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
- Research tree redesigned to represent industrial era (with branches) and post-industrial era (gliterworld) surgery
- Some features from original mod, like cure for common illness and parasites were removed
- New features like surgeries to repairl all major destroyed bones and post-surgery effects were added. These are semi-prosthetic in nature
- Surgery costs like required time and resources were rebalanced for most surgeries (less resources, more medkits and time)
- Surgery success chances were rebalanced to represent the difficulty (restoration of hand bone is less demanding than surgery on spine)
- Fast removal of permanent and fresh injuries is a post-industrial (smart-drug and nanorobotic) operation now. Its costly in medicine.
Continue if you like the idea..
ON DIFFICULTY
- All surgeries require some steel or plasteel, plan your facilities accordingly.
- Most modern surgeries are designed to be carried out by skilled surgeon with industrial level of medicine in mind, but you are not restricted to it.
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!
- Some surgeries are more dangerous than others, closer to vitals and spinal cord = more danger. Always use skilled, healthy, well-rested and well-equiped surgeon if you are not sure.
- Most post-industrial surgeries are not even surgires themselves and can be carried out by less skilled personnel but post-industrial medicine is a must!
Mechanite manipulations are still risky and skill demanding.
- Generally avoid surgeries if you doctor is below level 7-8 and you dont have at least industrial medicine.
- Dont expect your patients to wake up like new right after surgery. Long post-surgery recovery and some disability is ahead!
COMPATIBILITY AND STABILITY
- For a tweaks of unnoficial update to tweaked out version of abandoned mod made by a modding noob this one should be really stable. Shows no errors in log. Some basic beta testing went without issues
- Should be A16 compatible as it states
- Should be old save game compatible
- Should be compatible with most mods which are not about medicine\surgery. Probably compatible with stock EPOE, since orginal mod is. I would love to collaborate with Rah to make it fully compatible (merge) with his EPOE hardcore edition. I suppose these mods can complement each other perfectly, but currently they can overlap, create plotholes and balance issues and maybe conflicts. Let me know if you have some usefull knowledge on compatibility
POSSIBLE ISSUESThis 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.
- Very small possibility for error when surgeon cant operate and wastes his resources right before surgery, probably some vanilla bug.
- Permadeth players should use it on their own risk ;)
- BACK UP your savegame before installing this! Just in case!
- Bad English (not my native language)
CREDITSLudeon 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
- If this release offends someone, let me know. I decided to share my work with community with best intentions in mind
- This release is not supposed to please anyone. It was made for personal use in the first place. If you want more casual experience and more options please download original version, if you want more
prosthetic options please download EPOE - Feel free to post your feedback and suggestions
DOWNLOADhttps://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.
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.
Hi grifo, it looks interesting, I'll check it out later. Good luck with it !
EPOE + GE ,perfect
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! :)
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.
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
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 :)
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.
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)
Use "Скачать" button?) Thanks, поржал)))
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
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)))
Здорово, чуваки! :D
И вам не хворать. Модер прибежит, и начнет возмущаться) "only english, only english!!!")
Мод хороший, сбоев не заметил.
Hello there!
Did you forget to include the anesthetize bill or did you purposely removed it?
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!
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.
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))
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?
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.
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?
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.
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.
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]
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?
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.