(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:
- Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
- Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
- [EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run
Liked the new system (except when starting out with Prepare Carefully), glad I can still add it in! thanks!
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
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.
I'd give colonists a silent takedown while you're at it. :P
I suppose there could be a resistant trait pawns can get that can do away with these penalties *shrug*
Quote from: 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.
Yes like Neuropozyne. I beleive it could simply override the rejection effect.
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.
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.
_ Oh dear, my whole colony got severe pain ( 60% ) after installed this mod lol
Is it intentional for the Pain Stopper implant to be treated like a transplanted organ?
Looks like better masochist hard mode
Will need try it on my next run :D
Quote from: 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.
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!
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.
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.
Quote from: 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.
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.
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.
Quote from: 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.
Indeed, this mod has some good ideas but needs to be rethought.
Quote from: Adventurer on September 13, 2016, 01:15:36 AM
Quote from: 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.
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.
Quote from: Don Tacos on September 14, 2016, 12:14:06 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.
QuotePRIVILEGED
TRIGGERED
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 :/ .
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..."
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.
Anyone got problems to install any rib's ?
They don't show up at the list.
There's a bug with several bionics (for example, exoskeleton suit and joywire), they never go from just installed to accustoming.
Quote from: 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.
Fixed issue with exoskeleton by adding
<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.
hope your fix gets added in next version of medical compilation
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)
Any chance of this getting updated?
Quote from: Headshotkill on December 27, 2016, 11:41:30 AM
Any chance of this getting updated?
I would like to know too
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!
Quote from: 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!
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 ^^
Quote from: Headshotkill on December 27, 2016, 11:41:30 AM
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!
Quote from: 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)
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 ^^
Are you going to update this for A17?
Was looking for a mod that did this :DDD are we motivating you enough?