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RimWorld => Releases => Mods => Outdated => Topic started by: Ykara on August 30, 2016, 08:25:50 PM

Title: [A15] Realistic Medical System (31.08.2016)
Post by: Ykara on August 30, 2016, 08:25:50 PM
(http://www.mediafire.com/convkey/f7cc/a7du77v7aam7h77zg.jpg)

Hi fellow colonists!
This mod basically adds some depth to Rimworld's medical system, by adding a graft rejection system and a bionic accustoming system. You now for example can't just put a liver in one of your colonists and expect it to immediately work as if nothing ever happened. Natural organs now have rejection reactions you have to treat, same for surrogate and synthetic organs. And installing a peg leg now isn't such a simple and quick task anymore either. Your colonists now have to learn to use their new prosthesis and get initial maluses, for example with a peg leg you colonists have to learn to walk again.
These maluses however are only temporary, accustoming to a new body part takes about 10 days. With one exception: Natural organs. Like in real life they require constant treatment, which also acts as a kind of nerf to these parts, as I have always perceived them as slightly too overpowered, but that's just my opinion.
Hope you like it!



Download:
Mediafire: Click Here! (http://www.mediafire.com/download/641094f11aesp8d/RMS.zip)
Steam Workshop: Click Here! (http://steamcommunity.com/sharedfiles/filedetails/?id=755300936)



Download the EPOE compatible version:
Mediafire: Click Here! (http://www.mediafire.com/download/fixtxamiemn1gak/RMS_EPOE.zip)
Steam Workshop: Click Here! (http://steamcommunity.com/sharedfiles/filedetails/?id=755301196)


Current main features:
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: disasteroid on August 30, 2016, 08:53:22 PM
Liked the new system (except when starting out with Prepare Carefully), glad I can still add it in! thanks!
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: kaptain_kavern on August 30, 2016, 08:57:38 PM
Awesome! Thx Ykara

I'm looking forward to look how it's coded (I haven't had the time to check the new EPOE either ...)

Now I may have some work for compatibilities with DESurgeries and A Dog Said :p
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Goldenpotatoes on August 30, 2016, 09:21:57 PM
With the new drug system, why not pull a Dues Ex with bionics and require a type of medication while colonists are getting used to their new equipment to prevent issues with rejection?

They (probably) never asked for this.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Dingo on August 30, 2016, 09:43:22 PM
I'd give colonists a silent takedown while you're at it. :P
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Exende on August 30, 2016, 10:35:56 PM
I suppose there could be a resistant trait pawns can get that can do away with these penalties *shrug*
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: deliveryservice on August 30, 2016, 10:36:40 PM
With the new drug system, why not pull a Dues Ex with bionics and require a type of medication while colonists are getting used to their new equipment to prevent issues with rejection?

They (probably) never asked for this.

Yes like Neuropozyne. I beleive it could simply override the rejection effect.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: axeladalidez on August 31, 2016, 06:30:21 AM
Just noticed that one of my colonists with a peg leg (accustomizing) always "falls" when going trough doors , he can't leave his room and after a few tries he is incapacitated.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Serenity on September 09, 2016, 12:07:15 AM
How about there being more consequences to injuries? I'm fine with being able to heal even devastating injuries completely, but I think it's ridiculous how it often takes less than a day. Even for serious stuff. Pawns should spend a significant number of days in the hospital for serious injuries (completely realistically it would take weeks, but that wouldn't play well). Medium injuries could require a few days in the hospital. Penalties from smaller injuries could also last longer. This would also make the differences between different treatment qualities more noticeable.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: iceteazz on September 09, 2016, 01:26:50 AM
 _ Oh dear, my whole colony got severe pain ( 60% ) after installed this mod lol
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Proximity_Microwave on September 11, 2016, 02:26:37 AM
Is it intentional for the Pain Stopper implant to be treated like a transplanted organ?
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: mrofa on September 11, 2016, 02:58:20 AM
Looks like better masochist hard mode
Will need try it on my next run :D
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Ykara on September 11, 2016, 06:10:10 PM
How about there being more consequences to injuries? I'm fine with being able to heal even devastating injuries completely, but I think it's ridiculous how it often takes less than a day. Even for serious stuff. Pawns should spend a significant number of days in the hospital for serious injuries (completely realistically it would take weeks, but that wouldn't play well). Medium injuries could require a few days in the hospital. Penalties from smaller injuries could also last longer. This would also make the differences between different treatment qualities more noticeable.
That was a bug, I forgot to reset the values of the non EPOE version after making some screenshots for the preview image. That is already fixed in the Steam version, but it seems like I've forgotten about mediafire. Just redownload it, I have fixed it, and thanks for reporting!
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Serenity on September 11, 2016, 06:18:31 PM
I didn't mean that as a bug report. But as a comment on vanilla and maybe something you might consider for this mod, given the name.

As said, complete realism shouldn't be a goal with the recovery length. It also needs to play well and be balanced. But heal times could be a bit longer. I made some more comments here:
https://ludeon.com/forums/index.php?topic=25897.0

But if you rather want to focus on organ rejection and the like I understand. It's your mod.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Facepunch on September 11, 2016, 07:07:41 PM
Expanding on the above, with increased healing time, perhaps a pawn that is up and about with healing injuries has a chance to re-injure themselves (Sutures can tear open, for example), which increases the chance of scarring, infection, etc.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Nictis on September 12, 2016, 10:21:41 PM
How about there being more consequences to injuries? I'm fine with being able to heal even devastating injuries completely, but I think it's ridiculous how it often takes less than a day. Even for serious stuff. Pawns should spend a significant number of days in the hospital for serious injuries (completely realistically it would take weeks, but that wouldn't play well). Medium injuries could require a few days in the hospital. Penalties from smaller injuries could also last longer. This would also make the differences between different treatment qualities more noticeable.
Even worse than the insane healing speed is how fast we can recover blood... I once watched my doctor save someone who took a bullet to the heart, and a ton of other wounds besides. Extreme bloodloss went to nothing in an hour.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Dragoon on September 13, 2016, 12:34:43 AM
When you get eye transplants in real life you don't need constant treatments. Same for kidney transplants. So why do natural organs require constant treatment? That is not realistic.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Adventurer on September 13, 2016, 01:15:36 AM
When you get eye transplants in real life you don't need constant treatments. Same for kidney transplants. So why do natural organs require constant treatment? That is not realistic.
Indeed, this mod has some good ideas but needs to be rethought.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Don Tacos on September 14, 2016, 12:14:06 AM
When you get eye transplants in real life you don't need constant treatments. Same for kidney transplants. So why do natural organs require constant treatment? That is not realistic.
Indeed, this mod has some good ideas but needs to be rethought.

A modern eye transplant involves transplanting the cornea.  This does not require immunosuppressant drugs because it is immunologically privileged, like the rest of the eye, the testes, and the brain.  Kidneys and other organs are not, and most organ transplants require the taking of immunosuppressants for the rest of one's life.

Anyways, wonderful mod. I love anything that makes the game harder and expands the medical system.

Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Aristocat on September 18, 2016, 04:34:26 AM
A modern eye transplant involves transplanting the cornea.  This does not require immunosuppressant drugs because it is immunologically privileged, like the rest of the eye, the testes, and the brain.  Kidneys and other organs are not, and most organ transplants require the taking of immunosuppressants for the rest of one's life.

Anyways, wonderful mod. I love anything that makes the game harder and expands the medical system.
Quote
PRIVILEGED

TRIGGERED
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Spaykers on September 19, 2016, 07:11:45 AM
Well, i admit , it's good idea :) , however, this is futuristic world. It will be cool to add "rib of compatibily" (suggestion name) for avoid this constent treatment .

 Or more ,

 a duplicating chamber of body part from colonist who require the DNA of the patient who want a new hand,lung or leg , avoiding the life treatment. This chamber could require human meat , for the down side of this technologie, making you thinking twice about butchering humans.

I feel this mod like a must have but something is missing (something i just describe :p ). It's realy more challenging for the begining of the colony to take care even more of everyone, but when you have 20 colonist in end game, as i know, most of my colonist have lungs, leavers or bionic replacements.

What i just describe as a solution would give a proper end game, when your technology is ready,  Jhon Smith will at last , stop eating all the medi kits .
If i add this mod now, my colony will look like a medical center :/ .
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Antaios on September 26, 2016, 06:06:57 AM
Is it normal for the AI chip to need ongoing treatment? Aren't synthetic replacements supposed to only suffer initial rejection?

Ida still needs weekly treatment for her AI chip after a season. the condition doesn't say rejection anymore either, it's just "AI Chip -> next treatment in..."
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Don Tacos on September 28, 2016, 12:40:32 AM
Found a bug in your mod.  You forgot to add <isBionic>true</isBionic> to the bionic parts in Hediffs_Local_AddedParts.xml.  This means prostophobes are worry free and prostophiles are never pleased.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Canute on October 03, 2016, 11:41:46 AM
Anyone got problems to install any rib's ?
They don't show up at the list.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Voker57 on November 06, 2016, 05:54:06 AM
There's a bug with several bionics (for example, exoskeleton suit and joywire), they never go from just installed to accustoming.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Voker57 on November 06, 2016, 06:34:30 AM
There's a bug with several bionics (for example, exoskeleton suit and joywire), they never go from just installed to accustoming.

Fixed issue with exoskeleton by adding
Code: [Select]
<initialSeverity>0.001</initialSeverity>
      <comps>
         <li>
            <compClass>HediffComp_SeverityPerDay</compClass>
            <severityPerDay>0.07</severityPerDay>
         </li>
      </comps>
to <HediffDef Name="ImplantBase" Abstract="True">

Fixing joywire is probably more diffucult.
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: jmababa on November 06, 2016, 08:58:34 AM
hope your fix gets added in next version of medical compilation
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: erathia on December 02, 2016, 06:35:18 PM
Came across a bug, one of my colonist have a persistant need for medecine even if there is no more rejection applied to that synthetic  organ (a lung)
Pic related:
(http://i.imgur.com/FKLpmNs.png)
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Headshotkill on December 27, 2016, 11:41:30 AM
Any chance of this getting updated?
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Sukesa on January 01, 2017, 08:22:26 AM
Any chance of this getting updated?

I would like to know too
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: grifo on January 16, 2017, 08:17:16 PM
Hi, Ykara!

i wanted to tweak DE surgeries mod to make it more realistic and my biggest interest was to introduce post-surgery recovering conditions. It seems like you maybe only one on this forum who understand how this can be done. When I use install_artificialpart recipe, hediffdefs for this part work fine and I can tweak recovery time, stages and stuff. But as soon as I use  install_naturalpart recipe nothing seems to work. After surgery, damaged part just fully recovers and dissapears from the health tab. So peglegs have more options and variables than liver, or i dont know something?

I bet you have some secret knowldge in this department. I see you dont have a lot of time to mantain mods or hangout at forums, but maybe you will give me some short hint on the subject?

Best reards!
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Ykara on February 21, 2017, 06:03:52 PM
Hi, Ykara!

i wanted to tweak DE surgeries mod to make it more realistic and my biggest interest was to introduce post-surgery recovering conditions. It seems like you maybe only one on this forum who understand how this can be done. When I use install_artificialpart recipe, hediffdefs for this part work fine and I can tweak recovery time, stages and stuff. But as soon as I use  install_naturalpart recipe nothing seems to work. After surgery, damaged part just fully recovers and dissapears from the health tab. So peglegs have more options and variables than liver, or i dont know something?

I bet you have some secret knowldge in this department. I see you dont have a lot of time to mantain mods or hangout at forums, but maybe you will give me some short hint on the subject?

Best reards!
Hi! I don't know if this is still relevant to you, but I stumbled across the same problem and just worked around the problem. I simply made natural parts "bionics" too and it works without any problems. Sorry if this isn't quite the secret knowledge you expected ^^

Any chance of this getting updated?
There is a chance, I will take a look into RMS and maybe release a quick A16 fix soon!

Came across a bug, one of my colonist have a persistant need for medecine even if there is no more rejection applied to that synthetic  organ (a lung)
That's actually how it's meant to be, for example modern day organ transplant recipients need to take drugs to stop the body from rejecting the transplant, so I thought it would make sense if it was the same way on a distant rimworld ^^
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: tgbps4 on June 17, 2017, 05:16:19 PM
Are you going to update this for A17?
Title: Re: [A15] Realistic Medical System (31.08.2016)
Post by: Soupy Delicious on July 12, 2017, 02:55:27 PM
Was looking for a mod that did this :DDD  are we motivating you enough?