(http://i.imgur.com/QotnOF3.png)
This mod changes surgery success to be less arbitrary and random. It doesn't change your surgeon's chance of success, but it does change failures in the following ways:
-If they don't succeed, they get a second chance to succeed with non-lethal injuries.
-If they fail, they have a chance to only give non-lethal injuries based on their surgery skill (as they identify that the patient is dying and abort the surgery).
-If they fail that, then the death on failed surgery chance is reduced by their chance to successfully complete the surgery.
-If the surgery is not lethal, the difference between catastrophic and minor failure is based on the surgery success chance, instead of being a literal coin flip.
-Only impaired pawns will ever have ridiculous surgery injuries.
-Surgery failures will cause infection. Pawns injured during a successful surgery may get an infection, depending on the doctor's skill.
-Instead of doing 30 damage on a minor failure and 65 on a catastrophic failure, minor failures do 10-20 damage and catastrophic failures do 30-60. This makes it so that some surgeries (like on the head) are not disproportionately lethal even on minor failures.
-Instead of doing between 50-100% of a part's remaining health in damage per surgery injury, failures do between 10-25% of a part's remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part's remaining health.
-You will receive the body part or implant back on a minor failure.
Compatible with Psychology (https://ludeon.com/forums/index.php?topic=24648.0), EPOE, A Dog Said, DE Surgeries, and Mechanite Augmentation. If you've tested your mod with this and confirmed its compatibility, contact me to add it to the list.
Download
I recommend you download it from the Steam Workshop to receive automatic updates. Visit the Steam Workshop page to subscribe here (http://steamcommunity.com/sharedfiles/filedetails/?id=834016280).
If you do not have RimWorld on Steam, but you have a forums account, you can also download it manually through the attachment. Note that the mod requires HugsLib (https://ludeon.com/forums/index.php?topic=28066) to function.
(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066)
License
Can include in modpacks with credit. Can reuse/edit code with credit.
[attachment deleted due to age]
But I like surgically murdering prisoners...
Then euthanize them. This mod is to avoid surgically murdering your colonists.
But is it compatible with EPOE, and if not, when will there be a compatibility patch?
EPOE doesn't detour anything to my knowledge, so it's compatible.
Quote from: Psychology on January 03, 2017, 08:11:23 PM
Then euthanize them. This mod is to avoid surgically murdering your colonists.
Actually I've found that I love this mod. Makes training surgeons much more... efficient.
I've noticed that sometimes it will say there's an infection in the bionic body part I was adding, but when I check, even looking at debug diffs, there's no infection. Is it supposed to be infecting the part, or is this a workaround to just say it failed the first check but got the second one and they're minorly damaged, as opposed to putting up a notice that says it partially failed?
Oh cool, I was waiting for Better Surgeries, but this sounds like it does a similar fix. Did you modify the damaged body parts on failure to actually reflect where the operation was taking place? ie: no more broken legs/stabbed kidneys while trying to install prosthetic hand
Does this only make surgeries less wacky when it fails, as in does it not alter the success rate of the initial failure check?
QuoteI recommend you download it from the Steam Workshop to receive automatic updates. Visit the Steam Workshop page to subscribe here.
Sorry i don't use steam mashines !:-)
But very nice mod, but could you add that a failure don't destroy the implant ?
Quote from: Pichu0102 on January 04, 2017, 05:24:57 AM
I've noticed that sometimes it will say there's an infection in the bionic body part I was adding, but when I check, even looking at debug diffs, there's no infection. Is it supposed to be infecting the part, or is this a workaround to just say it failed the first check but got the second one and they're minorly damaged, as opposed to putting up a notice that says it partially failed?
It has a chance to add the infection when you succeed on the surgery with minor injuries, though it may not work with bionic body parts. I haven't tested it. I'm not sure what you mean that there's no infection. Maybe it tries to add it, gives you a message about it, and then fails to add it?
Quote from: Thirite on January 04, 2017, 09:36:36 AM
Oh cool, I was waiting for Better Surgeries, but this sounds like it does a similar fix. Did you modify the damaged body parts on failure to actually reflect where the operation was taking place? ie: no more broken legs/stabbed kidneys while trying to install prosthetic hand
Yes, ridiculous failures will only ever happen when a doctor is impaired and fails critically.
Quote from: kunyomi on January 04, 2017, 11:32:10 AM
Does this only make surgeries less wacky when it fails, as in does it not alter the success rate of the initial failure check?
Correct, though the next version will add medical tending offset (i.e. hospital beds and vital monitors) to the success rate.
Updated to 2017-1-4.
-Instead of doing 30 damage on a minor failure and 65 on a catastrophic failure, minor failures do 10-20 damage and catastrophic failures do 30-60. This makes it so that some surgeries (like on the head) are not disproportionately lethal even on minor failures.
-Instead of doing between 50-100% of a part's remaining health in damage per surgery injury, failures do between 10-25% of a part's remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part's remaining health.
-You will receive the body part or implant back on a minor failure.
Did you do the wrong attachment maybe ? Psychology 2017-1-4.rar
Whoops! Let's just say it was stealth advertising.
Quote-Instead of doing between 50-100% of a part's remaining health in damage per surgery injury, failures do between 10-25% of a part's remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part's remaining health.
I think that is too harmless, because of the "remaining health" at this way that part never get broken. 10-25% of max. HP is better and not lethal except someone keep cutting on a few failures.
Quote-You will receive the body part or implant back on a minor failure.
You should add a damage to the implant, 25-49% of max. HP. Then you got 3 tries to install it.
That's per injury. The failures themselves still do a max of 20-60 damage depending on type. An individual cut can do a maximum of 25% of the part's health, so it can go over that number. It's just that with the old system, it was supposed to do 20 damage, but it could do 55 randomly for no reason.
I can damage the implant on a failure, sure.
...Okay, so other than the person who made Morrowind's LoKKen mod, you're now my favorite modder.
Great mod! Thanks dude! :)
I'd just like to say. Today, my lvl 20 surgeon did 2 miraculous operations.
On one, he was trying to adjust my colonist's nose. He must've sneezed, because his scalpel jerked downwards (?@!) & literally, sliced off my colonists head. Hmm. Ok.
Then. Bloodthirsty for another Top Class Surgery from the renowned level 20 Medicine expert, he began to operate on someone's eye. I should've seen it coming. But then again, I was totally not prepared for him to accidentally slice off Both of my colonists hands. But... how? What?
I just. I. Thank you for this mod. I pray my surgeon reflects his status now, with a full bionic body for enhanced skills & perfectly healthy patients bar the part being operated.
This forum is sorely in need of a like button. Like~
Getting an error message when I use this mod:
[attachment deleted by admin due to age]
What diseases does the failure cause
Quote from: asquirrel on January 04, 2017, 09:10:54 PM
Getting an error message when I use this mod:
You're using another mod that's incompatible.
Quote from: Iwillbenicetou on January 04, 2017, 09:38:59 PM
What diseases does the failure cause
Infection.
Quote from: Psychology on January 04, 2017, 09:39:50 PM
Quote from: Iwillbenicetou on January 04, 2017, 09:38:59 PM
What diseases does the failure cause
Infection.
Don'tcha know, when you get infected, it causes Infection. Obviously~
QuoteOn one, he was trying to adjust my colonist's nose. He must've sneezed, because his scalpel jerked downwards (?@!) & literally, sliced off my colonists head. Hmm. Ok.
I got the same a few times, now i think all chirug use chainsaw's instead scalpel's or this kind.
Looks pretty damn swell :)
The penoxcyline got no effect on your infections.
Shouldn't they give the patient an immunity boost to x% ?
an error in the error log:
(http://i.imgur.com/LTaEiaY.png)
(http://i.imgur.com/nsCji5L.png)
mods: Core, HugsLib, Miniaturisation, Medieval Times, Rimfire 2.2, Rimsenal, Right Tool For The Job, Rimsenal - Storyteller pack, Rimsenal - Feral, Rimsenal - Federation, Rimsenal - Security pack, More Vanilla Turrets, AC-Smart Speed, AC-Enhanced Crafting, A World Without Hat, I Can Fix It!, Silly Builder, Surgery is for Doctors, Look At Me, I'm The Worker Now, OSHA Compliance, The Mad Rabbits of Caerbannog, Apparello 2, Miscellaneous 'CORE', Misc. Bees'n'Honey, Misc. Training, Misc. MapGenerator, Misc. MapGen FactionBase, Plowed Earth, Chemfuel Generator, P-Music, MineItAll, JTExport, Blueprints, Medical Tab, Area Unlocker, Fluffy Breakdowns, Colony Manager, Animal Tab, Relations Tab, The Birds and the Bees, Set-Up Camp, Camping Stuff, WorkTab, Numbers, AC-Enhanced Hauling, Step Away From The Medicine, [T] ExpandedCloth, [T] RawCropThoughts, [T] ExpandedCrops, More Furniture, [T] MoreBedsCloth (for More Furniture), [T] MoreFloors, RomanceDiversified, Rumours And Deception, Prepare for Romance!, Rim Disorders, Psychology, Industrial Rollers, Roof Support A16, AC-Enhanced Stack, More vanilla factions, Packified Animals, Hospitality A16, Better Shooting Skill v1.1, Dubs Rimkit(Medkit), Patchwork Leather, Less Arbitrary Surgery, Expanded Prosthetics and Organ Engineering, A Dog Said...NoCrafting, A Dog Said-EPOE compatibility patch, Glitter Tech (No Surgery), RTGs, Better Pathfinding, Super Soil, Furnace, Barbed Wire, [sd] round tables, Mending, ResearchList, RimFridge, Acid Chamber, Additional Joy Objects, Animal Hide Working, Reuse pods, and DeadMansClothing
Based on the log, I'd imagine it most likely came from Reuse Pods. Try disabling it and see if the error still occurs.
Quote from: Caraise Link on January 05, 2017, 05:55:54 AM
Based on the log, I'd imagine it most likely came from Reuse Pods. Try disabling it and see if the error still occurs.
Hey Caraise! I tried disabling it but no luck. But then I discovered I was using an old version of Hugslib and updated it. After that, the error went away. :)
Quote from: asquirrel on January 05, 2017, 10:04:30 AM
Quote from: Caraise Link on January 05, 2017, 05:55:54 AM
Based on the log, I'd imagine it most likely came from Reuse Pods. Try disabling it and see if the error still occurs.
Hey Caraise! I tried disabling it but no luck. But then I discovered I was using an old version of Hugslib and updated it. After that, the error went away. :)
Cool cool~
Quote from: Caraise Link on January 05, 2017, 04:11:02 AM
So I haven't interacted much with Prude and Lecherous yet, although I'm looking forward to it. Would it be possible to round out the two predominantly negative libido-related traits with a more positive one? Like, a trait called "Pervert" that causes the character to initiate [cough] "lovin' " more often and get a mood bonus in the presence of nude characters they find attractive? (Though I guess that latter might be at the expense of the other character's mood...)
Are you sure you posted this in the right thread?
An awesome addition, well done :)
Quote from: Psychology on January 05, 2017, 11:45:44 AM
Quote from: Caraise Link on January 05, 2017, 04:11:02 AM
So I haven't interacted much with Prude and Lecherous yet, although I'm looking forward to it. Would it be possible to round out the two predominantly negative libido-related traits with a more positive one? Like, a trait called "Pervert" that causes the character to initiate [cough] "lovin' " more often and get a mood bonus in the presence of nude characters they find attractive? (Though I guess that latter might be at the expense of the other character's mood...)
Are you sure you posted this in the right thread?
...No, in fact I am not. Just how tired was I last night?...
Updated to 2017-1-5. Recovered parts on failure now take 10-50% damage. Infections should no longer spawn on bionic limbs and removed body parts should no longer get infected.
Updated to 2017-1-6.
Updated to 2017-1-7. There was a nasty bug that prevented you from amputating limbs and other such ingredient-less operations. Fixed now.
Bug: If you install something like a bionic foot but the leg it was on was destroyed during surgery as a partial fail, the foot remains attached despite there being no leg it is attached to.
Thanks, I'll get that fixed.
Updated to 2017-1-11.
This mod isn't working for me, and on load I get these errors. I installed through Steam and since I'm not sure how it handles prerequisites I tried it with and without hugslib installed, also through steam, and got errors every time.
https://gist.github.com/1aea45462f036de5b812afc1e37f4823
Derp, mod order. Loading hugslib first helps.
Thanks for the bump!
Hey Psychology can you take a look at:
https://gist.github.com/HugsLibRecordKeeper/67a57e58f5f17328c3b8db9644c0906b
which is from https://ludeon.com/forums/index.php?topic=29565.0
The detours in your mod are failing to load for some reason. Might not be you as there are other issues in this guys setup.
Found something amusing: If a patient is wearing high enough armor, some damage from the second attempt or the failure can be blocked by the armor (but not the infection). I'm sure it's a bug, but I like it. It's kinda funny.
i get this error on a failed surgery, and it seems that the mod doesnt work then because i just cut off someones head while trying to add a peg foot
Tried to add health diff to missing part BodyPartRecord(LeftFoot parts.Count=5)
Verse.Log:Error(String)
Verse.HediffSet:AddDirect(Hediff, Nullable`1)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1)
LessArbitrarySurgery.Detour._Recipe_Surgery:_CheckSurgeryFail(Recipe_Surgery, Pawn, Pawn, List`1, BodyPartRecord)
RimWorld.Recipe_InstallArtificialBodyPart:ApplyOnPawn(Pawn, BodyPartRecord, Pawn, List`1)
RimWorld.Bill_Medical:Notify_IterationCompleted(Pawn, List`1)
Verse.AI.<FinishRecipeAndStartStoringProduct>c__AnonStorey418:<>m__674()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Quote from: Deathawaits4 on January 24, 2017, 12:40:51 PM
i get this error on a failed surgery, and it seems that the mod doesnt work then because i just cut off someones head while trying to add a peg foot
Tried to add health diff to missing part BodyPartRecord(LeftFoot parts.Count=5)
Verse.Log:Error(String)
Verse.HediffSet:AddDirect(Hediff, Nullable`1)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1)
LessArbitrarySurgery.Detour._Recipe_Surgery:_CheckSurgeryFail(Recipe_Surgery, Pawn, Pawn, List`1, BodyPartRecord)
RimWorld.Recipe_InstallArtificialBodyPart:ApplyOnPawn(Pawn, BodyPartRecord, Pawn, List`1)
RimWorld.Bill_Medical:Notify_IterationCompleted(Pawn, List`1)
Verse.AI.<FinishRecipeAndStartStoringProduct>c__AnonStorey418:<>m__674()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
loading this on top of any other medical mods this one needs to be first
it is, infact, it is just 1 below hugslib, making it third in the load order.
Also the error looks to me like, the mod is trying to add damage to the foot, that isnt even there anymore. but i could be wrong, im bad at reading error logs.
Any chance you could add surgery options to fix some of the unfixable health problems in vanilla? There's another mod that sort of does that but also adds a million new workbenches and implant types. I've always just wanted a couple more surgery options like "heal scar" or "reconstructive surgery"
Sorry, this is a very targeted mod. It's intended only to fix the rather boring and terrible way surgery works in A16, not add new content.
it seems to affect mechanoids (like they're getting infections)
Make sure you are using the latest version.
Both Scythers and peg legs are getting infections, I made sure I had the latest forum version:
(https://www.mediafire.com/convkey/a6fb/f9c9vjsc50a761l4g.jpg) (http://www.mediafire.com/view/f9c9vjsc50a761l/Scyther.png)
(https://www.mediafire.com/convkey/5d10/f9hgu8u767cj05n4g.jpg) (http://www.mediafire.com/view/f9hgu8u767cj05n/infected_peg_leg.png)
Using this together with EPOE results in infections on eyepatches, bionic legs, wooden feet and errors in the log. Removing the part fixes it.
Is this mod compatible with this mod https://ludeon.com/forums/index.php?topic=24975.0 ?
Thank god for this.. I'd raged at a few too many games were leg implants ended up in decapitations and this is a breath of fresh air.
I use this mod with EPOE. If I can track down the infection problems I'll fix them, but it's not am issue with me.
Medicine is better in A17, but I still like the more nuanced behavior with this mod (chance to minimize damage during a failed surgery, etc.), do you have plans to continue it?
Thanks a lot for this! It would be mighty great and greatly appreciated if you'd update the mod for A17 when you have the time.
So tired of save-loading every time before the complicated surgery, which (save-load) totally breaks the immersion and overall fun.
Btw, as funny and actual as Tynan's reference on surgery (https://en.wikipedia.org/wiki/Robert_Liston#Liston.27s_most_famous_cases) is, the percentage of such "qualified" surgeons is practically nonexistent among pawns(astronauts) having prerequisites in medicine (any skill and\or education and\or experience in surgery). That's why I can't in the right mind let the game just flip the coin and decide to kill Ben aka "Turbo", the main constructor and elected leader of the colony while the 16 skilled doctor is giving him a simple prosthetic leg!!! phoi, I've said it! :)
Thanks again and good luck with your future mods!
Updated to 2017-7-9:
-Now compatible with A17.
Sir, could we please get a dropbox/drive download link? Much appreciated.
You have an account. You can just download it from the first post.
Wooooo thank you for the update!
It's great to see this updated to A17, thank you very much!
Hey! Compatible with JT's Field Surgeries?
Would someone do me the immense justice of updating this?
Updated to B18.
Quote from: Linq on December 02, 2017, 06:18:12 PM
Updated to B18.
Thank you so much, I really appreciate it!
Is the attachment in the OP for downloading now gone?
Nope.
Hey, I found a conflict with Rah's Bionic surgery. If put after it, the bionics installed dissapear. Not sure what happens if I put it BEFORE Rah's though.
If Rah's Bionic Surgery changes the code, it is probably incompatible. You cannot put it before or after.
Updated to 2017-12-8. Should have fixed a problem with partial successes.
Something seems to have gone with the archiving, I tried extracting it but winrar is saying there is no archive found.
Great mod btw!
im having the same error, but this time with 7zip, it says that it cant be opened as a comprised archive, and i dont know whats happening, please help
I just download the file from the first posting.
Using 7zip 15.14 for Windows and don't have any trouble to open and extract the files.
So the archiv is definitiv intact and working. Maybe update 7zip or use a different archiv-tool.
It seems like something odd is going on with this mod and other previously compatible ones. Harvest Everything! used to work with this, but after the update, it hasn't been working properly.
Fixed a bug that inverted surgery chances, causing easy operations to fail 100% of the time.
Updated to B19.
Is the download for the B18 version gone, then?
It's still available on the Nexus.
Updated to 1.0.
The steam link on the first page still leads you to the A17 version
Where is the attachment for non-steam versions?
You only can see attachments if you are logged into the forum.
Since you are now a registered user, you should see it.