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RimWorld => Releases => Mods => Outdated => Topic started by: grifo on January 21, 2017, 02:59:00 PM

Title: [A16] DE surgeries (GE)
Post by: grifo on January 21, 2017, 02:59:00 PM
Hi, guys and girls!

INTRODUCTION (Skip it if you dont like to read)

Im a veteran gamer and realism freak and I always install mods that increase challenge, improve realism and add common sense. ACE on ARMA, GWX on Silent Hunter, SS on Total War, Black Ice on HOI3.. Rimworld is a good game it asks for mods, but these mods are not always what we want them to be. First I increased costs in RimFridge and Programmable vents, like it was not enough I took Sozzy`s Deadly Vanilla Weapon Rebalance and rebalanced it to be more realistic and deadly and next I finished up tweaking DE surgery for myself. Since I did some job to put things together I would like to share it with community.  Let me introduce to you a Grifo`s Edition.

DESCRIPTION

This version of DE Surgeries tries to add more sense to research chain and realism level of original mod. It uses all best ideas accumulated in mods like DE Surgeries itself, EPOE and RMS. It removes some content from original mod, adds some new and rebalance an redesign things a bit. Take a look further if you are interested.

FEATURES

Continue if you like the idea..

ON DIFFICULTY

Doing surgery with non-skilled surgeon and herbal medicine is an ATTEMPTED MURDER!
Doing surgery with skilled surgeon but herbal medicine is a GAMBLING, like its 1890 behind the window!
Doing surgery with post-industrial medicine is a huge boost to success in any situation!
Mechanite manipulations are still risky and skill demanding.

COMPATIBILITY AND STABILITY


POSSIBLE ISSUES

This is my first release and Im not going to be surprised if I messed (missed) something. I really tried out to check and test all major things out, but such a repetitive and time consuming job as modding is asking for small errors. Should not be a big problem if you save your games from time to time. Let me know if you think something works not like it should be.


CREDITS

Ludeon Studios - for the game
DarknessEyes, Captain_kavern, Aristocat - for the original mod and tweaks. Stock version of mod here! -  https://ludeon.com/forums/index.php?topic=22120.0
Ykara - for his mods and ideas
Dingo - for the XML database
Various forum members - for their time to share some knowledge
Me - Im not even sure what to post here

DISCLAIMER


DOWNLOAD

https://yadi.sk/d/bndxSdLJ3AD4wT - Use "Скачать" button (small with white background one) to hack your congressman PC download

This is a Russian hosting\email\SE giant similar to Google. Let me know if you have trouble with it.
Title: Re: [A16] DE surgeries (GE)
Post by: BlackSmokeDMax on January 21, 2017, 06:37:39 PM
Hey, this looks great! I've always liked DE Surgeries, but like you I think, found it a bit OP. Thanks for doing this!

Prob will wait until my next colony to throw it in, but look forward to it.
Title: Re: [A16] DE surgeries (GE)
Post by: Rah on January 21, 2017, 09:58:07 PM
Hi grifo, it looks interesting, I'll check it out later. Good luck with it !
Title: Re: [A16] DE surgeries (GE)
Post by: Senio on January 22, 2017, 12:34:34 AM
EPOE + GE ,perfect
Title: Re: [A16] DE surgeries (GE)
Post by: grifo on January 22, 2017, 09:09:16 AM
Quote from: Rah on January 21, 2017, 09:58:07 PM
Hi grifo, it looks interesting, I'll check it out later. Good luck with it !

This would be most welcomed, since you can have some solid suggestions and ideas on design and find some insects with your experienced eye! :)
Title: Re: [A16] DE surgeries (GE)
Post by: deathstar on January 23, 2017, 09:13:46 AM
Hi, first of all thank you very much for taking the time to keep this mod relevant in the absence of the original authors. It's one of my all-time favourites.

I've noticed that, unlike the original mod, you can see all the medical bills as soon as you research them - as opposed to only seeing them when they are applicable. Example: Pretty sure in the original mod you could only see "Repair Spine" if the spine was actually injured somehow. Incidentally, it also showed the resources needed ("3 plasteel no herb" something along those lines).
I know nothing about modding, so I can't tell you how - but is it possible to hide those surgical bills that are not needed for a patient? It gets a bit overwhelming.
Title: Re: [A16] DE surgeries (GE)
Post by: Madman666 on January 23, 2017, 09:27:54 AM
Hey, @grifo, found some typos there in research project descriptions:
microsurgery def - punctuation = variety of complex surgeries, using microscopes
PostIndustrialSurgery def = Advance in microengineering - (replace Advancements)
PostIndustrialSurgery def = age makes medecine more powerfull
PostIndustrialSurgery def = use DNA codes -> use complex DNA manipulations
PostIndustrialSurgery def = most kinds of wounds

Hope that helps. I am parttiming as an editor - so if you need the help - I'll gladly provide. For balancing - no suggestions for now, I didn't go that far into the game for now) Will post something if it comes up
Title: Re: [A16] DE surgeries (GE)
Post by: grifo on January 25, 2017, 09:39:38 AM
Quote from: deathstar on January 23, 2017, 09:13:46 AM
Hi, first of all thank you very much for taking the time to keep this mod relevant in the absence of the original authors. It's one of my all-time favourites.

I've noticed that, unlike the original mod, you can see all the medical bills as soon as you research them - as opposed to only seeing them when they are applicable. Example: Pretty sure in the original mod you could only see "Repair Spine" if the spine was actually injured somehow. Incidentally, it also showed the resources needed ("3 plasteel no herb" something along those lines).
I know nothing about modding, so I can't tell you how - but is it possible to hide those surgical bills that are not needed for a patient? It gets a bit overwhelming.

Hi, deathstar!

I know nothing about modding as you., maybe your skill is 1 and mine is 3. In simple words, one of the mod files contains surgeries list and their descriptions, you can add "links" in these descriptions to another file which contains post-surgery effects and events. Here i met unpleasant limitation of vanilla game. It work with lnks for artificial parts but doesnt work with links for natural parts. Since I really wanted to add post-surgery effects and shattered bone sounds like something that need steel and mechanic repair i decided to design these surgeries as prosthetic. This helps to avoid limitations and sounds plausible.

Next it looks like game lists all prosthetic operations as available as soon as you have target, resources and knowledge for it. So you can break any of your healthy bones and reconstruct it if you are sado-masochist :). In case with natural body parts game lists only damaged organs (body parts). Stock mod uses natural body part mechanic, my edition uses artificial body part mechanic. Im sure EPOE users see overhelming lists as well since that mod relies on artificial stuff. Of course I dont like how it looks as well.

All additional fine tuning and creation of new content for medical part of the game is currently limited by vanilla. Maybe its possible for guys who working on "combat realism" ( just compare file structure of combat realism and DEsurgeries). Definetely its possible for developer and I hope he is looking into this. I see he designed game around idea of fragile human body and weakness and vulnerability of human in such circumstances but any limitation is a kind of bad design imo, especially when game can be played in prolonged sandbox mode.

Yeah I probably deleted required resources description (maybe to make a list at least a bit less overhelming). I will think how to put them back with more charm, maybe in research descriptions? Just make sure your surgery block equiped with industrial medicine, steel and some palsteel for penis enlargement :)
Title: Re: [A16] DE surgeries (GE)
Post by: grifo on January 25, 2017, 09:51:07 AM
Quote from: Madman666 on January 23, 2017, 09:27:54 AM
Hey, @grifo, found some typos there in research project descriptions:
microsurgery def - punctuation = variety of complex surgeries, using microscopes
PostIndustrialSurgery def = Advance in microengineering - (replace Advancements)
PostIndustrialSurgery def = age makes medecine more powerfull
PostIndustrialSurgery def = use DNA codes -> use complex DNA manipulations
PostIndustrialSurgery def = most kinds of wounds


Hope that helps. I am parttiming as an editor - so if you need the help - I'll gladly provide. For balancing - no suggestions for now, I didn't go that far into the game for now) Will post something if it comes up

Thanks, Madman!

Keep it up! Since (I hope) these are not game breaking I will wait until some more feedback on design uppears and will update everything at once at spare time.
Title: Re: [A16] DE surgeries (GE)
Post by: Madman666 on January 25, 2017, 10:26:08 AM
Sure, its always more productive to assemble a list of things to correct and then do it all in a bulk. If I encounter a mistake, bug or a recipe I think could use tweaking - I'll let you know)
Title: Re: [A16] DE surgeries (GE)
Post by: Garr1971 on January 29, 2017, 01:05:27 AM
Use "Скачать" button?) Thanks, поржал)))
Title: Re: [A16] DE surgeries (GE)
Post by: Madman666 on January 29, 2017, 05:30:22 AM
Quote from: Garr1971 on January 29, 2017, 01:05:27 AM
Use "Скачать" button?) Thanks, поржал)))

Подозреваю, шо часть народу вообще побоится по ссылке переходить из опасения, что их взломают как выборы в Америке))  ;D
Title: Re: [A16] DE surgeries (GE)
Post by: Garr1971 on January 29, 2017, 09:17:45 AM
Quote from: Madman666 on January 29, 2017, 05:30:22 AM
Quote from: Garr1971 on January 29, 2017, 01:05:27 AM
Use "Скачать" button?) Thanks, поржал)))

Подозреваю, шо часть народу вообще побоится по ссылке переходить из опасения, что их взломают как выборы в Америке))  ;D
Да не пугай ты иностранцев)))
Title: Re: [A16] DE surgeries (GE)
Post by: grifo on January 29, 2017, 06:19:09 PM
Здорово, чуваки!  :D
Title: Re: [A16] DE surgeries (GE)
Post by: Madman666 on January 29, 2017, 06:29:39 PM
Quote from: grifo on January 29, 2017, 06:19:09 PM
Здорово, чуваки!  :D

И вам, как гритца, здрям =)
Title: Re: [A16] DE surgeries (GE)
Post by: Garr1971 on January 30, 2017, 10:15:16 PM
И вам не хворать. Модер прибежит, и начнет возмущаться) "only english, only english!!!")
Мод хороший, сбоев не заметил.
Title: Re: [A16] DE surgeries (GE)
Post by: faltonico on February 09, 2017, 01:53:02 PM
Hello there!
Did you forget to include the anesthetize bill or did you purposely removed it?
Title: Re: [A16] DE surgeries (GE)
Post by: grifo on February 14, 2017, 09:44:04 PM
Quote from: faltonico on February 09, 2017, 01:53:02 PM
Hello there!
Did you forget to include the anesthetize bill or did you purposely removed it?

Hi!

Yeah, I removed it basically bcz I noticed that narcosis is already a stock feature in vanilla and I dont see a point in having it as a stand alone bill. If you think its still useful or have any other ideas please let me know! 
Title: Re: [A16] DE surgeries (GE)
Post by: faltonico on February 15, 2017, 04:43:04 AM
Quote from: grifo on February 14, 2017, 09:44:04 PM
Hi!

Yeah, I removed it basically bcz I noticed that narcosis is already a stock feature in vanilla and I dont see a point in having it as a stand alone bill. If you think its still useful or have any other ideas please let me know!
Just forcing a pawn to stay in bed is helpful enough xD
And the improved healing rate is a good plus.
I ended up adding the bill and the hediff to my folder, but the bad thing is that it is considered a regular surgery, so it is not an "easy" surgery anymore, it comes with all the shite A16 brought.

On the other ideas point, the only thing i find not so appealing about this mod, is that there is no real point to repair leg bones (the ones i have done so far), the result is simply not good enough for the effort (-10 movement and 5 pain). Next time I would rather wait to get a bionic part. Though I would be fine with it, If there would be a chance for the pawn to get it on a failed surgery attempt.
Title: Re: [A16] DE surgeries (GE)
Post by: Madman666 on February 15, 2017, 08:05:41 AM
Actually extra anesthesis option was a bit too good even, I think it added 30% bonus to blood filtration or was it 20%?... I still like it though, since you can use it for its immobilizing effect, to paralyze an idiot that is 100% going to lose his shit and start freaking out. I'd quite like for it to return with about 15% bonus to blood filtration won't make it too OP, but still useful (immobilizing effect will be OP though). And those operation difficulties need to be gone of course, since its just a friggin shot))
Title: Re: [A16] DE surgeries (GE)
Post by: grifo on February 16, 2017, 12:04:48 PM
Ah, that what I was talking about. Using narcosis to sedate desperados, an all those evil CIA experiments with consience  :D

Really ketamine ( true narcosis) as most other psychedelics is somewhat usefull in dealing with chronic alcoholism IRL. This can be added as heddiffs as well but I dont sure I have a skill or where to look... Once upon a time I saw a anesthesologist used ketamine to sedate patient and defibrillator to STOP his heart and then he restared it. WTF i said to my self. He registered all 10 ml in ledger, probably wanted to steal 5 ml, but I took 2ml  from him to freak out myself. Good old times!  :D

Ok, I dont really have much time, but maybe I should put anesthesia back? And if you have some good fresh realistic surgery\medication tweaks or content which I can add, then lets do it together, co-authors are always welcome  :D!

P.S. Madman, are you sure its a BONUS to blood pumping in stock mod, not a MALUS?
Title: Re: [A16] DE surgeries (GE)
Post by: Madman666 on February 16, 2017, 12:47:27 PM
Yup. In DE surgeries its a way to put a person into healing sleep for 3 days (at least it is what description says). It adds bonus to blood filtration to speed up recovery from diseases, while also restraining sick person to bed, to slow disease progression and bolster immunity gain speed. Editing and adding new hediffs is not that hard, rummagin through vanilla xmls will give you most info. Since DE surgeries doesn't have hardcoded parts (c# written dlls) it should be rather simple, just a bit time-consuming. As for ideas unfortunately I don't anything to suggest, thats really worth the effort. Core mod covers most of the permanent health issues RW has and different stuff like treating addictions and etc. mostly covered in other mods.
Title: Re: [A16] DE surgeries (GE)
Post by: Amn on February 17, 2017, 02:15:04 AM
Great Mod, i love it!

But i can't get my colonists to do the cure gunshot operation.
It always says it's missing parts.
I have plenty of Glitterworld and regular Medicine and (Pla-)Steel.

What do?


Also, is there an option to remove the permanent effects of surgery?
Title: Re: [A16] DE surgeries (GE)
Post by: mfaltz on March 18, 2017, 04:43:09 AM
Hi, I created a Japanese translation of this mod and upload it.
https://steamcommunity.com/sharedfiles/filedetails/?id=885801821
Thank you for making great mod.
Title: Re: [A16] DE surgeries (GE)
Post by: Cabdono on May 15, 2017, 04:13:36 PM
Would it be possible to add a patch to do surgery on animals too?  I know about A dog said, but that's just replacing the parts with bionics, not repairing/curing.
Title: Re: [A16] DE surgeries (GE)
Post by: Fregrant on May 21, 2017, 11:29:55 PM
Sure thing, if someone would be able to spend some time.

Bug: bites are missing in the code. Unlike gunshots, stabs etc.
Also, recipes like "repair femur" "repair radius" etc, clutter the operation menu so much. I suspect cause is recipe type "Recipe_InstallArtificialBodyPart".


[attachment deleted by admin due to age]
Title: Re: [A16] DE surgeries (GE)
Post by: kaptain_kavern on May 22, 2017, 06:01:00 AM
I was gone for a while but I was maintaining DESurgerie from A11 to A15. Is there still someone maintaining it? or should I do it?

Title: Re: [A16] DE surgeries (GE)
Post by: Fregrant on May 22, 2017, 06:22:32 AM
Feel free to try ;)
Adapting code for animals doesnt seems to be hard, but it needs patience and some time. I just made some edits for myself later and it yet works.