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RimWorld => Releases => Mods => Outdated => Topic started by: sulusdacor on November 02, 2016, 06:14:22 PM

Title: [B18]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on November 02, 2016, 06:14:22 PM
moved this here: https://ludeon.com/forums/index.php?topic=38010

CTS - Complete Tech Solutions

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


further updates in new topic: https://ludeon.com/forums/index.php?topic=38010



I did not create this mod!

This is just an update of the original CTS mod (https://ludeon.com/forums/index.php?topic=18692.0). the description and all content is taken from there. thanks to the original creator of the mod kexici.


Description:

New high tech power source. (All animated.)
New high tech medical resource.

Add:
POWER SOURCE
Small plasma generator (need charge first - its basic from clutter by mrofra )
- need charge first ( -1000W) after you get 100% free energy :D (+1000W)
- but beware : dont interupt the charge proces - > start from begining :D  and its a loooong time
Big plasma generator (need charge first)
- need charge first ( -10000W) after you get 100% free energy :D (+10000W)
- but beware : dont interupt the charge proces - > start from begining :D  and its a loooong time
Plasma fueled generator ( idea from Glitter Tech)
- work for Uranium  (full tank = 10 = 1 season = 5000W)
- must be build outdoor (nobody want smoking reactor in bedroom) ( maybe Tony Stark :D )

MEDICAL SOURCE
Hi-tech hospital bed
Advanced medicine laboratory (now you can craft all medicines)
Advanced vital monitors
2 new medicines - Bandages (cheap, made from cloth, can be make in tailoring bench)
                         - Nano-tech medicine (better then glliterworld)
1 new operation - TAKE BLOOD :D (use blood bags to make medicine)


Author
kexici

credits for super ideas for code or graphics to mrofa and his Clutter mod (https://ludeon.com/forums/index.php?topic=17610.0)

updated by erdelf and sulusdacor

Thx to theubie to use his designator code from his Shutdown All Mod (https://ludeon.com/forums/index.php?topic=25579.0)


Download

further updates in new topic: https://ludeon.com/forums/index.php?topic=38010

Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=792364419

Dropbox: https://www.dropbox.com/s/kxfeobbwq5qogzt/CTS_b18.7z?dl=0

source code for modders: https://www.dropbox.com/s/pehfb9efvuj2svl/CTS_b18_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

Compatibility Patches

further updates in new topic: https://ludeon.com/forums/index.php?topic=38010

CTS+vanilla: adds the adv vitals monitor from CTS to all beds in vanilla
CTS+vanilla: https://www.dropbox.com/s/c6wmzjzzk0h98a8/CTS_b18_patch_vanilla.7z?dl=0

CTS+more furniture: adds the linkable stuff in more furniture to the adv hospital bed form CTS
CTS+more furniture: https://www.dropbox.com/s/m6swumtp03nte4p/CTS_b18_patch_morefurniture.7z?dl=0

CTS+[sd]goodnight: adds the adv vitals monitor from CTS to all beds in goodnight
CTS+[sd]goodnight: https://www.dropbox.com/s/0cns6r7um46rs3v/CTS_b18_patch_goodnight.7z?dl=0

CTS+[sd]medicaddons: adds the linkabel stuff form medic adoosn to the adv hospital bed form CTS
CTS+[sd]medicaddons: https://www.dropbox.com/s/8zcm60l5l08lqot/CTS_b18_patch_medicaddons.7z?dl=0

CTS+RIMkea: adds the adv vitals monitor from CTS to all beds in RIMkea
CTS+RIMkea: https://www.dropbox.com/s/2vqf8fdm6rw6869/CTS_b18_patch_RIMkea.7z?dl=0

CTS+[T]MoreBeds: adds the adv vitals monitor from CTS to all beds in MoreBeds (works with both versions)
CTS+[T]MoreBeds: https://www.dropbox.com/s/7s2b81jh6xo22ey/CTS_b18_patch_T_MoreBeds.7z?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Permission:
Free for all with small credits ;)

Changelog
changelog for mod "CTS - Complete Tech Solutions"

- 10/11/2016

- added minifieable furniture tag to power sources, made the big plamsa gen + geoplasma rotatable

- 19/11/2016

- make powergenerators passthroughonly with pathcost 150
- removed blocklight from bigplasmagenerator

- 20/11/2016

- added designator for takeblood in orders menue
- added heatpusher to plasma geothermal

- 05/01/2016

- updated to a16
- updated hediff xml tag comp
- added research def abstract base, requirement hitech bench + multianalyzer was missing
- research position x=17-19, with y=1 and y=2 (2 only for x=17+18)
- added mass to bloodbag (0.25), nanotechmed (0,5) (didnt change the medical potency)
- moved abstract in own xmls
- added trade tag "furniture" to medical equipment
- added new Roomidentifier property to adv hospital bed
- added mass medicine lab (75), adv vital monitor (30), adv hospital bed (65)
- set ai chill destination to false on adv vitals monitor
- adv vitals monitor: set medicaltend+immunity gain speed to double normal vital monitor values on adv one
- adv hospital bed: set medical tend to 0.20 (double vanilla value), immunity gain stayed at 1.3
set bed heal per day to 16 (12 is vanilla hospital bed)
- plasma big gen, set mass to 1250, added ai chill destination to false xml tag line
- plasma gen, set mass to 500, added ai chill destination to false xml tag line
- plasma geothermal gen, set mass to 750, added ai chill destination to false xml tag line

- 13/01/2017

- fixed the worktomake bug in thingdefs to new xml tag worktobuild
- updated the dll file to a16
- added prisoner take blood acceptance to designator, removed the multiple billstack check (couldn't get it to work)
- added own recipe class to make take blood always sucessfull, the medicine 5 skillrequirement is still there. so should be okay

- 05/06/2017

- update to a17

- 06/06/2017

- code updates to changes in core code in a17
- added sellprice factor to buildingbase

- 09/06/2017

- changed deteoration from 10 to 4 (similar other vanilla natural bodyparts)
- updated the thingdef_item xmls for base (added ticker never) and blood (natural bodypart,haulable,tradetag)

- 10/06/2017

- added ingredient medicine to bloodtakerecipe
- added url to forum topic in about file

- 13/06/2017

- added bloodtake designator over patchoperations to order menue to fix a conflict wiht the mod stuffed floors

- 29/12/2017

- update to b18
- code update for recipe, bill missing, added sound for designator, sicne message and sound were split in b18
- added disease severity to abstract for hediff disease
- made extra reseach tab, since mod adds 5 projects
- <Defs> for others stuff like researchprojectdefs
- fixed case sensitive xml tags
- added <prioritizeSustains>true</prioritizeSustains> to workgiver for make medicine
- removed ignore needs power xml tag
- added adv components to stuff:
all medical stuff= 20 comp to 5 comp and 4 adv comp
plasma geo same as above
big plasma= 30 to 10 and for 20 comp same as above
small plasma= 3 comp to 1 adv (didnt wanted to make more then 4 res to build and only 21 wealth incr)
- recipe nano medicine ingredients, replaced 4 components with 1 adv component


moved this here: https://ludeon.com/forums/index.php?topic=38010
Title: Re: [A15]Power+Medicine - CTS - Complete Tech Solutions
Post by: Canute on November 03, 2016, 03:11:53 AM
Ahh nice they are back ! :-)
Could you please add to the description if and how many heat they generate.

QuotePlasma fueled generator ( idea from Glitter Tech)
- work for Uranium  (full tank = 10 = 1 season = 5000W)
Why do you call it Plasma fueled when you fuel it with uranium. Call it Small Fission Generator.
Title: Re: [A15]Power+Medicine - CTS - Complete Tech Solutions
Post by: TOWC on November 03, 2016, 09:46:05 AM
Just 10 uranium for 5000W of energy per season feels a bit underpriced.
Title: Re: [A15]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on November 03, 2016, 03:25:24 PM
this is currently just an update of the old mod. the names and values are taken from there. we have only removed the recipe for medicine, since this was ingame and added the vitals monitor to the med bed. since literally every thing looking like a bed can use it. other then that there haven't been any changes.

the generators have no heat pusher in the xml files. there is a gentemp line in the dll for the chargeable generator, but its negative. haven't done the dll coding so can't tell you much there.

as for values/balancing haven't had time to play myself with this mod and would do that before changing any values.

that being said, my current expierience with uranium is: that if you dont use a mod its not that easy to come by. you need to find a deep drilling vein or some in the mountain. traders don't have uranium every time(+ cost silver). you have to supply the uranium every season. so would need a steady supply. A low amount seems reasonable from what i can tell and 5k power is not that much, if you build a bigger base. but as i said haven't played with it yet myself, but on paper it seems okay to me.
Title: Re: [A15]Power+Medicine - CTS - Complete Tech Solutions
Post by: erdelf on November 04, 2016, 09:21:02 AM
Quote from: Canute on November 03, 2016, 03:11:53 AM
Could you please add to the description if and how many heat they generate.
So.. during charging the big and small generator cools the room by 0.5 per tick and after that heats it by the same amount.
The boundaries are -100 and 100.

The fueled generator doesn't generate heat... altough we should probably change that.
Title: Re: [A15]Power+Medicine - CTS - Complete Tech Solutions
Post by: Smexy_Vampire on November 26, 2016, 10:43:06 PM
can i link the new beds and monitors with more other medical equitment mods ?
Title: Re: [A15]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on November 27, 2016, 05:49:15 AM
if you edit the xml and add the defnames for the linkable facilites you want to add - yes. otherwise no.
Title: Re: [A16]Power+Medicine - CTS - Complete Tech Solutions
Post by: thinkpad on June 06, 2017, 02:55:31 AM
How do I link SD Medic Addons https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452 to this and vice versa?
Title: Re: [A16]Power+Medicine - CTS - Complete Tech Solutions
Post by: SuedKAT on June 06, 2017, 05:10:02 AM
Quote from: thinkpad on June 06, 2017, 02:55:31 AM
How do I link SD Medic Addons https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452 to this and vice versa?

Open the CTS folder.
Open the Defs folder.
Open the ThingDefs_Buildings folder

There you'll find CTS_ThingDefs_Buildings_base.xml you might need to enable file endings to see .xml.

Open that with a text editor like Notead (I recommend using Notepad++)

If you scroll down a bit you'll find:
<linkableFacilities>
Under that and between
</linkableFacilities>
You can specify what items are likable to the bed added by this mod.

If you now scroll down a bit you'll find:
<li>CTSAdvanced_Vitals_Monitor</li>
<li>VitalsMonitor</li>

That means that the Advanced Vitals Monitor and the standard Vitals Monitor is linkable to the bed.

There you'll also find mentions about the SD Medic Addons mod:
<!-- sd medicaddons mod
 
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
 
  -->

Since this is in between a  <!-- and a --> it's considered a "comment" and is therefore not read by the game.

So if you remove those as well as "sd medicaddons mod" following the <!-- you'll most likely have it working. Looking like this:

<linkableFacilities>

  <!-- CTS - Complete Tech Solutions mod -->

                  <li>CTSAdvancedVitalsMonitor</li>
 
  <li>VitalsMonitor</li> <!-- vanilla vitals monitor -->
 
  <!-- if you want to add linked buildings to beds pls do it here -->
   
  <!-- more furniture mod
 
  <li>ANON2Dresser</li>
                  <li>ANON2EndTable</li>
                  <li>ANON2EndTableLight</li>
 
   -->
 
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
                  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
 
        </linkableFacilities>


Note that the items from the more furniture mod mentioned ain't correct, they changed in A17 to so if you want to be able to link to them in A17 these are what you need:

<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>

But considering that this is a A16 mod which haven't been updated yet you might still be using A16 and thus instead need to use the names from above earlier.
Title: Re: [A16]Power+Medicine - CTS - Complete Tech Solutions
Post by: thinkpad on June 07, 2017, 06:01:15 PM
Thank you SO much
Title: Re: [A16]Power+Medicine - CTS - Complete Tech Solutions
Post by: thinkpad on June 09, 2017, 12:01:48 AM
One more thing, I use Rah's Bionics and Surgery Expansion for A16 and I have a few people with synthetic hearts and I can't draw blood from them.  How can I add synthetic hearts from Rah's Bionics and Surgery Expansion to this mod to be able to draw blood from them. 

Thanks
Title: Re: [A16]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on June 09, 2017, 01:46:21 AM
in recipe def file (CTS/Defs/RecipeDefs/CTS_Recipes_Surgery.xml) the surgery recipe has the line:
<appliedOnFixedBodyParts>
<li>Heart</li>
</appliedOnFixedBodyParts>

replace Heart with Torso. thats should solve it for most humanlike race mods too if you have these installed.
Title: Re: [A16]Power+Medicine - CTS - Complete Tech Solutions
Post by: thinkpad on June 09, 2017, 10:17:15 PM
That did it.  Thank you very much  :) :D ;D
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on June 10, 2017, 03:39:09 AM
updated for a17

added some things as extra patch mods with new patch operations:
- patch to add adv vitals monitor to vanilla beds
- patch to add medicaddons to cts medical bed
- patch to add more furniture linkable facilities to cts bed
(cts + goodnight patch on the goodnight mod site)
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: Darkmark8910 on June 11, 2017, 01:54:06 AM
Let's assume I am a moron, drunk out of my mind, or both (which I am). Should I use both the More Furniture patch and the mod itself, or just the More Furniture patch? IE does the patch include the base mod?

Pardon the stupid question. Thanks for uploading the mod!!
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on June 11, 2017, 02:13:35 AM
in short: for all patches you need both the base mods and the patch to work/load. modlist order would be: cts, more furniture, patch of anykind for both of these

the longer version:
the CTS+more furniture patch does make the endtable,dresser etc. linkable to the advanced hospital bed that is added by CTS. the patches simply mean make the adv vitals monitor linkable to that bed. they just add to the list the beds can be linked the new things. added a bit of clarification to that on the download section.

in general patches you just touch the item/object that needs to be altered. so they do not include the whole content of the mods you want to work together. in the past you had to override the whole object, but with a17 came patch operations that made this easier. you can just add/remoce/change properties of already existing stuff, without overriding it all. so to add a feature from one mod to another mod you can now just say add that feature to the new item of that mod. the base object stays the same and for that to work the game need to know both things first (loadorder should be: 1.mod a 2.mod b 3. patch for a+b).
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: Dodging Rain on June 14, 2017, 02:45:23 PM
This mod seems to conflict with Fluffy's Architecture Sense that enabling both will cause Stuffed Floor to no longer be listed as categorical.
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: SuedKAT on June 14, 2017, 04:03:59 PM
Quote from: Dodging Rain on June 14, 2017, 02:45:23 PM
This mod seems to conflict with Fluffy's Architecture Sense that enabling both will cause Stuffed Floor to no longer be listed as categorical.

Have you tried to change to load order?
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: Dodging Rain on June 14, 2017, 04:23:18 PM
Not strictly with just the mentioned mods but I did with my save file, placing CTS behind only core and hugs and at the very end. 
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on June 15, 2017, 01:37:39 AM
load order should not matteron this problem.

if you still have the issue you are not using the lastest CTS version.
(either manually update or just unsub/resub over steam to let it delete the mod entirely, since sometimes steam screwes up some updates when old folders/files are not there in newer versions)

fixed this at the beginning of the week already ;)

if you still have the error after that any mod that add new designators can cause this too. (for example at the time of this post mine plan designator)
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: Dodging Rain on June 17, 2017, 01:33:14 AM
Just manually updated the mod, works fine now.  Thank you.
Title: Re: [A17]Power+Medicine - CTS - Complete Tech Solutions
Post by: JDamien on November 10, 2017, 02:48:57 PM
Any possibility of an update for A18?
Title: Re: [B18]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on December 29, 2017, 10:21:55 AM
b18:
- added adv components to most stuff (removed/lowered normal components for that) overall costs mostly the same.
- added research tab CTS
Title: Re: [B18]Power+Medicine - CTS - Complete Tech Solutions
Post by: Harry_Dicks on December 29, 2017, 03:48:23 PM
I never had any of your mods before, I'm surprised I hadn't seen them until now. Just downloaded all of them, I'm very excited to try them out. They are looking great, thanks for all of your hard work! Hope you have a great New Years!
Title: Re: [B18]Power+Medicine - CTS - Complete Tech Solutions
Post by: sulusdacor on January 03, 2018, 08:33:14 AM
moved this into a new topic with other mods here: https://ludeon.com/forums/index.php?topic=38010