusek on August 07, 2016, 04:31:14 PM
Quote
Quote from: Drusek on August 07, 2016, 11:55:07 AM
There is ExtendedSurgery from Skullywag - you can remove some body parts using that. One of them are pelvis and spine - removing on of those also keeps your prisoners in bed ;)
Can i ask you if you use DESurgeries AND ExtendedSurgery without bugs/errors/duplicates ? you know just searching for bugs BEFORE they bother y'all :p
Yes I was using both and didn't notice any problems/weird stuff/etc.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 07, 2016, 04:38:07 PM
Thanks for the quick reply. I had test those two together before but IR's always good to know. I try to make my mods don't overlap with another
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Elysium on August 07, 2016, 07:52:22 PM
Quote from: Drusek on August 07, 2016, 04:31:14 PM
Quote
Quote from: Drusek on August 07, 2016, 11:55:07 AM
There is ExtendedSurgery from Skullywag - you can remove some body parts using that. One of them are pelvis and spine - removing on of those also keeps your prisoners in bed ;)
Can i ask you if you use DESurgeries AND ExtendedSurgery without bugs/errors/duplicates ? you know just searching for bugs BEFORE they bother y'all :p
Yes I was using both and didn't notice any problems/weird stuff/etc.

Last time I used DESurgeries and ExtendedSurgery I noticed I could no longer remove spines, I immagine if the load order was reversed you couldn't cure or repair backs either.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 07, 2016, 08:34:42 PM
That's what i was supposing when i asked earlier ...

Is overlaping surgeries are limited to spine only ?

I'm wondering how i could handle that... What are the specific avantage of ExtendSurgery over DES? Only the harvestable organs ?(did i miss something else?)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Deagroth on August 07, 2016, 10:59:55 PM
Well, Extended Surgery's harvestable organs can be sold or later 'installed' into someone should they lose one.  Can this mod fix organs that have been completely removed? 

For example with Extended Surgery you can harvest the eyes of a prisoner you don't care about and install them into one of your colonists if it was destroyed in a fight which is extremely useful if you don't have synthetic or biomic replacements.  The same for the rest of the organs it has.  So it isn't just a fix for bad/pre-existing health conditions, it can help you recup from combat injuries.

Looking at both mods, yours seems more about -curing- the problems via surgery and ES with fixing the problems via replacing the affected or missing organs.

On a side note, for the mandible/jaw, finger, ear, and nose, does this mod let you completely repair/replace them if they get shot off/destroyed?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Igan on August 08, 2016, 01:11:02 PM
Quote from: Deagroth on August 07, 2016, 10:59:55 PM
Well, Extended Surgery's harvestable organs can be sold or later 'installed' into someone should they lose one.  Can this mod fix organs that have been completely removed? 

For example with Extended Surgery you can harvest the eyes of a prisoner you don't care about and install them into one of your colonists if it was destroyed in a fight which is extremely useful if you don't have synthetic or biomic replacements.  The same for the rest of the organs it has.  So it isn't just a fix for bad/pre-existing health conditions, it can help you recup from combat injuries.

Looking at both mods, yours seems more about -curing- the problems via surgery and ES with fixing the problems via replacing the affected or missing organs.

On a side note, for the mandible/jaw, finger, ear, and nose, does this mod let you completely repair/replace them if they get shot off/destroyed?

For fingers, toes, even a missing ear or nose; you can reconstruct them with the tier 2 medicine and a good doctor.

With DESurgeries and EPOE you can extract every part from your prisoners (except limbs and torso) and patch them for your colonists.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 08, 2016, 02:32:54 PM
Thx for the insights, folks.
Quote from: Igan on August 08, 2016, 01:11:02 PM
With DESurgeries and EPOE you can extract every part from your prisoners (except limbs and torso) and patch them for your colonists.
That is what I was aiming for with the last update. I haven't take Extend Surgery in the thinking at that moment.

For the limbs : Before A14 (or maybe A13???) they were harvestable in Vanilla. Tynan had removed them because it seemed overpowered (I tend to agree). So re add them as they were isn't something I'm willing to do.

The future mod i'm working on will reintroduce limb harvesting but for a real mitigating cost/drawback :p
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: ruzackovich on August 08, 2016, 04:21:26 PM
Quote from: Drusek on August 07, 2016, 11:55:07 AM
There is ExtendedSurgery from Skullywag - you can remove some body parts using that. One of them are pelvis and spine - removing on of those also keeps your prisoners in bed ;)
yup, i agree with that , that's a higher risk things to do. mostly i kill them ,but i need them alive, so chopping is the simplest things, ha ha :D (sounds extremely )
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Serenity on August 09, 2016, 12:16:39 AM
What's the benefit of the "cure cut" surgery? Just a time saver so it doesn't have to deal and no risk of scarring? I guess the HP of the body part will still be the same.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Tai on August 09, 2016, 02:49:32 AM
I'm not sure if this is a bug or a mod incompatibility or just how you have stuff tuned, but whenever I try to do any of the repair surgeries, in a well-lit hospital with plenty of medicine available, firstly my doctors seem to prefer Glitterworld medicine, then the worst medicine they can find. Then, if they -didn't- find Glitterworld medicine, it seems like they're pretty much guaranteed to fail the surgery - my doctors are Medicine 16 and 17, with 101% and 117% surgery success chance respectively, and they both failed to repair a colonist's pinky in quick succession in a well-lit hospital.

I'm guessing part of the problem might be the medicine search - when I debugged in some Glitterworld medicine, they used that fine and the surgery worked. But I've got good medicines nearby, and they're actively going further to take the bad stuff - and then using the good stuff to treat their mistakes.

I'm running a fairly hefty modlist, but far as I can tell the only things that might have incompatibilities are EPOE, ADogSaid, Combat Realism, and -maybe- Vegetable Garden given the extra medicines it adds?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 10, 2016, 09:55:45 AM
Hey thanks for the precise bug report.  8)

So precise that I already have an idea about what is going wrong. I will do some more test with the new Veg Garden and check my code. I may have specified to only search for vanilla Meds in the code.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 10, 2016, 10:49:27 AM
Yeah i see where things go wrong here.

In order to force the use of expensive/better medicine, I have set in the code that the hardest ones are forbid to use Herbal and normal medicine (in Vanilla that means only Glittertech one's or a "missing material message") but now if you put modded ones in the equation then my code is wrong and this should produce the kind of behaviour Tai was talking about. And as some of those surgeries are super hard to achieve, the less potent modded medicine having very low bonus, this ensure a failing.

Now I maybe can let pawn use any medicines at all for all surgeries but how can i be sure that people understand they will have to use the best possible medicine for hardest surgeries?

a.k.a : i'm on to something but still thinking how to settle this, but wanted to let you know about it
Again thanks for the precision of the bug report, Tai  ;D
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: ruzackovich on August 10, 2016, 12:32:29 PM
I'm running a fairly hefty modlist, but far as I can tell the only things that might have incompatibilities are EPOE, ADogSaid, Combat Realism, and -maybe- Vegetable Garden given the extra medicines it adds?
[/quote]
is it combat realism for a13, and stopped ? is it any combat realism  for a14 too..? if any can you share the link, please .. :P
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 10, 2016, 12:43:54 PM
Check there, friend : https://github.com/skyarkhangel/CombatRealism/releases

I understand it can be hard to follow : ^^
(https://i.imgur.com/WqgzF0G.jpg)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Fisty on August 16, 2016, 02:58:41 AM
Any way to add Sleeping Sickness curing to this?  My husband tried but it didn't work..
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 16, 2016, 06:19:06 AM
Hi Fisty,

I take note of it and will put that in the next update thx.


If you can convince your husband to try again ==> My advice : take the code for treating say, asthma (in DESurgeries/Defs/RecipeDefs/Recipes_Surgery.xml), copy/past it below and adapt it for treating Sleeping Sickness (all infection definitions/code are located in Core/Defs/HediffDefs/Hediffs_Local_Infections.xml). That's how I will do ;)

That's if you need it quick :p
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Fisty on August 16, 2016, 07:06:27 AM
he said he copied dimentia and it didn't work
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 16, 2016, 07:41:44 AM
I'm not at home ATM but I can try to provide example with dementia.
"Cure Dementia bit of code"
<RecipeDef ParentName="SurgeryVeryHard">
  <defName>CureChronicDementia</defName>
  <label>cure dementia (3 Glit. Med)</label>
  <description>Cure dementia.</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s dementia.</successfullyRemovedHediffMessage>
  <jobString>Curing dementia.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
      <li>Medicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>Dementia</removesHediff>
</RecipeDef>


Should become
<RecipeDef ParentName="SurgeryVeryHard">
  <defName>CureSleepingSickness</defName>
  <label>cure Sleeping Sickness (3 Glit. Med)</label>
  <description>Cure  Sleeping Sickness.</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s  Sleeping Sickness.</successfullyRemovedHediffMessage>
  <jobString>Curing  Sleeping Sickness.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
      <li>Medicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>SleepingSickness</removesHediff>
</RecipeDef>

The most important being to label the <removesHediff> tag with the exact name (copy/paste) of the <label> tag in Core/Defs/HediffDefs/Hediffs_Local_Infections.xml

Maybe that can help : https://github.com/kaptain-kavern/DESurgeries/commit/03650a813c59796389b133881ce2ab6e874e914e

Like I said I can test it now, but when i'll get home I will start by just copy/paste from here ;)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Darcclan on August 16, 2016, 08:54:12 AM
Herro Kapt

This is the code I added to your surgeries xml right underneath dementia. Even with this her pawns still weren't showing the surgery for the sleeping sickness at the time, only the removal of scars they had. (showing both the dementia first and mine for reference)


             <!-- Very Hard Surgery -->
    <!-- Chronic: Dementia -->
<RecipeDef ParentName="SurgeryVeryHard">
  <defName>CureChronicDementia</defName>
  <label>cure dementia (3 Glit. Med)</label>
  <description>Cure dementia.</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s dementia.</successfullyRemovedHediffMessage>
  <jobString>Curing dementia.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
      <li>Medicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>Dementia</removesHediff>
</RecipeDef>

   <!-- Cure Sleeping Sickness -->
<RecipeDef ParentName="SurgeryVeryHard">
  <defName>CureSleepingSickness</defName>
  <label>cure sleeping sickness (3 Glit. Med)</label>
  <description>Cure sleeping sickness.</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s sleeping sickness.</successfullyRemovedHediffMessage>
  <jobString>Curing sleeping sickness.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
      <li>Medicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>SleepingSickness</removesHediff>
</RecipeDef>
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 16, 2016, 09:19:56 AM
Oh I think I've got it. Have you tried to see if it shows after creating a new world ?

Because to me you have write it good ...
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Fisty on August 16, 2016, 09:54:24 AM
Nope, haven't tried a new world yet.. will have to wait until later, we haven't slept yet.  =)
Thanks for the help!
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Fisty on August 16, 2016, 05:16:00 PM
Tried with a new world..  failing to actually test it though 'cause I can give a pawn the sleeping sickness but it's just showing up as hidden in the health tab.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 16, 2016, 05:35:06 PM
You can use "dev mode" (or dev tool i'm not sure how it is write) and the option to "Add Hediff" and then "HediffWithComp"
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Fisty on August 16, 2016, 05:51:06 PM
Yeah that's what I did..  I'll let a few days pass in game and see if the immunity % moves at all.
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Vakturion on August 20, 2016, 05:24:31 AM
Might be a little silly, but how long dose the anaesthesia last for when sedating a patient?

And can I forcefully wake the person up?

Thanks!

He just woke up. Sorry, thought I might have "killed" him for a second :P
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Ledaren on August 30, 2016, 05:37:54 AM
Loaded this mod successfully in A15
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: deathstar on August 30, 2016, 11:04:26 AM
Is there a chance for a Steam-Workshop release with an updated a15 version?
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 30, 2016, 07:13:16 PM
Like Ledaren  said the mod doesn't  anything for A15 except change the version tag in the about.xml file.  I am updating all my mods right now. I will post updates as soon as finished this evening
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 30, 2016, 08:31:53 PM
(http://www.artclip3d.com/images/tuto/Updated.gif)
Title: Re: [A14]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Galvenox on August 31, 2016, 07:06:02 AM
Quote from: deathstar on August 30, 2016, 11:04:26 AM
Is there a chance for a Steam-Workshop release with an updated a15 version?
or at all?
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on August 31, 2016, 05:47:11 PM
Quote from: Galvenox on August 31, 2016, 07:06:02 AM
Quote from: deathstar on August 30, 2016, 11:04:26 AM
Is there a chance for a Steam-Workshop release with an updated a15 version?
or at all?


Hi,
Like I stated earlier I will not use the Steam Workshop at all for releasing my mods. Long story short (https://ludeon.com/forums/index.php?topic=14240) : I find it poorly done regarding mod-updates-managing (https://ludeon.com/forums/index.php?topic=22025), this leading to (https://www.reddit.com/r/RimWorld/comments/50cdmo/a15_and_mod_compatibility/) broken (https://www.reddit.com/r/RimWorld/comments/50ixk3/caught_off_guard_by_the_new_update_can_i_restore/) savegames (https://ludeon.com/forums/index.php?topic=22322). That's why I don't want to promote or endorse the use of it at all.

That being said with have a great community around this game, so if a serious and reliable person is willing to upload them on the Steam Workshop I have no ?ego? problems with that as long as :
   

  • it is plainly written and clearly understandable that "the mod author will never look at steam comments or threads - so please use Github or Ludeon's forum thread for suggestions/issues" (or something similar)
  • it is also clear in your head that I can't help you directly with Steam WS features as I haven't Rimworld on Steam

Best Regards  8)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: deathstar on September 03, 2016, 12:10:05 PM
Quote from: kaptain_kavern on August 31, 2016, 05:47:11 PM
Quote from: Galvenox on August 31, 2016, 07:06:02 AM
Quote from: deathstar on August 30, 2016, 11:04:26 AM
Is there a chance for a Steam-Workshop release with an updated a15 version?
or at all?


Hi,
Like I stated earlier I will not use the Steam Workshop at all for releasing my mods. Long story short (https://ludeon.com/forums/index.php?topic=14240) : I find it poorly done regarding mod-updates-managing (https://ludeon.com/forums/index.php?topic=22025), this leading to (https://www.reddit.com/r/RimWorld/comments/50cdmo/a15_and_mod_compatibility/) broken (https://www.reddit.com/r/RimWorld/comments/50ixk3/caught_off_guard_by_the_new_update_can_i_restore/) savegames (https://ludeon.com/forums/index.php?topic=22322). That's why I don't want to promote or endorse the use of it at all.

That being said with have a great community around this game, so if a serious and reliable person is willing to upload them on the Steam Workshop I have no ?ego? problems with that as long as :
   

  • it is plainly written and clearly understandable that "the mod author will never look at steam comments or threads - so please use Github or Ludeon's forum thread for suggestions/issues" (or something similar)
  • it is also clear in your head that I can't help you directly with Steam WS features as I haven't Rimworld on Steam

Best Regards  8)

Thank you for replying! I've taken the liberty to upload the mod myself. Please check the Workshop-page here (http://steamcommunity.com/sharedfiles/filedetails/?id=757299156) and tell me if the description and the added disclaimers are satisfactory. I took some screenshots myself to function as the mod's thumbnail, if you'd like other promotional material here I will replace them as soon as possible.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on September 03, 2016, 12:33:50 PM
Perfect !  ;)

Thank you for doing this (it was the most requested for Steam release of my mods actually). I will add the link on the OP too.

About that, am I understanding right : for each new alphas you would have to create another "item" on the workshop? (in order to avoid the auto-update to mess with the save?) (If yes I will use a steam logo as a link  :P )

Anyway thanks again,
and knowing me, I will probably sometimes look at comments out there too. But for each new mods I released that make another channel of communication to survey and I will end up with less time to code/mod  ::) (I have several (https://ludeon.com/forums/index.php?topic=25433.0) other (https://ludeon.com/forums/index.php?topic=25040.0) projects (https://ludeon.com/forums/index.php?topic=25325.0) on-going btw)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: deathstar on September 03, 2016, 12:46:53 PM
Absolutely no problem. And yeah, the way I see it is the whole workshop problem is caused by the automatic updates. So one way of solving the issue is for users to unsubscribe from a mod and reinstall it when it updates, but Steam doesn't offer much information as to when which file was updated. This also means there is no rollback-function.
This is why I think the best solution is to upload every version of the mod as its own item. This way, no existing game is being messed with and there is always the older version in case you want to continue with an old savegame. Workarounds, for sure, but hopefully the best experience for users.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on September 03, 2016, 03:24:27 PM
Ok thanks. It looks like it is how others have suggested too.
Anyway I'll leave it into your hands :P




Original post Updated BTW
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Serenity on September 07, 2016, 04:51:39 PM
Is the point of the surgeries to do them when the body part is completely destroyed? For example I had just a pawn take a charge lance to spine, but after a normal treatment he could somehow walk again after an hour (those meds are some strong stuff). So why operate on him?

It would be nice to combine this with a general overhaul to make injuries last noticeably longer.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: hypnoshadow on September 09, 2016, 02:33:46 PM
hey i might have a bug?
im running alpha version 15.1282
ive tested this with only your mod if i cure anything on a colonist it permanently beds them even after the anesthetic runs out they cant get up,the only way i found around that is to injure them a little and have the doctor heal that,after that they get up.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: face on September 25, 2016, 03:20:50 PM
I'm having the same bug that hypnoshadow is experiencing. I'm also running 15.1282
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on September 25, 2016, 09:44:02 PM
We all have this one buddy.
It's a vanilla bug, that will happen even without mods. The only known solution is to injure the patient (lol) more. Like a punch

I find it was a vanilla bug after reading and comparing my code and Vanilla (it's a very basic mod with only three XML files) in vain ;-p
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Porter on December 21, 2016, 11:53:14 AM
I prefer this mod to ones that add new body parts ... will you be updating for a16?
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Knedl on December 23, 2016, 06:27:23 AM
Not sure if this has been addressed/said before in this thread but treating the femur is missing. At least I was never able to find it amongst options in the operation tab. Am I right or am I missing on something like research first?

Thanks on the great mod btw, it's one of those "must have" for me so keep up the good work!
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: deathstar on December 23, 2016, 10:39:58 AM
Kavern, pal, we need ya!
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Saeko on December 23, 2016, 11:32:51 AM
Oh captain my captain!

Can you upgrade this mod for the a16. Thank you!
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: mazacik on December 23, 2016, 06:52:53 PM
I updated the mod to A16, here (https://www.dropbox.com/s/eqzd5yjwp7hwoc2/A16%20DE%20Surgeries.rar?dl=0) you go. Note that this is an unofficial update, problems might occur; If they do, that sucks, wait for the official update.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: indeed on December 26, 2016, 12:25:02 PM
Here is my update to A16
originally posted here: http://steamcommunity.com/sharedfiles/filedetails/?id=757299156


[attachment deleted by admin due to age]
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Saeko on December 27, 2016, 09:10:47 PM
Thank you sooooooooooooooooooooooooooo much guys!
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Rah on December 28, 2016, 12:01:31 AM
 EPOE Hardcore Version 1.1  (https://ludeon.com/forums/index.php?topic=28731.msg289484#msg289484) for A16 if you want a pretty complete and vanilla like surgery mod like DE surgeries. You can fix pretty much anything with simple parts or advanced bionic parts, which are expensive. Old scars can be fixed with glitterworld medicine.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: TheJokerMan on December 28, 2016, 04:28:59 PM
In terms of the unofficial updates, do we just copy over to the old file or use the new one and trash the old completely?
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: faltonico on December 28, 2016, 10:49:23 PM
Quote from: TheJokerMan on December 28, 2016, 04:28:59 PM
In terms of the unofficial updates, do we just copy over to the old file or use the new one and trash the old completely?
Trash it completely.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: asquirrel on January 09, 2017, 01:26:25 PM
Thanks for the updates to A16, even if they are not official updates!! :)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Madman666 on January 12, 2017, 06:57:43 PM
This is an excellent mod, but I think it should be a little bit harder. In particular - curing wounds should require medicine (no herbals). And healing scars is really powerful for an easy operation with just two herbal medicine. It should require at least a glitter medkit and be a medium or hard difficulty. Especially since medicine received a huge nerf in A16.

Thats my thoughts though. Anyway - big thanks for the author and for the people who updated it) You lot are awesome)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grifo on January 15, 2017, 07:24:32 PM
Quote from: Knedl on December 23, 2016, 06:27:23 AM
Not sure if this has been addressed/said before in this thread but treating the femur is missing. At least I was never able to find it amongst options in the operation tab. Am I right or am I missing on something like research first?

Thanks on the great mod btw, it's one of those "must have" for me so keep up the good work!

I tweaking files from this mod for myself and planing to add all major bones to be repairable. I can post edited version somewhere or mail it to you when im done.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grifo on January 15, 2017, 07:30:39 PM
Quote from: Madman666 on January 12, 2017, 06:57:43 PM
This is an excellent mod, but I think it should be a little bit harder. In particular - curing wounds should require medicine (no herbals). And healing scars is really powerful for an easy operation with just two herbal medicine. It should require at least a glitter medkit and be a medium or hard difficulty. Especially since medicine received a huge nerf in A16.

Thats my thoughts though. Anyway - big thanks for the author and for the people who updated it) You lot are awesome)

I tweaking files from this mod for myself and planing to increase difficulty in every possible way and remove abilities to cure some diceases and parasites. Who cures flu with surgery anyway? I can post edited version somewhere or mail it to you when im done.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Madman666 on January 16, 2017, 10:21:50 AM
Quote from: grifo on January 15, 2017, 07:30:39 PM
I tweaking files from this mod for myself and planing to increase difficulty in every possible way and remove abilities to cure some diceases and parasites. Who cures flu with surgery anyway? I can post edited version somewhere or mail it to you when im done.

Cool, the mod itself is real nice, especially that sedate option. But curing unhealed wounds completely with a surgery is way OP. Since A16 all meds but glitter one are crap, so a rebalance is badly needed. I'll appreciate it very much if you let me try your own balanced version, when its ready.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grifo on January 16, 2017, 10:34:25 AM
Quote from: Madman666 on January 16, 2017, 10:21:50 AM
Quote from: grifo on January 15, 2017, 07:30:39 PM
I tweaking files from this mod for myself and planing to increase difficulty in every possible way and remove abilities to cure some diceases and parasites. Who cures flu with surgery anyway? I can post edited version somewhere or mail it to you when im done.

Cool, the mod itself is real nice, especially that sedate option. But curing unhealed wounds completely with a surgery is way OP. Since A16 all meds but glitter one are crap, so a rebalance is badly needed. I'll appreciate it very much if you let me try your own balanced version, when its ready.

Actually curing wounds with surgery makse sense, since if you apply some stitches to your cut it would regenerate way better and faster than if you just pour it with with some medieval herbal potion, and medieval way requires no skill at all.  But Im looking for a way to trow more sense and difficulty in to the surgery. Unfortunately Im an average gamer who just like to download mods and post "Thank you!" comments, never made a mod on my own and currently have no skill to extract core data and dont understand some strings in xml files, so I cant promise anything but Im really engaged to do deal with this challenge!  ;)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Stage on January 16, 2017, 11:09:25 AM
Maybe it's possible remove (or lower) the pain of scars etc instead of removing them.

What I am missing is the option to heal shattered bones. I would suggest an option to "borrow" bones from prisoners and use them, or craft artificial bones (with stone and plasteel) and insert them.

In general I don't think this mod is OP, especially now that medicine has been tweaked. Succesful surgeries are now more difficult in the early stages of the game
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grifo on January 16, 2017, 12:59:58 PM
Quote from: Stage on January 16, 2017, 11:09:25 AM
What I am missing is the option to heal shattered bones.

Thats why im started to dig in to medical mods in the first place. I was in hope to do a better job of adding different post-surgery traumas for every surgery using parts of RMS mod , but it looks like some strings were changed in A16 (say hello to developer) bcz log trowing out a lot of errors, this may explain why RMS is yet not up to date or may be my skill is too low. So ill stick to just adding more bones.   
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Madman666 on January 16, 2017, 04:02:00 PM
Yeah sewing wounds does help heal them faster, but thats already in game. If you hover over treated wounds - it'll say that it bandaged, sutured and etc. No matter how good you can sew someones face back on - he won't be doing backflips seconds later after anesthetics wear off... So I still think instant wound healing must go. Also my experience with mods mostly consists of looking through the codes and making by example with my own changes, but I probably can help to figure out some parts, if there is something you don't get - I can try to help.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Devdisigdu on January 18, 2017, 06:20:44 PM
For those using both DE Surgeries and EPOE, I uploaded an addon mod to the workshop that adds surgery to repair broken arm/leg bones, and alters the rib fix recipe to work with EPOE's altered rib defs.

Posting it here, since a workshop user said some may be interested.

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=836916859
Github download: https://github.com/Devdisigdu/EPOE-DEBoneFix/releases/latest
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grimsurgent on January 18, 2017, 11:23:12 PM
Is this compatible with the combat realism patch of EPOE? I think it changes some of the body part defs but I don't know if your mod touches on those.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Devdisigdu on January 19, 2017, 04:41:32 AM
I don't alter body part defs at all, just referencing them for the surgeries.
So long as Ribs 1 - 12 exist, as do the Tibia, Femur, Radius and Humerus there should be no problems and the recipes should work.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: sirgzu on January 19, 2017, 10:05:41 AM
i tried updating the Hediffs

    <comps>
      <li>
        <compClass>HediffComp_Disappears</compClass>
        <disappearsAfterTicks>
          <min>140000</min>
          <max>140000</max>
        </disappearsAfterTicks>
      </li>
    </comps>

to
    <comps>
      <li class="HediffCompProperties_Disappears">
        <disappearsAfterTicks>
          <min>140000</min>
          <max>140000</max>
        </disappearsAfterTicks>
      </li>
    </comps>

but I still get an error message.

edit see also https://ludeon.com/forums/index.php?topic=29181.0 (similar issue)

edit looks like someone already cracked that nut https://github.com/IndeedPlusPlus/DESurgeries/commit/1ab04c33d069984e470813c658cdbe6cc9b7f819
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grifo on January 21, 2017, 03:09:00 PM
Quote from: Madman666 on January 16, 2017, 10:21:50 AM
Quote from: grifo on January 15, 2017, 07:30:39 PM
I tweaking files from this mod for myself and planing to increase difficulty in every possible way and remove abilities to cure some diceases and parasites. Who cures flu with surgery anyway? I can post edited version somewhere or mail it to you when im done.

Cool, the mod itself is real nice, especially that sedate option. But curing unhealed wounds completely with a surgery is way OP. Since A16 all meds but glitter one are crap, so a rebalance is badly needed. I'll appreciate it very much if you let me try your own balanced version, when its ready.

Check it out!
https://ludeon.com/forums/index.php?topic=29816.0
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Madman666 on January 21, 2017, 03:45:54 PM
Quote from: grifo on January 21, 2017, 03:09:00 PM
Check it out!
https://ludeon.com/forums/index.php?topic=29816.0

Cool, grabbin it) By the way is it compatible with EPOE? Original is if I am not mistaken.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: grifo on January 23, 2017, 08:40:07 AM
Quote from: Madman666 on January 21, 2017, 03:45:54 PM
Quote from: grifo on January 21, 2017, 03:09:00 PM
Check it out!
https://ludeon.com/forums/index.php?topic=29816.0

Cool, grabbin it) By the way is it compatible with EPOE? Original is if I am not mistaken.

To be honest, Im not 100% sure about it :)
As I understand it, it should be, if original is. They adress different areas of gameplay. Make a test savegame and load it with both mods If game doesnt produce weird errors on loadup should be good to go in my opinion.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Madman666 on January 23, 2017, 09:55:43 AM
Well, seems to work, no weird crap on start up, logs are clear for blastoff. This'll be a long run.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Coolcolon on January 27, 2017, 09:02:48 AM
This mod and Vein miner are keeping me in A15 :( Mostly Vein Miner though.
Anyone know when there will be an official update of this mod?
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: FreyaMaluk on January 27, 2017, 09:25:04 AM
Quote from: Coolcolon on January 27, 2017, 09:02:48 AM
This mod and Vein miner are keeping me in A15 :( Mostly Vein Miner though.
Anyone know when there will be an official update of this mod?

here:
http://steamcommunity.com/sharedfiles/filedetails/?id=824865457&searchtext=desurgeries
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Der Failer on January 27, 2017, 09:42:05 AM
Quote from: Coolcolon on January 27, 2017, 09:02:48 AM
This mod and Vein miner are keeping me in A15 :( Mostly Vein Miner though.
Anyone know when there will be an official update of this mod?

Also: Mine it All (https://ludeon.com/forums/index.php?topic=28330.0)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: AlphaMason on January 27, 2017, 12:39:45 PM
Will this version of DeSurgeries get updated to alpha 16?
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: Coolcolon on January 30, 2017, 06:07:06 PM
Quote from: FreyaMaluk on January 27, 2017, 09:25:04 AM
Quote from: Coolcolon on January 27, 2017, 09:02:48 AM
This mod and Vein miner are keeping me in A15 :( Mostly Vein Miner though.
Anyone know when there will be an official update of this mod?

here:
http://steamcommunity.com/sharedfiles/filedetails/?id=824865457&searchtext=desurgeries

Whenever I try steam versions of mods, they disappear when I am offline. Thats why I am waiting for the A16 version here.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: FreyaMaluk on January 30, 2017, 06:17:46 PM
Quote from: Coolcolon on January 30, 2017, 06:07:06 PM
Quote from: FreyaMaluk on January 27, 2017, 09:25:04 AM
Quote from: Coolcolon on January 27, 2017, 09:02:48 AM
This mod and Vein miner are keeping me in A15 :( Mostly Vein Miner though.
Anyone know when there will be an official update of this mod?
that's weird... but you can subscribe on steam, then copy the mod and place it in the Rimworld Mods folder.... done!
I don't see the point of you waiting for an update here, when there is a way around the problem right now.

here:
http://steamcommunity.com/sharedfiles/filedetails/?id=824865457&searchtext=desurgeries

Whenever I try steam versions of mods, they disappear when I am offline. Thats why I am waiting for the A16 version here.
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: kaptain_kavern on May 22, 2017, 07:17:13 PM
Hi folks, I was gone for a while and was wondering if someone is interested in seeing this mod update to A17?

I saw that it was forked/cloned on github so maybe someone keep it updated and I am not aware.
Title: Re: DESurgeries (poll: Do you want/need an A17 version?) - 23/05/17
Post by: Fregrant on May 23, 2017, 08:43:42 AM
I think this is one of noticeable mods...
Like EPOE, Rafs, ADog, but focused on easy scar fixing and so on.
And, just now I noticed my colonists/prisoners getting quite a shattered ribs so would be good to repair it too (like present clavices etc).
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: kaptain_kavern on May 23, 2017, 11:02:27 AM
(http://www.artclip3d.com/images/tuto/Updated.gif)
Here we go.
A17 version is on Github (https://github.com/kaptain-kavern/DESurgeries/tree/0.17.0)

Sorry i'm in a rush ^^

Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: Cabdono on May 23, 2017, 12:46:15 PM
Best medical mod, thank you for updating it =)
Title: Re: [A15]DESurgeries (treat them before you start to amputate!) - 24/07/16
Post by: deathstar on May 23, 2017, 12:58:26 PM
Quote from: kaptain_kavern on May 22, 2017, 07:17:13 PM
Hi folks, I was gone for a while and was wondering if someone is interested in seeing this mod update to A17?

I saw that it was forked/cloned on github so maybe someone keep it updated and I am not aware.

Dude. Interested? Hell yeah! Glad you're back!
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: kaptain_kavern on May 23, 2017, 02:02:13 PM
Thank you all for the warm welcome  :'(

Speaking of medical mods, I just returned but I can tell you that :

- the new EPOE (for A17) is already great (and Ykara is still adding little improvements  ;D)
- And ADogSaid for A17 is ready to go, waiting for the "real" A17 (read stable) to pop out


On another hand, the new modding possibilities A17 brought already make me dream about total interoperability between mods.
If I understand things well, it will become way more easy to make DESurgeries or EPOE being able to operate on all humanoids (including modded races) OR ADS to automatically recognize modded animals as animals and enabling adding parts on them all.
More on this later .... I hope i'm not crazy  ;)



So back to DESurgeries :
it's already updated to A17 on Github (https://github.com/kaptain-kavern/DESurgeries/releases/latest),
for A16 there is the version by IndeedPlusPlus (Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=824865457) - Github directlink (https://github.com/IndeedPlusPlus/DESurgeries/archive/master.zip)).




Hey deathstar buddy, are you still OK for managing the A17 SteamWS item, please?
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: Pink Photon on May 23, 2017, 08:02:54 PM
Just downloaded and installed it, but it's not working properly. On the operations tab I have the option to cure scars for two medicine, but there are no new research options, and the new benches aren't buildable via god mode. I've disabled all other mods, double-checked that Rimworld was updated, and started a new game, but the results are the same.
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: Cabdono on May 23, 2017, 08:13:56 PM
Quote from: Pink Photon on May 23, 2017, 08:02:54 PM
Just downloaded and installed it, but it's not working properly. On the operations tab I have the option to cure scars for two medicine, but there are no new research options, and the new benches aren't buildable via god mode. I've disabled all other mods, double-checked that Rimworld was updated, and started a new game, but the results are the same.

You might've gotten your mods mixed, this isn't EPOE, it only adds cure/repair surgeries, no new benches or items
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: Pink Photon on May 23, 2017, 08:36:09 PM
Right. I knew I didn't use EPOE, but I got this confused with RBSE.
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: Johnlkmk17 on May 29, 2017, 01:53:11 AM
Umm..are we gonna get a steam version of the mod for a17? looks like an awesome mod by the way
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: onerous1 on June 06, 2017, 08:44:53 AM
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: kaptain_kavern on June 06, 2017, 10:09:49 AM
In fact mine is more precise (so more quick) even than the one displayed at the beginning of the tutorial (I don't use "//" or "*"). Because I specify the all node (from the root node itself, here it's /IncidentDefs/ so my patch is only searching for one precise nodepath.

It's something we have discussed a lot on the modders Discord. If you scroll a bit under in the thread you link you can see more information.



EDIT:


It "clicked" in my head a while after. Maybe you have a slightly outdated version. (Here the last commit (https://github.com/kaptain-kavern/DESurgeries/commit/b7dcdc9cce497f3d5b91ea7e32208451e0b2e784) where I changed the xpath). Could you please redownload it (same link)?




Thank you very much for reporting.

On a side note : the impact on performance would be minimal in this precise case because there is only one little "query" but the all logic is valid.

We have to be vigilant because those kind of error tends to add-up and it's where the performance can be impacted.
So i'm glad you report it  :)
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: onerous1 on June 06, 2017, 10:38:31 AM
You were right. I had an older version. Hard to keep track sometimes. Thanks for the update.
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: FoxXeL on June 27, 2017, 01:49:57 PM
Hi, I want to play with EPOE and Harvest Everything!. Is this mod incompatible with any of those?

By the way, great job!
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: BlackSmokeDMax on June 27, 2017, 02:05:16 PM
Quote from: FoxXeL on June 27, 2017, 01:49:57 PM
Hi, I want to play with EPOE and Harvest Everything!. Is this mod incompatible with any of those?

By the way, great job!

It's definitely compatible with EPOE. Don't know about the Harvest mod, but if that is just about harvesting plants, my guess is you won't have any problems.
Title: Re: [A16-A17]DESurgeries - 23/05/17
Post by: FoxXeL on June 27, 2017, 03:20:58 PM
Quote from: BlackSmokeDMax on June 27, 2017, 02:05:16 PM
Quote from: FoxXeL on June 27, 2017, 01:49:57 PM
Hi, I want to play with EPOE and Harvest Everything!. Is this mod incompatible with any of those?

By the way, great job!


It's definitely compatible with EPOE. Don't know about the Harvest mod, but if that is just about harvesting plants, my guess is you won't have any problems.

Harvest Everything! is a mod made for EPOE to be able to harvest other organs such as legs, arms, hands, nose, ears, eyes etc. That's why I am asking.

https://ludeon.com/forums/index.php?topic=32996.0

Title: Re: [A16-A17]DESurgeries - 7/7/17
Post by: kaptain_kavern on July 07, 2017, 11:37:34 AM
Update OP with A17 SteamWS link
Title: Re: [A17]DESurgeries - 7/7/17
Post by: paulvin on October 09, 2017, 10:45:58 AM
does this work on different races? this doesnt seem to work on mine
Title: Re: [A17]DESurgeries - 7/7/17
Post by: sirgzu on October 09, 2017, 02:44:35 PM
Quote from: paulvin on October 09, 2017, 10:45:58 AM
does this work on different races? this doesnt seem to work on mine
I was wondering the same, also didn't EPOE 2.0 add mending old wounds?
How do the 2 systems coexist?
Title: Re: [A17]DESurgeries - 7/7/17
Post by: IHateRegistering on October 09, 2017, 04:31:47 PM
Quote from: paulvin on October 09, 2017, 10:45:58 AM
does this work on different races? this doesnt seem to work on mine
You'd need to add the surgery recipes DESurgeries uses to the mod, I think.
Title: Re: [A17]DESurgeries - 7/7/17
Post by: SpaceDorf on October 10, 2017, 11:21:53 AM
Quote from: sirgzu on October 09, 2017, 02:44:35 PM
I was wondering the same, also didn't EPOE 2.0 add mending old wounds?
How do the 2 systems coexist?

The same way two workbills with the same outcome coexist .. only you have no way of knowing which is which with the medical bills.
Quote from: IHateRegistering on October 09, 2017, 04:31:47 PM
Quote from: paulvin on October 09, 2017, 10:45:58 AM
does this work on different races? this doesnt seem to work on mine
You'd need to add the surgery recipes DESurgeries uses to the mod, I think.

The other way around .. you need to add your race as a receiver to the recipes.
Title: Re: [A17]DESurgeries - 7/7/17
Post by: sirgzu on October 10, 2017, 12:58:58 PM
Quote from: SpaceDorf on October 10, 2017, 11:21:53 AM
Quote from: sirgzu on October 09, 2017, 02:44:35 PM
I was wondering the same, also didn't EPOE 2.0 add mending old wounds?
How do the 2 systems coexist?
The same way two workbills with the same outcome coexist .. only you have no way of knowing which is which with the medical bills.
Then is there anything left in DESurgeries not covered by EPOE2.0?
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Angelix on October 24, 2017, 07:35:47 AM
There is issue with surgeries, if surgery need "no herbal" and pawn restricted medicine is "herbal or lower", then it say "no materials"(on right click to prioritize) until you allow higher grade medicine in medical tab.
Is it fixable?
Title: Re: [A17]DESurgeries - 7/7/17
Post by: qurffe on October 24, 2017, 10:45:44 AM
No herbal means you cant use Herbal medicine... and you have to use something better.
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Angelix on October 24, 2017, 07:12:57 PM
Quote from: qurffe on October 24, 2017, 10:45:44 AM
No herbal means you cant use Herbal medicine... and you have to use something better.
??? issue is about surgery requirments and patient medicine restriction conflict. not about non existant/forbidden/unreacheable/etc medicine
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Kalre on October 26, 2017, 05:18:44 PM
PLEASEE, update for A18 :(
Title: Re: [A17]DESurgeries - 7/7/17
Post by: fallout2077 on October 26, 2017, 05:49:38 PM
Quote from: Kalre on October 26, 2017, 05:18:44 PM
PLEASEE, update for A18 :(

Don't you think it would be for the best to wait until Alpha 18 is actually released before you start making update requests? Actually, on second thought, you should never request/demand a creator to update their mods.
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Kalre on October 26, 2017, 05:52:52 PM
Im clearly saying please as in if possible, plus, most mods require little tweaking to make them compatible with new versions (i may be wrong hehe), why soo much salt in here :(
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Nightinggale on October 26, 2017, 06:20:20 PM
Quote from: fallout2077 on October 26, 2017, 05:49:38 PMDon't you think it would be for the best to wait until Alpha 18 is actually released before you start making update requests? Actually, on second thought, you should never request/demand a creator to update their mods.
I completely disagree. It's now that all mods should be updated. If a mod no longer works with RimWorld due to a change and the change is sub optimal or contains a bug, it should be reported before A18 is released as stable. The whole point in releasing an unstable version to the public is to get it tested.

Requesting a mod to be updated tells that there is an interest in the mod, which is decent feedback. However at the same time people should remember to be patient. Updating can be trivial or really time consuming. It all depends on which part of vanilla they mod and if those parts changed between A17 and A18. The mods we see released for A18 are the mods, which apparently didn't touch the changed parts, or only lightly touched them. The mods, which aren't released for A18 yet could be because they are more severely affected by some changes and some broken stuff has to be fixed. It could also be due to lack of time. I wouldn't be surprised if we see a surge in A18 releases next weekend from modders, who for one reason or another don't have the time to test during the week.
Title: Re: [A17]DESurgeries - 7/7/17
Post by: PGMP1979 on October 26, 2017, 08:22:59 PM
With all due respect.
Please update the mod when its possible.
Why ? because we love it and we would like to have it to test the A18 before its fully released.
Thank you so much for your time modding the game and your efforts to update it.
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Kalre on October 26, 2017, 08:46:41 PM
Like i swear to god i punch a kitten everytime i see an eye scar and i dont have this mod enabled (or bionics ) hehe. :(
Title: Re: [A17]DESurgeries - 7/7/17
Post by: kaptain_kavern on October 26, 2017, 09:33:30 PM
Looks like I will begin the A18 updating with this mod then. I don't want to see kitten harmed  ;D




And indeed i'm happy to see you folks are wanting an update, no problem for me  :D
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Canute on October 27, 2017, 03:09:49 AM
Let him try to punch the his kitten, i will bet on the kitten !! :-)
Title: Re: [A17]DESurgeries - 7/7/17
Post by: kaptain_kavern on October 27, 2017, 03:33:44 AM
#Don't-Hurt-Kitten

Ok here is the nightly build A18 release. It is really a nightly build as it's 09:24 in the morning here in France and I'm going to bed  ???

A18 (https://github.com/kaptain-kavern/DESurgeries/releases/tag/0.18)

As a added bonus I had some minor corrections ready, so you got more bone fixation surgeries: pelvis, all arm and leg  (hopefully all bones - Thanks to Devdisigdu). Also Cirrhosis treatment.

I plan to tweak the mod a bit more and I will make a proper release in due time ;D

Just so you don't hurt that poor cat ^^

Have fun
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: SpaceDorf on October 27, 2017, 03:59:51 AM
got you :

http://rimworldwiki.com/wiki/List_of_up-to-date_mods#Medical_Mods (http://rimworldwiki.com/wiki/List_of_up-to-date_mods#Medical_Mods)
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: PGMP1979 on October 27, 2017, 05:25:31 AM
HOLY cow thanks a lot ! ;D
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: kaptain_kavern on October 27, 2017, 12:10:52 PM
Thanks, Dorfy.

Oh, I forgot to talk about something, I was tired lol.


Compatibility with other races - Animals or Humanoid - will be even a bit easier, I re-organized the code a bit for that.

In /Defs/RecipeDefs/Recipes_Surgery.xml, I put that bit of code on top of the file.

  <RecipeDef Name="DESurgeries" ParentName="SurgeryFlesh" Abstract="True">
    <recipeUsers>
      <li>Human</li>
      <!-- Insert modded races here. Do not forget the li tags -->
    </recipeUsers>
</RecipeDef>


You should be able to add other races in here, to make them eligible for modded surgeries from DES.
In the end, I hope that modders will take care of that and make compatibility patches alongside their modded races, but it is easy to add some and it even works with animals as well. Like that :

Quote<RecipeDef Name="DESurgeries" ParentName="SurgeryFlesh" Abstract="True">
    <recipeUsers>
      <li>Human</li>
      <li>Orassans</li>
      <li>Cat</li>
      <li>LabradorRetriever</li>
      <li>Husky</li>
    </recipeUsers>
</RecipeDef>

You have to use the DefName of the races - and they are case sensitives, it's best to just copy-paste them from the code  ;)
Title: Re: [A17]DESurgeries - 7/7/17
Post by: Kalre on October 27, 2017, 12:38:41 PM
Quote from: kaptain_kavern on October 27, 2017, 03:33:44 AM
#Don't-Hurt-Kitten

Ok here is the nightly build A18 release. It is really a nightly build as it's 09:24 in the morning here in France and I'm going to bed  ???

A18.zip (https://github.com/kaptain-kavern/DESurgeries/archive/A18.zip)

As a added bonus I had some minor corrections ready, so you got more bone fixation surgeries: pelvis, all arm and leg  (hopefully all bones - Thanks to Devdisigdu). Also Cirrhosis treatment.

I plan to tweak the mod a bit more and I will make a proper release in due time ;D

Just so you don't hurt that poor cat ^^

Have fun

Just in time. Thank you !

[attachment deleted by admin: too old]
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: asquirrel on October 27, 2017, 08:58:05 PM
I noticed some types of pawns I can't do the operations on. I have a valkarie (crystalloid mod) and I can't operate on them to remove scars and stuff.  Same with Orassans.  Can't fix anything on them either.  Is there a conflict with this? 
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: kaptain_kavern on October 27, 2017, 10:00:23 PM
Yep, it is normal to me. I mean the mod is meant to work on humans only. But it's easy to add more race to be available.

It's like A Dog Said only works on vanilla animals, and animals mods have to use a patch. Here it's the same, I can't make the mod working with any modded races without making the modding race mandatory (the game will throw errors if I add races that are not existing because the race mod is not active).

If you want to add it yourself it's at the top of the recipeDef files (explanations on a previous post of mine, just above), but it would be better if the mod author could make a patch themselves in the end, like with A Dog Said and animals mods.

Anyhow, I'm here if you need help for making the change by yourself :-)
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: asquirrel on October 28, 2017, 11:05:24 AM
Quote from: kaptain_kavern on October 27, 2017, 10:00:23 PM
Yep, it is normal to me. I mean the mod is meant to work on humans only. But it's easy to add more race to be available.

It's like A Dog Said only works on vanilla animals, and animals mods have to use a patch. Here it's the same, I can't make the mod working with any modded races without making the modding race mandatory (the game will throw errors if I add races that are not existing because the race mod is not active).

If you want to add it yourself it's at the top of the recipeDef files (explanations on a previous post of mine, just above), but it would be better if the mod author could make a patch themselves in the end, like with A Dog Said and animals mods.

Anyhow, I'm here if you need help for making the change by yourself :-)

Thanks KK for your help! :)  I'll scroll up and see if I can find your post on how to change it.  I'm kind of a nitwit when it comes to these things so I'll probably be asking for your help.  If by some act of god am able to pull it off I'll upload my modded thingy (don't even know what I'm going to upload yet)  so others won't have to grind through it.   I was once able to add recipe defs to that miniaturization mod so maybe I can do this. :) 

Man, DESurgeries is definitely one of the must have mods. 
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: PGMP1979 on October 31, 2017, 09:22:57 AM
Thanks a million for the early A18 release ive being using it every single time this mode became a life saver for vanilla runs.

I hate being filled up with scars by fighting racoons and rabbits xD
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: Ser Kitteh on November 02, 2017, 12:55:04 PM
Hey, just installed the mod for the first time. Can't seem to get it to work???

I have a guy with a stab car to the brain (this is A18). He's functioning at 40% everything but otherwise is fine. Have the meds and a level 17 doctor. Is there an issue here?
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: asquirrel on November 02, 2017, 01:32:56 PM
Does this look right? I just added the defnames.  Do I need to start a new game for the scar fixing thing to work?  Thanks! :)

Oww.  I just loaded it and now got a ton of errors. 

https://gist.github.com/71c8f880cb3ac0685302e72c929b57dd


[attachment deleted by admin: too old]
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: kaptain_kavern on November 03, 2017, 12:19:17 PM
I tried to correct the file. Tell me if it's better with this one

[attachment deleted by admin: too old]
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: asquirrel on November 03, 2017, 12:31:06 PM
Thanks KK!  Unfortunately it still seems to be giving me errors.  It works though. :)

[attachment deleted by admin: too old]
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: selmephren on November 17, 2017, 08:04:19 PM
Loads the game with the same errors as the last post, but doesn't let me do any of the surgeries.
Title: Re: [A17-18]DESurgeries - 27/10/17
Post by: asquirrel on November 17, 2017, 08:09:10 PM
Quote from: selmephren on November 17, 2017, 08:04:19 PM
Loads the game with the same errors as the last post, but doesn't let me do any of the surgeries.

Try moving the mod to the last thing in your load order and see if that helps. That's where mine is.
Title: Re: [B18]DESurgeries - 03/12/17
Post by: kaptain_kavern on December 04, 2017, 12:09:10 AM
Update to include Japanese Translation 

+ A fix for making rib surgeries actually working  8)

+ Added ModSyncNinja (https://ludeon.com/forums/index.php?topic=34447.0) system

+ Re-updated the Readme with actual right informations  ::)
Title: Re: [B18]DESurgeries - 03/12/17
Post by: RyanRim on December 04, 2017, 08:13:14 AM
Very useful surgery mod, can it be installed mid-game?
Title: Re: [B18]DESurgeries - 03/12/17
Post by: kaptain_kavern on December 04, 2017, 08:56:35 AM
Thank you.

Yep should be good to add mid-game.
Title: Re: [B18]DESurgeries - 03/12/17
Post by: Heymom on December 05, 2017, 01:31:57 PM
If i install a bionic spine (EPOE), i get get the option to use DEsurgery to fix said spine.. is that intended ?
If i choice to fix it, i remove the spine implant.
Title: Re: [B18]DESurgeries - 03/12/17
Post by: kaptain_kavern on December 06, 2017, 02:14:58 AM
Hi there Heymom,

TBH I'm not even sure both mods are still compatible. I was able to reproduce the same issue as you described. But after looking in the code I'm not sure why this option is showing with a bionic spine but not for a bionic eye for instance.

I will try to find out more but I really don't see why though ....
Thanks for reporting




I updated the mod for fixing the "repairing rib" surgery that wasn't working at all
Title: Re: [B18]DESurgeries - 03/12/17
Post by: Heymom on December 06, 2017, 09:23:06 AM
Quote from: kaptain_kavern on December 06, 2017, 02:14:58 AM
Hi there Heymom,

TBH I'm not even sure both mods are still compatible. I was able to reproduce the same issue as you described. But after looking in the code I'm not sure why this option is showing with a bionic spine but not for a bionic eye for instance.

I will try to find out more but I really don't see why though ....
Thanks for reporting




I updated the mod for fixing the "repairing rib" surgery that wasn't working at all
np, we all have an interest in getting as much of it to work i presume :)

update; Changing mod load order, didnt make a difference for me.
Title: Re: [B18]DESurgeries - 06/12/17
Post by: kaptain_kavern on December 06, 2017, 06:21:45 PM
It's been a long time since I used another medical mod TBH, but now that I'm more awake than last time I replied I just thought about something else.

I'm not really sure there is a real advantage to use E.P.O.E. with DESurgeries together, I mean since EPOE 2.0, no? I would like to know more about that. Maybe there some things I can do regarding that in the future.

And I also know that RBSE (https://ludeon.com/forums/index.php?topic=28731.0) mod is kinda like having EPOE + DESurgeries merged together, maybe it could be interesting for you?
Title: Re: [B18]DESurgeries - 06/12/17
Post by: CannibarRechter on December 06, 2017, 06:23:55 PM
I think RBSE doesn't have all the DES surgeries in it.
Title: Re: [B18]DESurgeries - 06/12/17
Post by: kaptain_kavern on December 06, 2017, 08:12:47 PM
Hum, I haven't realized that... So it could be useful still to look at compatibilities with those two mods, then.

I still have some mods to update to B18 but I may have a look at that later.

Thanks for letting me know  ;)
Title: Re: [B18]DESurgeries - 06/12/17
Post by: Heymom on December 07, 2017, 05:31:39 AM
Quote from: kaptain_kavern on December 06, 2017, 06:21:45 PM
It's been a long time since I used another medical mod TBH, but now that I'm more awake than last time I replied I just thought about something else.

I'm not really sure there is a real advantage to use E.P.O.E. with DESurgeries together, I mean since EPOE 2.0, no? I would like to know more about that. Maybe there some things I can do regarding that in the future.

And I also know that RBSE (https://ludeon.com/forums/index.php?topic=28731.0) mod is kinda like having EPOE + DESurgeries merged together, maybe it could be interesting for you?
I honestly havent checked as of late. I originally started using DESurgeries because of scar/brain and age injuries. Which EPOE didnt have at the time. So its just a basic mod for me at this point :)
Never tried RBSE as it looked more like a balanced version..

edit: Did some more testing. If i set a work bill for a implant (EPOE), it will continuously make that item regardless of my bill. Found out after auto running it. I had 200+ bionic spines etc..
Seems there is some incompatibility with the 2 mods or something else i messing up.

Mods that i can think of that share some co-existence:
DESurgeries
EPOE 2
Harvest Everything
Title: Re: [B18]DESurgeries - 06/12/17
Post by: Kagea on December 21, 2017, 07:49:12 AM
Finally my Colonist don't need to run around with missing ears and nose and lets not start with all the shattered ribs from hare and squirrel attacks :P
I also really like that this mod is kept simple no extra workbench no new recources or items (Not that i have a problem with new things in general but with many mods installed it gets confusing fast).
Thank you for sharing :)
Title: Re: [B18]DESurgeries - 06/12/17
Post by: asquirrel on January 04, 2018, 10:52:43 PM
Hey KK!  Can you help me get your mod compatible with NiHal, Jaffa Kree and Asari mods?  I can't heal scars on these guys.  I've reached out to the mod makers but wondering if I got the right labels in to make them work.  I've attached my Recipes_Surgery.xml file.  Also attached the blast of error screenshot.  Thanks! :)

[attachment deleted by admin: too old]
Title: Re: [B18]DESurgeries - 06/12/17
Post by: Kori on February 26, 2018, 07:57:21 AM
The surgery for ribs isn't working with EPOE.
When you want to make it compatible, find the <defName>RepairBonesRib</defName> and change <appliedOnFixedBodyParts> to

  <appliedOnFixedBodyParts>
        <li>Rib</li>
<li>Rib1</li>
<li>Rib2</li>
<li>Rib3</li>
<li>Rib4</li>
<li>Rib5</li>
<li>Rib6</li>
<li>Rib7</li>
<li>Rib8</li>
<li>Rib9</li>
<li>Rib10</li>
<li>Rib11</li>
<li>Rib12</li>
  </appliedOnFixedBodyParts>
Title: Re: [B18]DESurgeries - 06/12/17
Post by: asquirrel on February 26, 2018, 11:35:54 AM
Quote from: Kori on February 26, 2018, 07:57:21 AM
The surgery for ribs isn't working with EPOE.
When you want to make it compatible, find the <defName>RepairBonesRib</defName> and change <appliedOnFixedBodyParts> to

  <appliedOnFixedBodyParts>
        <li>Rib</li>
<li>Rib1</li>
<li>Rib2</li>
<li>Rib3</li>
<li>Rib4</li>
<li>Rib5</li>
<li>Rib6</li>
<li>Rib7</li>
<li>Rib8</li>
<li>Rib9</li>
<li>Rib10</li>
<li>Rib11</li>
<li>Rib12</li>
  </appliedOnFixedBodyParts>


Which mod are you changing?   Is it DEsurgeries?  Because I went to the recipedefs folder of desurgeries and opened Recipes_Surgery.xml.  I did a search for <defName>RepairBonesRib</defName> and nothing comes up.  I have RepairBonesRib1 through 12.  Thanks for the info!
Title: Re: [B18]DESurgeries - 06/12/17
Post by: Canute on February 26, 2018, 12:18:24 PM
Maybe you didn't used the latest version ?
I can find "RepairBonesRib" at line 656.
Title: Re: [B18]DESurgeries - 06/12/17
Post by: asquirrel on February 26, 2018, 12:43:07 PM
Hi Canute!

I looked again but I can't seem to find it.   I attached the file to see if your file and mine are a match. I checked my "about" section of the desurgeries mod and the file was created on 12/4/17, or copied to my hard drive on that date. The Recipes_Surgery  file was also created on 12/4/17. 

Edit -
Dude you are good!  Yup, KK updated the mod on 12/6 on Github! :)  I went in and did the search and it's there.  Now time to follow the rest of the guide. :)  Thanks!


[attachment deleted due to age]
Title: Re: [B18]DESurgeries - 06/12/17
Post by: Canute on February 26, 2018, 01:16:25 PM
And now with Modsync support :-)


Title: Re: [B18]DESurgeries - 06/12/17
Post by: Proxyer on September 05, 2018, 12:25:31 AM
Hello, kaptain_kavern How are you?
It seems that you are busy, so let's place what I corresponded to B19 for the time being. Please refer to it when updating if you do not mind. See you.

[attachment deleted due to age]
Title: Re: [B18]DESurgeries - 06/12/17
Post by: asquirrel on October 22, 2018, 11:00:51 PM
Any news for updating to 1.0?  Will B19 work with 1.0?  Thanks! :)
Title: Re: [B18]DESurgeries - 06/12/17
Post by: bigheadzach on October 23, 2018, 08:46:38 AM
This was taken over by Proxyer: https://www.dropbox.com/s/lljjdquh0jxth2s/10_DESurgeries.zip?dl=0

Or this if you use Rah's Bionics and Surgery Expansion: https://www.dropbox.com/s/4w7let1jqbs1vcl/10_DESurgeries4RBSE.zip?dl=0
Title: Re: [B18]DESurgeries - 06/12/17
Post by: temple_wing on February 23, 2019, 07:06:52 AM
hi proxyer, would you please add a mediafire download? dropbox is not acessible from china.
Title: Re: [B18]DESurgeries - 06/12/17
Post by: Proxyer on August 02, 2019, 11:00:40 AM
MediaFire download guide for people who can not download from DropBox:
Aug 2 2019

[1.0] DE Surgeries
https://www.mediafire.com/file/go4j92vd57muvoc/10_DESurgeries.zip/file

[1.0] DE Surgeries for RBSE only
https://www.mediafire.com/file/i4lm3iv01aemkcm/10_DESurgeries4RBSE.zip/file

[1.0] DE Surgeries Hard
https://www.mediafire.com/file/i4lm3iv01aemkcm/10_DESurgeries4RBSE.zip/file