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RimWorld => Releases => Mods => Outdated => Topic started by: PhileasFogg on July 04, 2017, 04:09:37 PM

Title: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: PhileasFogg on July 04, 2017, 04:09:37 PM
Good day, ladies and gentlemen!

First of all: please excuse my bad english, I didn't have a lot of practice in recent years.

As in a previous post mentioned, I worked on spliting this mod in two separate mods, so everyone can use "Diseases overhauled" without the need for Ykara's "EPOE". After finishing this, there are now three mod instead of three mods: I extracted the expanded body simulation. It is now a separate mod and needed for the other two: "Diseases overhauled" and "Crafted Mutants". All three mods and there content will be outlined in the following sections. Detailed information are available in the second and third post in this thread. All download links are at the bottom of the third post.



(http://i.imgur.com/881pVt1.png)

[A17] Extended Human Body Simulation (v1.0.0)

1) Additional bodyparts
The current human body simulation is rather limited. I expanded it with fibulas, patellas, ulnas, a spleed, two lobes for your pawns liver and a hidden intestine (which makes it possible to remove stomaches without killing the patient - because humans can live without a stomach; it's no fun but possible).

2) Harvest and reintegrate all available bodyparts
Nearly every single bodypart is now harvestable (exceptions: torso, shoulders, head, neck, skull, intestine). So you can replace every part your pawns might miss with freshly harvested natural equivalent (which needs to be stored in a cold enviroment as natural bodyparts start to rot after one day). This also applies to all parts of the now expanded human body structure, which includes: fibulas, patellas, ulnas, a spleed and two lobes for your pawns liver.

3) Replace missing bones with surrogates
Buy a surrogate to replace the missing bones. Your trusted exotic, pirate or combat merchant may have to offer some.




(http://i.imgur.com/GLbqbHL.png)

[A17] Diseases overhauled (v1.1.0)
Depends on "Extended Human Body Simulation"

1)  Overhaul of all existing diseases and adding new ones
Every single disease / condition has been changed and more than thirty new ones have been put into RimWorld. Have a look at the second and third post for more detailed informations.

2) Additional drugs
There are six new drugs in this mod included, that either may help your pawns recover from disease or improve their abbilities for some time - at a price.




(http://i.imgur.com/S4vlSO2.png)

[A17] Crafted Mutants (v1.0.0)
Depends on "Extended Human Body Simulation" and "EPOE"

1) Installation of new bodyparts (third eye, more arms, supporting organ parts, etc.) and some experimental brain surgery
Harvested bodyparts and organs can now be installed at "unusual" places (for example as a third leg). But as your pawns bodies and brains aren't prepaired for this, their benefits are limited.

2) Harvesting of mechanoid bodyparts for simple prosthetics
You can now harvest more than blades from scythers. You can get light rezeptors, simple prosthetic arms, hands, legs and feet, artificial noses, brain stimulators and centipede tails. Some of these parts can be recived from both mechanoid versions, some only from scythers (like blades), others only from centipedes (like centipede tails).




Mod list order

If you're using all three mods, please ensure that the part of your mod list, which includes these, looks like this:
(http://i.imgur.com/xcQdlHh.png)
Title: [A17] Phileas' trusted mod & maintenance station
Post by: PhileasFogg on July 04, 2017, 04:09:59 PM
Credits & Thanks to...



Backgroundstory

This mod started as a small private project with no intend to release it to the public one day. My goal was to extent Ykara's (https://ludeon.com/forums/index.php?action=profile;u=12564) really nice mod Harvest Everything! (https://ludeon.com/forums/index.php?topic=32996.0). By now my mod completely supercedes "Harvest Everything!" which is not necessary to use "Diseases overhauled", but because of this history, "Disease overhauled" depends on EPOE (https://ludeon.com/forums/index.php?topic=10571.0).
So at first I included item types and recipes for all previously missing bodyparts (sternum, ribs, humerus, femur, etc.). While doing this, I realized how rudimentary the current human body simulation in RimWorld is and expanded it: added fibulas, ulnas, patellas, a spleed (which has no real function other than bullet and disease catcher as I don't have a clue about C#), a hidden intestine (which makes it possible to remove stomaches without killing the patient - because humans can live without a stomach; it's no fun but possible), added lobes to the liver and different (non-hittable) parts to the brain (which are used to install the different auxiliary AIs). And again: while busy with this task, I thought to myself: "Why not include some slots which I can use to create some creazy Frankensteinian mutants out of my colonists?" No sooner said than done!
At this point, my formerly small project were grown quite large - and it was completely OP. With the possibilities to implant more than one auxiliary AI, add additional arms, a third eye, more ears, one more leg and integrate supporting organ parts, pawns with all these "enhancements" had no real threat to face anymore. While thinking about ways to counterbalance this new found abilities, I suddenly realized how rather boring the base game disease (IMHO) are. And while handling my "enhanced" pawns new abilities (at least a bit) with an increased hunger rate per installed arm/leg/eye/whatever, I began working on overhauling all base game diseases and integrating new diseases into this mod. These both parts became the biggest part of this mod.
Just before the end of expanding this mod, I included some new drugs to help all sick colonists with fighting off old but impoved and new found diseases.




Features (Overview)

Let's get down to the nitty-gritty, shall we? This modifications consist of roughly five parts:
1) Overhaul of all existing diseases and addition of new ones
2) Installation of new bodyparts (third eye, more arms, supporting organ parts, etc.) and some experimental brain surgery
3) Harvesting and reintegrating of all available bodyparts and replacing with surrogates
4) Additional drugs
5) Harvesting of mechanoid bodyparts for simple prosthetics

I tested everything at least a dozen times, but nevertheless everytime I found something to fix, change or tweak. So, please, give me feedback about decisions I made and bugs I've overlooked. I thank you in advance for your help and participation! :)




Features (in detail)

The following description may be more in detail than the previous paragraph, nevertheless it is only a short summary. Starting by the smallest mod part:

5) Harvest more mechanoid parts
You can now harvest more than blades from scythers. You can get light rezeptors, simple prosthetic arms, hands, legs and feet, artificial noses, brain stimulators and centipede tails. Some of these parts can be recived from both mechanoid versions, some only from scythers (like blades), others only from centipedes (like centipede tails).
Bionic limbs may at a first glance seem more logical - but, first, are way too OP to be harvested from mechanoids and, second, think about the designers of scythers and centipedes: they surely hadn't human anatomy in mind when designing these artificial beings.


4) New drugs
There are six new drugs in this mod included:
All drugs have individual research projects and can be created at the drug lab after finishing these - except the vegetable broth, which is neolithic techlevel recipe and can be created from the start at the stove. They also start at a high efficiency and lose there impact over time - except Methylanphenamid, which reaches it's peak efficiency at the third day after ingestion.


3) Harvest and reintegrate all available bodyparts or replace 'em with surrogates
Nearly every single bodypart is now harvestable (exceptions: shoulders, neck, skull, intestine). So you can replace every part your pawns might miss with freshly harvested natural equivalent (which needs to be stored as natural bodyparts start to rot after some time) - or you craft a surrogates to replace the missing part with. This also applies to all parts of the now expanded human body structure, which includes: fibulas, patellas, ulnas, a spleed and two lobes for your pawns liver.


2) Installation of new bodyparts and some experimental brain surgery
All those freshly harvested bodyparts can not only be used to replace missin bodyparts. They can also installed in previously "unused" locations:
As your colonists bodies and brains aren't made for this, all extra parts have only a rather small impact on there abilities. Besides, every new part increases there hungerrate by 5% - this new flesh wants to be fed.
Extra parts aren't hittable. They are bound to specific connection points. If these points get destroyed or replaced, connected new parts are gone as well. For example: you can give colonists two new arm, connected to there pelvis. If there pelvis is destroyed, both arms are gone. This also happens, if you replace it with an artificial pelvis. If you replace connection points in an medical operation, you'll recive all parts back.
But not only natural limbs can be put on new locations: also bionics. And as these (at least in my imagination) have supporting VIs, they are a bit more effective at there rather unusual positions - and don't increase your pawns hungerrate.
To counterbalance all those possibilities, I reduced the effects of synthetic organs.
Please give me feedback regarding my decisions.

A highly experienced medic (medicine > 17) can perform some experimental brain surgery. Sometimes this won't have no effect at all. In other cases there might be one or more long-term effects resulting out of this. There's a ~50/50 chance your pawn gets a "good" result: some kind of Trauma Savant. Other pawns afterwards may suffer from some heavy case of, for example, death.


1) Overhaul of existing and addition of new diseases
This section is by far the biggest part of this mod. I changed every single disease in the game. Not in their fundamental principles. But they all now have some randomness factor. This way it depends not only on your pawns ability to shake a disease off. It is more ... how to say this? ... natural. One pawn gets a heavy case of flu, the other only a light infection.
Diseases now also aren't only a case of "sh*t or bust". For example: even if your pawns survived an infection with the plague, they may have encapsulated pathogens in their femur, spine or pelvis, which, at a later time, will cause a new outbreak of the dormant disease.
Also diseases can now cause secondary diseases or long-term conditions. Some, like the plague, may cause a benign growth as secondary disease. Sleeping sickness, on the other hand, now has a chance to cause a long-term condition: a damage to essential brainparts which has no immidient effect, but inevitably leads to a case of coma in the foreseeable future. From that your pawn may awake - maybe twenty days later. Maybe six or fifteen years later. Maybe never.

Changes to existing diseases, long-term conditions and injuries (in excerpts):
Title: [A17] Phileas' trusted mod & maintenance station
Post by: PhileasFogg on July 04, 2017, 04:10:15 PM
New diseases, long-term conditions and injuries (descriptions are only short roundups; some diseases base on real ones and even share their name, others are completely made-up):

How to get those diseases?

1) Many of them are "birthday events". This means (AFAIK), once in a year your pawn has a chance to get a disease. In the basegame this could be: alzheimer's, dementia, bad back, cataract, hearing loss, frail, carcinoma, asthma or heart artery blockage (correct me, if I'm wrong or forget some disease).
Now this can also be: toothache, acute appendicitis, inflammation, Epstein-Barr virus, Hepatitis K, Hansen-Kampff disease, hyperthyroidism, hypothyroidism, psoriasis, blood cancer, peripheral pathway obstruction, multiple sclerosis, Campbells disease, Bardel syndrome, stomach ulcer, benign growth, necrosis, Chawbaeck's, osteoporosis, parkinson's, migraine or cerebral artery stenosis.

2) Additionally some disease are cause by others - for example, Epstein-Barr virus can and will cause blood cancer, extreme blood loss can cause PTSD.

3) Other disease are biome events, like the plague, flu, malaria, etc. New biome diseases are: common cold, lymphatic mechanites, brain worm, heart worm, lung worms, Kindred-Dick virus, New Reschian fever, Tuberculosis and Voight-Bernstein disease. Have a look at there description above to see in which biomes they appear.




Additional basegame chances

Penoxycilin: is also effectiv in preventing infections with tuberculosis, Kindred-Dick virus and Voight-Bernstein disease.

diseaseVictimFractionRange: all biome diseases now only infect between 10% and 30% of your population. In basegame this would be 20% to 50% of your pawns.

withdrawal: some drug withdrawals (GoJuice, Yayo, Flake, WakeUp) now may cause a stupor.

alcohol tolerance: now has a low chance to cause dementia.

life expectancy: as this game plays 3.000 years in the future, there should (at least in my imagination) have happend some increase in life expectancy. So I increased it from 80 to 95 years.




Known issues



Mod list order

If you're using all three mods, please ensure that the part of your mod list, which includes these, looks like this:
(http://i.imgur.com/xcQdlHh.png)



Downloads

Extended Human Body Simulation (v1.1.0) (https://www.dropbox.com/s/33um7paafc4y4zi/Extended%20Human%20Body%20Simulation%20v1.1.0.zip?dl=1)

Diseases overhauled (v1.2.0) (https://www.dropbox.com/s/t0vano1jkf5kyny/Diseases%20overhauled%20v1.2.0.zip?dl=1)

Crafted Mutants (v1.0.0) (https://www.dropbox.com/s/9093d14gybh7jbz/Crafted%20Mutants%20v1.0.0.zip?dl=1)

Please inform me, if you happen to find some bugs or incompatibilities. I thank you in advance!



History
Crafted Mutants v1.0.0 - Initial release

-

Diseases overhauled v1.2.0 - Fixed some bugs; drastically reduced chances for diseases to appear; infectiosity of bite, burn and frostbite wounds reduced; lowered sepsis severity a tad.
Diseases overhauled v1.1.0 - Split "Diseases overhauled" in three mods; fixed some bugs.
Diseases overhauled v1.0.0 - Initial release

-

Extended Human Body Simulation v1.1.0 - Fixed a bug; included suggested names for unused modul slots.
Extended Human Body Simulation v1.0.0 - Initial release
Title: [A17] Phileas' trusted mod maintenance station
Post by: PhileasFogg on July 04, 2017, 04:11:03 PM
[A17] Phileas' trusted mod maintenance station
(Maintained mods until their authors will eventually come back...)

Title: Re: [A17] Diseases overhauled (and some things more)
Post by: faltonico on July 04, 2017, 05:09:00 PM
It looks MASSIVE!
I'll definitely give this a try!
I might be getting blind though, i can't find the download link xD
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: Warforyou on July 04, 2017, 05:26:49 PM
And what about Rahs bionics and surgery compatibility? Its EPOE of sorts after all, but...
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: PhileasFogg on July 04, 2017, 05:35:57 PM
Good evening.

@faltonico:
Have a look at the bottom of the second post. :)

@Warforyou:
To be honest: I don't know. I never used Rahs. Give it a try with a new colony. All disease won't be affected be EPOE or Rahs. It's only the part with the additional bodyparts. If Rahs uses the same labels as EPOE, all should be fine.
If you encounter errors, please tell me. I'm by no means an expert at this stuff, but maybe I can help. :)

Sincerely

Phileas
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: kaptain_kavern on July 04, 2017, 05:50:11 PM
Astounding works!

I can't wait to try this one.

There is no Lupus! Doctor House :p
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: PhileasFogg on July 04, 2017, 06:02:52 PM
Good evening, kaptain_kavern.

Thank you for your kind words. Some feedback after testing would be really appreciated! :)

Sincerely

Phileas
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: admiralKew on July 04, 2017, 06:57:00 PM
Can't wait to try this out!

A question though, as some of the diseases and symptoms affect socialization. Will these conflict with Linq's Psychology in any form?

I also forgot to ask: will this also conflict with Fluffy's Birds and Bees mod?
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: faltonico on July 04, 2017, 07:45:55 PM
Quote from: PhileasFogg on July 04, 2017, 05:35:57 PM
Good evening.

@faltonico:
Have a look at the bottom of the second post. :)
Blind indeed -_-'
Thanks!

Given that it looks like you modified a lot of the base game, would you update your original post with that information? like the new base chance for infection and if it still behaves the same as in the base game in A17, how do pawns get the new diseases and the chances of getting them, and how many of the are affected by them at the same time.

BTW the multiple limb stuff but is sure looks creepy xD!
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: Napple on July 04, 2017, 09:53:52 PM
Have you considered hosting the other mods you made or updated on this thread?
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: notfood on July 04, 2017, 09:54:20 PM
Amazing. Instant download!
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: Adalah217 on July 05, 2017, 12:24:54 AM
I love it! Tons of new content! Can't use this mod though, as I use Rah's Bionics and Surgery Expansion, but I can understand why you choose EPOE.

Edit: quick note, saw your post above, and I'll see if it's compatible. As far as I'm aware, Rah and EPOE uses a lot of the same hooks, so it's possible.

My biggest complaint is the grammatical and spelling errors (incurable instead uncurable, sideeffects being one word, Immediatly, and a few others).

On a content level, I think I would feel better if most (if not all) diseases could be cured with Luciferium or an extremely skilled doctor with glitterworld medicine. For example, hyperthyroidism. This can be treated with modern medicine today in real life, and even 'cured'. I think it would be interesting if you actually left some diseases incurable though, like a coma or Bardel's, so a doctor wouldn't be able to solve all the world's problems anyways.

Overall, well developed mod :D

edit2: Oh and you're the person that updated DTC's mods for A17! Thanks for that! Not sure how much effort it took, but I appreciate you looking into it. I may or may not throw out a compatibility patch for combat extended, similar to the patch I made for combat realism. We'll see :P

edit3: Tried with Rah's. Quite a few errors, such as

"Could not resolve cross-reference: No Verse.ThingDef named SurrogateLung found to give to Verse.HediffDef SurrogateLung"

Which is obvious, as well as

"Could not resolve cross-reference: No Verse.ResearchProjectDef named BrainSurgery found to give to Verse.RecipeDef InstallConstructorCore"

Easy fixes, but would require a patch to get Rah's to work here. However, the game does run with both installed on a new map. This is in addition to Combat Extended, but I didn't sift through all the errors, so there might be more problems I didn't immediately spot.
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: SpaceDorf on July 05, 2017, 03:40:43 AM
AFAIK the difference between Rah and EPOE are some recepies and some implants.
The Bodymodel is the same since Rah based his mod on EPOE.

So there should be no real problems in general.

The better question is Birds and Bees :)
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: PhileasFogg on July 05, 2017, 06:18:27 AM
Good day, ladies and gentlemen.

I thank you all for your feed back and your kind words.
I'll try to answer all raised question. Sorry if I'll left one out, I'm in a hurry right now.
Missed questions will be answered, when I'm back from work.

@admiralKew: To be honest, I use both mods (Psychology and Fluffys Birds and Bees) myself. There isn't any problem with using them alongside disease overhauled. :)
If I had some knowledge about C#, I would even integrate my mod a bit into Psychology - but when I studied informatics, there wasn't even such thing as object-oriented programming. And, as life goes, I later never used me acquired skills. So they are nothing more then rudimentary.
BTW: If somebody happens to know some good tutorials regarding C#, I would be very thankful.

@faltonico: I'm probably some hours in the day ahead of most people here in the forum. So when I posted my mod, it was deep at night - and I was pretty tired. I will include these missing information in the next two days.

@Napple: To be honest, I didn't. But this may be a good idea. I kept those two postings reserved, because I knew, there were a lot of informations missing.

@notfood: Thank you! :)

@Adalah217:
Thank you for your suggestions. I'll consider the curability of many non-curable diseases as an addon. And maybe split this mod in two parts (which I considered already after this mod grow bigger and bigger - but I was too lazy), so the additional bodyparts section o this mod could be available in two versions. A EPOE and a Rahs version.
Regarding DTCs: that would be very nice of you. :)

@SpaceDorf: There shouldn't be any problems with Birds and Bees, as I use this mod myself. ;)

Sincerely

Phileas
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: Yukino on July 05, 2017, 06:51:01 AM
Hmm, I'm gonna try using this with More consumable and mutagens. That mod give body part mutation like claw hand or lizard-like eyes, so I'm not sure whether it will work with the extra body parts. Will give some feedback if I have time to play the game. Been busy doing something else recently.
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: faltonico on July 05, 2017, 09:40:36 AM
@PhileasFogg
Take your time, i'll use it regardless xD
Thanks!
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: TA1980 on July 05, 2017, 10:35:19 AM
Dear PhileasFogg,

I like your ideas. I can only second splitting the mod into different branches (maybe in addition to an all-inclusive one).
Would you mind getting in contact with the modteam of Combat Extended to make your mods be compatible?

Regards
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: Adalah217 on July 05, 2017, 12:03:33 PM
Quote from: SpaceDorf on July 05, 2017, 03:40:43 AM
AFAIK the difference between Rah and EPOE are some recepies and some implants.
The Bodymodel is the same since Rah based his mod on EPOE.

So there should be no real problems in general.

The better question is Birds and Bees :)

Yeah I figured it would work out, but it took like 0 time to test it to make sure nothing else funky would come up. A patch would involve replacing the research and either adding back in the extra organ stuff or producing a version of this disease mod that doesn't rely on them.

Quote from: PhileasFogg on July 05, 2017, 06:18:27 AM
@Adalah217:
And maybe split this mod in two parts (which I considered already after this mod grow bigger and bigger - but I was too lazy), so the additional bodyparts section o this mod could be available in two versions. A EPOE and a Rahs version.

That'd be great! The additional bodyparts is what causes so many conflicts.

Quote from: PhileasFogg on July 05, 2017, 06:18:27 AM
If I had some knowledge about C#, I would even integrate my mod a bit into Psychology - but when I studied informatics, there wasn't even such thing as object-oriented programming. And, as life goes, I later never used me acquired skills. So they are nothing more then rudimentary.
BTW: If somebody happens to know some good tutorials regarding C#, I would be very thankful.

You really only need a basic understanding of C# to fill in the gaps for writing .dll's here, unless you want to get wild with it. If you're writing these long XMLs, you can probably figure out C with a bit of googling too.
There's a good tutorial for Rimworld modding here: https://ludeon.com/forums/index.php?topic=3408.0
The github page has all the details. It's always the setting up of the IDE that I hate. I use VisualStudio, but it has a ton of extra features that I'll never use that get in the way.
As for OOP, you can always do https://www.codecademy.com/ to get a better feel for it.

Good luck!
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: RemingtonRyder on July 05, 2017, 02:06:52 PM
I released a mini-mod called Really Toxic Fallout the day before this one appeared.

FYI, you can use xpath patching on HediffDefs.

Example of changing value for mtbDays in Toxic Buildup:

<Operation Class="PatchOperationReplace">
  <xpath>*/HediffDef[defName = "ToxicBuildup"]/stages/li[4]/hediffGivers/li[1]/mtbDays</xpath>
  <value>
<mtbDays>7</mtbDays>
  </value>
</Operation>

<Operation Class="PatchOperationReplace">
  <xpath>*/HediffDef[defName = "ToxicBuildup"]/stages/li[4]/hediffGivers/li[2]/mtbDays</xpath>
  <value>
<mtbDays>10</mtbDays>
  </value>
</Operation>


Example of adding HediffGivers where none currently exist:

<Operation Class="PatchOperationInsert">
  <xpath>*/HediffDef[defName = "ToxicBuildup"]/stages/li[3]/capMods</xpath>
  <value>
        <hediffGivers>
          <li Class="HediffGiver_Random">
            <hediff>Dementia</hediff>
            <mtbDays>14</mtbDays>
            <partsToAffect>
              <li>Brain</li>
            </partsToAffect>
          </li>
          <li Class="HediffGiver_Random">
            <hediff>Carcinoma</hediff>
            <mtbDays>21</mtbDays>
            <canAffectAnyLivePart>true</canAffectAnyLivePart>
          </li>
        </hediffGivers>
  </value>
</Operation>


li[N] allows you to select a particular stage of a disease to do insert or replacement patching.
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: PhileasFogg on July 05, 2017, 04:44:24 PM
Good evening, ladies and gentlemen!

@Yukino: "Disease overhauled" should work just fine with "More Consumables". I use a customized version of this mods and encountered no problems so far. If you experience something else, please let me now, so I can have a look into it. Thank you in advance. :)

@faltonico: Thank you for your understanding. My wife won't be to pleased if I don't spend more time with her in the next days. She was obviously delighted as I informed her that my mod is finished. ;)

@TA1980: To be honest, I never used "Combat Extended". I will ask them, what is required to make my mod compatible with theirs. If it's a resonable amount of work, I may do it - but can't promise it at the moment. It's not the highest point on my priority list. I hope you understand this and exercise leniency.

@Adalah217: Thank you very much for those tips! I already installed Visual Studio and cloned the Git-repository. And I will definitely give the codeacademy a try! Thank you again.
I'll definitely split the bodyparts off the main mod and make and addon out of it.

@MarvonKosh: I already used the xpath patching for integrating the biome disease. It sounds reasonable to use it for the basegame disease too. Do you happen to know, where I might some reference regarding the existing xpath patching classes?

Sincerely

Phileas
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: RemingtonRyder on July 05, 2017, 05:59:45 PM
Mostly I followed Zhentar's guide to the various patching operations (https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782), but there's also minimurgle's tutorial (https://ludeon.com/forums/index.php?topic=32785.0).
Title: Re: [A17] Phileas' trusted mod & maintenance station
Post by: PixelBitZombie on July 06, 2017, 01:26:12 AM
I have the required mod, plus many more mods added. No errors or anything, when in EDB menu, I can't save presets and can't generate worlds after I'm done. It crashes to main menu and thats it.

<li>Core</li>
    <li>HugsLib</li>
    <li>Jec's Tools</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Mod List Backup</li>
    <li>RuntimeGC</li>
    <li>Allow Tool</li>
    <li>More Joy</li>
    <li>T-MoreFloors</li>
    <li>Rainbeau's Basic Bridges</li>
    <li>RF - Fertile Fields</li>
    <li>Advanced Power Generation</li>
    <li>Allow Dead Man's Apparel</li>
    <li>Animal Husbandry Raids A17</li>
    <li>Blueprints</li>
    <li>Bulk Medicine</li>
    <li>Camera+</li>
    <li>CarefulRaids-master</li>
    <li>Ceiling and Floor Lights</li>
    <li>ChildrenAndPregnancy-master</li>
    <li>Colonist Bar + PSI</li>
    <li>Colony Leadership</li>
    <li>RF - Configurable Maps</li>
    <li>CyberneticStorm</li>
    <li>DESurgeries</li>
    <li>DisableVanillaMusic</li>
    <li>DontTemptMe_v1.2</li>
    <li>Dubs Hygiene and Central Heating</li>
    <li>EcoSmart</li>
    <li>EdBPrepareCarefully</li>
    <li>Efficient Light</li>
    <li>Expanded Prosthetics and Organ Engineering 2.0</li>
    <li>FacialStuff</li>
    <li>Fences &amp; Floors</li>
    <li>TechAdvancing</li>
    <li>Glittertech</li>
    <li>Greyer Morals</li>
    <li>Hand Me That Brick</li>
    <li>Harveest Everything</li>
    <li>Help Tab</li>
    <li>Hospitality</li>
    <li>Inspiration</li>
    <li>LED-Lights-Extended-1.1</li>
    <li>Doormat</li>
    <li>Mechanoid Ship Extension</li>
    <li>Mass Cooking</li>
    <li>Mastubation</li>
    <li>Mechanoid Tech</li>
    <li>Medical Tab</li>
    <li>Miniaturisation</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>MiningCo. MMS</li>
    <li>More Furniture</li>
    <li>More Trade Ships</li>
    <li>More Vanilla Turrets</li>
    <li>MT - Everyone Hauls</li>
    <li>MT - Starting Tech</li>
    <li>Notifications</li>
    <li>Numbers</li>
    <li>OldGodsMusicMod</li>
    <li>Organized Research Tab</li>
    <li>PathAvoid</li>
    <li>PPT-17.00</li>
    <li>Phi-Online Trading</li>
    <li>POW-17.29</li>
    <li>PowerSwitch</li>
    <li>FZN-17.02</li>
    <li>Prisoner Harvesting</li>
    <li>Psychology</li>
    <li>QOLTweaksPack-1.0.2</li>
    <li>Quality Builder</li>
    <li>Quality Surgeon</li>
    <li>Quarry</li>
    <li>Realistic Darkness (Lighter)</li>
    <li>Realistic Rooms</li>
    <li>Reasonable Moods &amp; Needs</li>
    <li>RedistHeat</li>
    <li>Refugee Stats</li>
    <li>Fluffly Relations Tab</li>
    <li>RemoteExplosives</li>
    <li>Research Pal</li>
    <li>RimFridge</li>
    <li>Roof Support</li>
    <li>RT_Fuse-A17-1.0.7</li>
    <li>RT_SolarFlareShield-A17-1.2.1</li>
    <li>SaveStorageSettings</li>
    <li>SimpleSidearms-1.1.1</li>
    <li>[SS]BiggerBatteries A17</li>
    <li>[SS]BiggerFuses A17</li>
    <li>DamageIndicators-master</li>
    <li>StackMerger</li>
    <li>Stack XXL</li>
    <li>BirdsAndBees</li>
    <li>Thingamajigs</li>
    <li>Turret Collection</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>Vegetable Garden 5.4</li>
    <li>WaterPower [Basic Bridges Compatible]</li>
    <li>Wildlife Tab</li>
    <li>Smarter Food</li>
    <li>CyberneticStorm&amp;EPOECompat</li>


I realize it's a lot. I've taken out Cybernetics and nothing. The only thing I didn't try was taking out Harvest Everything. I don't think that is the cause though. I kinda wanna try this mod but I'm just stuck on trying to figure out what this mod isn't playing nice with.
Title: Re: [A17] Phileas' trusted mod & maintenance station
Post by: Adalah217 on July 06, 2017, 01:30:26 AM
Quote from: PixelBitZombie on July 06, 2017, 01:26:12 AM
I have the required mod, plus many more mods added. No errors or anything, when in EDB menu, I can't save presets and can't generate worlds after I'm done. It crashes to main menu and thats it.

I realize it's a lot. I've taken out Cybernetics and nothing. The only thing I didn't try was taking out Harvest Everything. I don't think that is the cause though. I kinda wanna try this mod but I'm just stuck on trying to figure out what this mod isn't playing nice with.

It's probably ChildrenAndPregnancy.
Title: Re: [A17] Phileas' trusted mod & maintenance station
Post by: PixelBitZombie on July 06, 2017, 01:35:01 AM
Quote from: Adalah217 on July 06, 2017, 01:30:26 AM
Quote from: PixelBitZombie on July 06, 2017, 01:26:12 AM
I have the required mod, plus many more mods added. No errors or anything, when in EDB menu, I can't save presets and can't generate worlds after I'm done. It crashes to main menu and thats it.

I realize it's a lot. I've taken out Cybernetics and nothing. The only thing I didn't try was taking out Harvest Everything. I don't think that is the cause though. I kinda wanna try this mod but I'm just stuck on trying to figure out what this mod isn't playing nice with.

It's probably ChildrenAndPregnancy.

I'll check it out a bit later, thanks for the heads up!

Edit: Turns out you were right. CaP made it not generate. This is unfortunate.. Thank you for helping!
Title: Re: [A17] Phileas' trusted mod & maintenance station
Post by: SpaceDorf on July 06, 2017, 02:18:21 PM
Listen real quick .. could you add this little mod to your maintenance list ?

https://ludeon.com/forums/index.php?topic=29422.0 (https://ludeon.com/forums/index.php?topic=29422.0)

Title: Re: [A17] Phileas' trusted mod & maintenance station
Post by: sidfu on July 06, 2017, 05:01:16 PM
want to know if u will allow us to include this in hcsk. some mod will be basicly the same but for materal changes and maybe some things commented out for compatiblity sake.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: PhileasFogg on July 08, 2017, 02:23:38 PM
Good evening, ladies and gentlemen.

I hope you're all doing well.
As suggested, I have split this mod. There are now three in total. Descriptions can be found in the first post (https://ludeon.com/forums/index.php?topic=34214.msg349405#msg349405) in this thread, download links in the third (https://ludeon.com/forums/index.php?topic=34214.msg349407#msg349407). :)

@PixelBitZombie & Adalah217:
I'm glad you got some help, PixelBitZombie. Thank you for your support, Adalah217.

@MarvinKosh:
Again: Thank you very much. That tutorial helped me alot. I switched minor changes to patches instead of complete definitions. Large adjustments only will remain as definitions.

@sidfu:
Sure, you can do that. It would be nice, if you would give me credits. More important though: please give credits to the people on those work I build my mod! That would be: Ykara, Jabbamonkey and Marnador.

@SpaceDorf:
Well, talking about trust, I need to be honest. Therefore we need to look at prior statements of mine and to examine that specific mod.
I used this mod myself for quite some time but, as some people already stated in the related thread, it isn't really reliable. On the other hand, I don't have any real C# skills. Maybe this will change in the future. But at the moment I don't - and this mod relies on an assembly. So, despite that I don't have the source code for that mod and don't seem to be able to download the mod (download link leads nowere), this would not only mean, that this mod has to be updated but also maintained.
Taking these points into consideration, the only honest answer can be: no.
But I've seen in Rainbeau's thread that you're a person with a habit for collecting things. If you happen to have the source code, I will use it as a training - but I can't promise you anything. What do you say? :)

Sincerely

Phileas
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: SpaceDorf on July 08, 2017, 02:51:09 PM
Quote from: PhileasFogg on July 08, 2017, 02:23:38 PM

@SpaceDorf:
Well, talking about trust, I need to be honest. Therefore we need to look at prior statements of mine and to examine that specific mod.
I used this mod myself for quite some time but, as some people already stated in the related thread, it isn't really reliable. On the other hand, I don't have any real C# skills. Maybe this will change in the future. But at the moment I don't - and this mod relies on an assembly. So, despite that I don't have the source code for that mod and don't seem to be able to download the mod (download link leads nowere), this would not only mean, that this mod has to be updated but also maintained.
Taking these points into consideration, the only honest answer can be: no.
But I've seen in Rainbeau's thread that you're a person with a habit for collecting things. If you happen to have the source code, I will use it as a training - but I can't promise you anything. What do you say? :)

Sincerely

Phileas

Thanks for being honest and considering the Idea.
I have to check the collection, there might be something in there.

------ EDIT ------

And gratulations on the successful modulisation of your mod.
I wanted to write with you about the Mechanoid Part anyway, since expanding on those suckers has always been a pet fantasy of mine.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Wley on July 08, 2017, 07:26:54 PM
First of all: Thank you for the amazing mod! I have just started playing with it but I already love the variety of diseases!

I have one small question regarding anxiety. So, I got one pawn who has an extreme anxiety condition. Since I could not find it in the list of explained disease - is it curable or can it get fatal?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: faltonico on July 08, 2017, 07:46:32 PM
I think anxiety is either from Rimdisorders or Psychology, i don't think this mod has it. And from what i have read, it is "manageable".
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: PhileasFogg on July 08, 2017, 08:10:50 PM
Good evening, Wley.

Like faltonico wrote, anxiety is part of "Psychology". I had a quick look into the HediffDef data: it does seem to be curable, only managable - but it can't get fatal. :)

Sincerely

Phileas
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: PixelBitZombie on July 08, 2017, 08:20:55 PM
I know Epoe works together with this, but I also have Cyberneticstorm on too. I'm curious if thats just going overboard? They all work together, but I just don't want extras in my game that I don't need. If you don't know that is fine, I'm just more so curious.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: faltonico on July 08, 2017, 09:18:50 PM
Quote from: PixelBitZombie on July 08, 2017, 08:20:55 PM
I know Epoe works together with this, but I also have Cyberneticstorm on too. I'm curious if thats just going overboard? They all work together, but I just don't want extras in my game that I don't need. If you don't know that is fine, I'm just more so curious.
Probably not, both Cyberneticstorm and Extended Human Body Simulation overrides the Bodies_Humanlike.xml and BodyParts_Organs.xml. So, whichever is last in the load order will be the winner.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: TA1980 on July 09, 2017, 03:41:35 AM
Dear PhileasFogg,

will the disease mod work with Combat Extended?

Regards
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Wley on July 09, 2017, 04:37:07 AM
Quote from: PhileasFogg on July 08, 2017, 08:10:50 PM
Good evening, Wley.

Like faltonico wrote, anxiety is part of "Psychology". I had a quick look into the HediffDef data: it does seem to be curable, only managable - but it can't get fatal. :)

Sincerely

Phileas

Thank you very much! I am sorry for the misunderstanding - I have downloaded diseases overhauled and psychology at the same time, so it is hard for me to keep track which mod is responsible for what   ::)
Title: Re: [A17] Diseases overhauled (and some things more)
Post by: SpaceDorf on July 10, 2017, 05:46:57 AM
Quote from: SpaceDorf on July 05, 2017, 03:40:43 AM
AFAIK the difference between Rah and EPOE are some recepies and some implants.
The Bodymodel is the same since Rah based his mod on EPOE.

So there should be no real problems in general.

The better question is Birds and Bees :)

Yesterday I disproved myself.

Rah is indeed not enough to use Disease Overhaul, not because of the Body Model, but other implants and recipes are missing.

My first day with more diseases went great. It really made a difference in how the diseases behaved and I was glad, that my scout-force start had brought a decent Doctor and medicine stockpile.

Sadly I was not able to heal a PoW as my code of honor demands.
He accepted his fate and commited his fleshly vessel to the friendship that was formed in his short time with us.
Rest in Peaces. You will always be parts to us.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Arira on July 10, 2017, 11:41:55 AM
upd: Penoxycylin only prevents from infecting, but not progression like Voight-Bernstein disease. Is there any way to cure it?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Lennbolt7 on July 12, 2017, 07:50:48 AM
For some reason blood filtration is gone. I'm almost certain that I had it before installing disease overhaul and human anatomy. Is that an intentional part of the mod, or is this a conflict?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: TA1980 on July 12, 2017, 03:11:33 PM
Dear PhileasFogg,

the Detoxamin increases toxic sensitivity (+20%), is this intended?

Regards
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: sidfu on July 13, 2017, 07:54:50 PM
found a exploit. on the limbs since u get them if u amputate if there is a disease on the limb or scar u can remove and reapply and bam no more disease.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: faltonico on July 17, 2017, 04:38:44 AM
Hi there PhileasFogg,
I'm not getting the "infection" notification anymore, it is really easy to lose colonist because the notification you get right now is when the infection is almost lethal =(
Is that intended or an oversight?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: SpaceDorf on July 17, 2017, 05:16:07 AM
Quote from: sidfu on July 13, 2017, 07:54:50 PM
found a exploit. on the limbs since u get them if u amputate if there is a disease on the limb or scar u can remove and reapply and bam no more disease.

That has always been there :)
This is a bug/feature of the core game .. where you just can't remove arms and legs ..
better yet .. you can harvest 2 feet, 2 hands, 2 legs and 2 arms 
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: sidfu on July 17, 2017, 09:01:23 AM
here a little modification  of the module slots. it just renames them in a way when u using debug and such its easier to tell which is a module and which is actually the body.




[attachment deleted by admin due to age]
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: faltonico on July 17, 2017, 09:43:45 AM
Infections starts at 50% (major) and immunity from 1% once discovered.
How are we supposed to heal that? I really don't know how in a starting colony -_-'
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: sidfu on July 18, 2017, 12:43:12 AM
your missing

<recipeUsers>
   <li>Human</li>
</recipeUsers>

for recipes
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: faltonico on July 19, 2017, 01:37:11 AM
I ended up uninstalling diseases overhauled =/
Too many diseases popping up on visitors, raiders caravans (pawns in general), overwhelming infection rate and progression. The focus of the game changes completely to an ER simulator xD
The specific feedback i can give you is this, and i hope you don't mind, feel free to take it or not:
- Enable the infection warning again (though i haven't tested if that being disabled is a mod conflict, as i haven't got confirmation from your side if that is an intended feature or not).
- Infection should start gaining immunity the second it appears, even if the infection is undiscovered (so you don't start the race 50% behind). I don't mind the higher infection rate, but the final chance of a injury getting infected (bleeding ones only!) should take into account the kind of treatment you gave to that injury, it shouldn't be the same treating a bite (flat 65% chance for infection) with a level 0 doctor and herbal medicine than with a 20 doc with glitterworld.
- Reduce the overall occurrence of diseases in pawns. Now that are much more kind of diseases i feel it is even more difficult to find healthy pawns out there (and most of the new diseases are crippling... toothache being the most common or more noticeable -_-' ).
- Make it so all the new drugs are unlocked with Penoxycyline Production.

That is it, i hope you don't mind me blabbering against your work, it is noticeable the amount of thought and work you have poured on this and i really do appreciate the effort.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: PhileasFogg on July 19, 2017, 07:59:46 PM
Good evening, ladies and gentlemen.

First of all: please excuse the long delay - I've been really busy with...
a) ...real life and...
b) ...learning to program (again).
Thank you for your tipps again, Marvin. They brought me on the right track. It is fascinating how skills I obtained decades ago, and of which I thought that they were gone for good, now rumble back to life again. ;)

@TA1980:
To be honest: I don't know if it is compatible with "Combat Extended". If you tried it, please share your experience!
The increase in sensitivity wasn't intended! Thank you for your feedback. I corrected that behaviour. The download on the first page should include the corrected (is this the right word?) file in approximated 24hrs.

@Wley:
There's no reason for that. :)

@Arira:
Yes, this is correct. Penoxycilin only prevents new infections, it doesn't cure existing ones. At the moment: only patience. But I'm working on an small expansion which will make many diseases curable - with some afford. It will take some time until I finish it.

@Lennbolt7:
This is really strange! Did this happen in an existing save? How about, if you start a new game? I didn't intent this at all.
Is anyone else experience a similiar behaviour?

@sidfu:
Yes, this is a rimworld problem I addressed in the "Known issues" section. If you don't want to game the system, don't do it.
Thank you very much for your help! I'll include your tipps and helps in the release in 24hrs.

@flonz:
That depends on the dice your pawn rolled. There are two types of coma, and I intentionally didn't include a way to find out which occured to your colonist. From the top of my head: 2 in 3 cases of coma will wake up, 1 won't. The duration until a colonist wakes up, reaches from around 40 days to 20 years.

@faltonico:
To me, faltonico, your post is, without an intent to degrade other posts or there authors, more worth than ten posts with kind words. Your and everyone elses critics (I hope this word has a similar, evocating and energizing meaning in your language as it has in mine) are the foundation on which I can improve my mod! So, thank you (and everyone else) very much for your help!
- And you're right: I drastically increase the occurence of disease as I only copied the probabilities to more and more diseases, but didn't really decrease it. I will half the odds.
- The infection alert I didn't disable - at least I hope so. But I gave some diseases a hidden start. I will have a look into that. Thanks.
- Infection rate is a really difficult point. In my oppionion, it is way to low in rimworld. For example: surgical cut doesn't have a chance at all to get infected.
Bite wounds had (again, from the top of my head) around 20-30%. But before I cite (I'm sorry if this word dosn't fit here, I don't know a better one) some points about bite wounds and invite you to a counter statement, I'll focus on the point "0 Skill and some herbs against a high class doctor with glitterword medicine": I really would like to include a way to take that into account! But I couldn't find any, that doen't need an assembly. If you of somebody else knows a way to account that, please let me know. I will happily include it!
Some points to bite wounds I collect for infection rate balancing:
Bite wounds are by var the most infectious wounds one person can get. For example we humans have nowhere that much germs in our body than in our mouth cavity - around fifty different species! Bite wounds caused by dogs have an infectiosity between 5% and 8 %. Those of cats around 50%. A human bite wound has an infectiosity between 30 and 80% (depending on location, depth, etc.). Especially dangerous are so called "fight-bite clenched fist" injuries, where one opponents fist hits the other ones teeth (so technically not a real "bite" wound) and gets injured. After opening the fist, those wounds "close" (they arn't visible anymore). Those wounds have a high lethality or at least may lead to amputation if not treated properly within 12(!) hrs. Some creatures like the Komodo dragon even utilize these facts for there advantage by injuring there prey with one bite and wait until it died from the infection. I don't know how the high the infectiosity of an average bite infection caused through wildlife is. A collegue of mine got bitten by I common house spider in his left leg some years ago, got an at first silent sepsis which then caused a necroses which finally forced the surgeon to cut a more than fist sized chunk out of its leg - it looks really creepy - not like Dr. House but not far from that. His doctor later told him that complication caused by spider bites or mosquito bite arn't that uncommon. People just don't know it. And I don't life in australia - I'm here in the midst of europe.
Dangerous are deep wounds, especially if they are small and not broad. The teeth take the germs deep into the body - similar to needles or syringes - and the body tissue encloses them after the teeth left the wound. So an infection can unfold, while the wound itself at first seams to heal.
I will think about reducing infection rates. Probably 50% for bite wounds and 40% for burn or frostbite wounds. Please tell me what you think and know regarding this topic.
- About your suggestion in regard of medical research: everything with only one research seams a bit much. I may reduce the number of research projects, so that two/three meds will be researched with one project. Will have a look into that. :)

Again thank you all for your feedback! You're helping me a lot with that.

Sincerely

Phileas
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: alkor on July 19, 2017, 10:11:04 PM
Quote from: sidfu on July 18, 2017, 12:43:12 AM
your missing

<recipeUsers>
   <li>Human</li>
</recipeUsers>

for recipes

Not really. They're correctly defined in parent defs.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: TA1980 on July 20, 2017, 04:43:55 AM
Dear PhileasFogg,

so far I have encountered no problems while running your mod with CE. (Though I do not know whether there are some hidden quirky interactions).

Anyways, your mod is great adding depth and immersion to the game!!!

Regards
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: faltonico on July 20, 2017, 05:28:08 AM
@PhileasFogg
I feel kind of bad for bothering you =S
But as you are ok with me blabbering, i'm glad i did it xD
- Regarding the infection alert, if you didn't disabled it, it is probably a mod messing that around on my side, i'll look into it (but it might take a while... i have a metric fuckload of mods).
- I don't mind the hidden infections and the higher chances, but starting with 0 immunity is really hard to beat, i play with Cassandra extreme (i don't know if that made it worst), i lost 3 pawns really really fast to infections. And starting with the "Seeds please" mod made it nearly impossible. Regarding taking into account the treatment quality, I bet it is hard to do, no need for you to do it now xD
- And i suggested unlocking all of the new drugs with Penoxycyline because those drugs are the ones that can help you with infections, the faster you can have them, the better. But one additional research to unlock all the new ones is not so bad either.

Keep doing such a great job!, apparently i am the only one not so comfortable with those changes, so you are doing great xD
I'll keep an eye on this thread in case you do decide to update.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: sheidula on July 20, 2017, 08:10:41 PM
Hey, I love the idea of adding extra arms, but so far i havent been able to. The only other mod that might change something ( i dont know if it does) is alien races, but i cant enhance humans either. I have all 4 mods in the correct order, and the diseases, medication and extra body bits are implemented and working. Any advice? thanks
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: velve on July 21, 2017, 04:31:55 AM
Quote from: PhileasFogg on July 19, 2017, 07:59:46 PM

@faltonico:

- And you're right: I drastically increase the occurence of disease as I only copied the probabilities to more and more diseases, but didn't really decrease it. I will half the odds.


Sincerely

Phileas

Yes please, Great mod, but I will have to agree that the occurrence of diseases on world pawns is way too high.

Just spinning the randomize pawn button yields a 1/3 probability of a life threatening debilitating sickness on every pawn spun.

This balance is really difficult on for instance a tribal start where bandage kits are needed to cure "Toothache" my pawn is just debilitated the entire time.

Please continue the great work and take these criticisms to heart with your great mod!
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: AZ931104 on July 21, 2017, 04:58:15 PM
Hey, dearest author!

Could you PLEASE make it compatible with EdB's Prepare Carefully? Loved the mod, but Prepare Carefully is a must-have for me and I would absolutely enjoy having both.

Keep up the good work.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: SpaceDorf on July 25, 2017, 03:11:13 PM
Quote from: SpaceDorf on July 08, 2017, 02:51:09 PM
Quote from: PhileasFogg on July 08, 2017, 02:23:38 PM

@SpaceDorf:
Well, talking about trust, I need to be honest. Therefore we need to look at prior statements of mine and to examine that specific mod.
I used this mod myself for quite some time but, as some people already stated in the related thread, it isn't really reliable. On the other hand, I don't have any real C# skills. Maybe this will change in the future. But at the moment I don't - and this mod relies on an assembly. So, despite that I don't have the source code for that mod and don't seem to be able to download the mod (download link leads nowere), this would not only mean, that this mod has to be updated but also maintained.
Taking these points into consideration, the only honest answer can be: no.
But I've seen in Rainbeau's thread that you're a person with a habit for collecting things. If you happen to have the source code, I will use it as a training - but I can't promise you anything. What do you say? :)

Sincerely

Phileas

Thanks for being honest and considering the Idea.
I have to check the collection, there might be something in there.


It took me a while, I fount the mod only installed in my A16 version of Rimworld.
But it's only DLLs, no Source Code :(

[attachment deleted by admin due to age]
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: ZE on July 26, 2017, 11:47:08 PM
i haven't tried this mod yet, just read the description so forgive me but

imho additional parts should be 100% efficient, just lower your conciousness due to making ur brain work hard.  then use parts derived from artificial brains to boost conciousness
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: SpaceDorf on July 27, 2017, 06:58:32 AM
Quote from: flonz on July 26, 2017, 11:45:14 PM
Sepsis is really really strong, its basically a death sentence even with good medicine and hospital bed. I looked at the code and the treated immunity gain is always lower than disease progression. Is that intended or could you nerf it so there is at least a fighting chance.

I found that out too, because I also did not really find a way to treat sepis.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Saebbi on July 27, 2017, 11:15:27 AM
I really like the idea of the mods, but when loading them in the shown mod order, even with Core activated as only "mod" other than them, Crafted Mutants doesn't seem to work.
I can't see the surgeries for harvesting nor installing the new bodyparts, but I can use EPOE normally.
When loading without EPOE i can see the surgeries, but it's shown to me that i can install bionic arms and auxiliary AI's when I just started the game.
I'd really appreciate an answer, as it really bugs to not be able to use this mods.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: kelvinkelvin on July 29, 2017, 08:03:42 AM
For some reason I cant add any extra limbs to my pawns with crafted mutants, I got the mods: extended human bodies and EPEO (70 more but not usefull for now since it doesnt work without those 70 either) but it doesnt want to add any extra organs and limbs. The only thing  I can do is a experimental brain surgery and it doesnt do anything, (did it a few times but the only things that happen is death or trauma).
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: PhileasFogg on July 29, 2017, 09:52:56 PM
Good morning, ladies and gentlemen.

I'm sorry, I had a long post writen, answering every single posting since my last answer, but timeout deleted everything and its 4:00 in the morning and I can't think strait anymore.
Had some mistakes in the mod and the mod load order, please look at the new picture and change it accordingly. I apologize for that stupid mistake.
Should be compatible with EdB, old saves, etc.

I would really appreciate your feedback.

Sincerely

Phileas
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: kelvinkelvin on August 01, 2017, 11:28:36 AM
Works as far as I tested it, doesnt seem to work with one of my 70 mods. Ill try some mods out that mess with the body and/or EPEO

Update:
it's cyberstorm
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Garr1971 on August 02, 2017, 05:38:14 AM
Where can download...?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Canute on August 02, 2017, 06:50:29 AM
QuoteAll download links are at the bottom of the third post.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Garr1971 on August 02, 2017, 07:28:11 AM
Quote from: Canute on August 02, 2017, 06:50:29 AM
QuoteAll download links are at the bottom of the third post.
All download at the bottom of the third post are link on dropbox, "Error (403)", content is absent.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Canute on August 02, 2017, 09:01:29 AM
all 3 links are working for me.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: koyo on August 09, 2017, 02:21:22 AM
Thank you for wonderful MODs.

I like the overhaul of disease very much,
but I think that I want to be more severe about the removal and transplantation of artificial prostheses and natural body parts.
I feel thrill and pleasure that the broken spinal  will not return anymore.
Is it possible to attach an option to turn on and off the function like Harvest Everything and EPOE in this mod?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: rsdworker on August 09, 2017, 07:23:01 PM
its very nice but i wished they was on steam for easy download for rimworld that is on steam
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: The13thRonin on August 19, 2017, 03:31:20 AM
If a pawn lapses into a coma from asthma will they wake up and if so after how long? Is there any way to wake them up?

Are the chances of me getting the pawn back to a living state reasonable within a reasonable amount of time?

I'm wondering if I should just kill the pawn or not.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Dellamorte on August 19, 2017, 05:26:16 AM
If possible I would love to see a compatibility patch to make this mod work with Cybernetic Storm, else I will just do without this mod. I probably should ask the author of Cybernetic Storm to look at this but if you both could get together it might happen quicker.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Canute on August 19, 2017, 06:38:06 AM
Cynermetic storm get a major overhaul anyway, since the current version is just a A17 workaround.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Lennbolt7 on August 19, 2017, 10:40:01 AM
Is there any compatibility patch for psychology planned? I think it's causing the extended bodyparts to not show up. I know it replaces the pawns and that's the only mod that affects pawns I added before this issue occurred.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Ded1 on September 04, 2017, 01:33:35 PM
so, parts from glittertech arent able to be added as additional limbs, any way to fix this?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Xiyn on September 25, 2017, 05:17:36 AM
So.  I cant figure out how to cure some of these diseases, such as toothaches, appendix, ect.  They don't have any options in the operations tab and I cant figure out any other kind of interaction with my doctor that would show it.  Besides medicine, is there something else I need?

Could it be an incompatibility?  The only medical type mods I have are EPOE, Extended human body, Disease overhaul, psychology and therapy.  I read earlier in the thread that they should all work together.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Garr1971 on September 25, 2017, 06:21:35 AM
Quote from: flonz on August 16, 2017, 11:47:26 PM
Could you make a patch for long living races, like asari, or pets like minions who live for 1000 years. They end up with a whole host of diseases

(https://cdn.discordapp.com/attachments/333081095203454978/347580264714862592/Screenshot_49.png)
Mwa-ha-ha-ha...) Shoot`m up so he doesn`t suffer...
But seriously, such a problem for all long-lived and without this mod...is there less disease)
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Drathmourn on September 26, 2017, 01:44:35 PM
This amazing series of mods has disappeared from my mod list and from steam. Please say its going to make a comeback.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: mjamesd206 on September 26, 2017, 08:36:32 PM
Yes please re-upload it to Steam! I can't play my best save file without it. I was using version 1.1.0. If I add it manually, will my save work again?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: TerrorThomasCao on September 26, 2017, 09:13:32 PM
Man, these mods are crazy! I won't be downloading them anytime soon (Sounds wayy to difficult right now). Might get them in the future, but I just wanted to thank you for making the mod anyways. It's a great idea of realism and everything seems really well researched and thought out. I won't go into balancing but very impressive sir, very impressive.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Canute on September 27, 2017, 04:42:10 AM
Quote from: mjamesd206 on September 26, 2017, 08:36:32 PM
Yes please re-upload it to Steam! I can't play my best save file without it. I was using version 1.1.0. If I add it manually, will my save work again?
Should work !
Maybe you get the mismatch mod message but this you can ignore.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Slinkyfest on September 27, 2017, 11:07:12 AM
So quick question. Is sepsis supposed to be curable? So far it is the only thing that has led to colonist death, despite socking it and the initial infection with 10-15 glitterworld medicine in a high end hospital :\ (docs skill was 13)

Its pretty much a guaranteed death sentence at this point despite being my colony being in the mid to late game.

What are some typical scenarios to have a reasonable chance of curing it?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Xiyn on September 27, 2017, 03:02:06 PM
I nearly had sepsis beat on one of my pawns in my current game, but then he started getting necrosis and I couldn't figure out how to cut it out, so he died.  So far the most deadly sickness i've found is appendicitis.  I haven't found out how to operate on it so whoever gets it dies.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Hanarck on September 29, 2017, 12:44:08 AM
I was thinking about removing it from my library after the response you gave me in steam, but was thinking, lets give it a try, it can only get better and i did like the idea on improving on these side, even if some things were a bit over the top, but looks like you can take criticism on it without freaking out sad could have get so much better.
Thx for ruining my game, will not download any you your work in the future.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IAMEPSIL0N on October 02, 2017, 04:30:17 AM
Quote from: Ded1 on September 04, 2017, 01:33:35 PM
so, parts from glittertech arent able to be added as additional limbs, any way to fix this?
&
Quote from: Dellamorte on August 19, 2017, 05:26:16 AM
If possible I would love to see a compatibility patch to make this mod work with Cybernetic Storm, else I will just do without this mod. I probably should ask the author of Cybernetic Storm to look at this but if you both could get together it might happen quicker.
I will take a look at these but I was more interested in trying to extend/apply EHBS to some of the multitude of humanoid races.

Quote from: Lennbolt7 on August 19, 2017, 10:40:01 AM
Is there any compatibility patch for psychology planned? I think it's causing the extended bodyparts to not show up. I know it replaces the pawns and that's the only mod that affects pawns I added before this issue occurred.
I tried to look into this from the code side but couldn't see anything that would cause these mods to not work with psychology if others like EPoE still do, I'll let you know if my playtesting replicates the issue.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: MrWeeGee on October 05, 2017, 12:13:50 AM
Hey, I'm using Extended Human Body Simulation and Diseases Overhauled with EPOE and I can't figure out why I'm not able to harvest legs from people. None of my prisoners or colonists can have their legs harvested, but I can harvest everything else from their toes, to their arms, and their brain. Just the "Harvest right/left leg" option is missing. Amputate did show on a prisoner with an infected leg but that's not what I'm after. Any ideas?

I ran a search on all my Defs and only 1 instance of <spawnThingOnRemoved>Leg</spawnThingOnRemoved> showed up, in HediffDefs_Natural.xml for EPOE. I'm running the correct load order as well, and don't think I have any other conflicting mods that modify the body.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: SpaceDorf on October 05, 2017, 02:25:10 AM
Install Peg Legs on the guy.

This should return a healthy leg.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IAMEPSIL0N on October 05, 2017, 04:11:56 AM
Do we know if anyone is doing upkeep on these mods at the moment? In the course of trying to write up cross-compatibility I stumbled upon a bunch of stuff that I would call in progress and wasn't sure if it would be cool to link an updated version of EHBS and CM when I'm done.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: xRude on October 10, 2017, 03:54:48 AM
Sorry idk if this question was asked before but what's the compatability with Alien Races and their Custom EPOE

Can I use Crafted Mutants on Custom Races? Will I be able to implant their EPOE various times ( like 6 hands ) ?

The Apini race is my biggest concern, since they don't use normal parts
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Canute on October 10, 2017, 05:38:36 AM
Since the mod author isn't active lately, you should try it out by yourself.
- add the mod
- load the latest safegame
- enable developer mode at the options.
- spawn the bodyparts you are looking for with the dev tools.
- check if you can install them.

If it works like you think, just reload the safegame and play, and if not remove the mod.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IAMEPSIL0N on October 28, 2017, 09:48:43 PM
Quote from: xRude on October 10, 2017, 03:54:48 AM
Sorry idk if this question was asked before but what's the compatability with Alien Races and their Custom EPOE

Can I use Crafted Mutants on Custom Races? Will I be able to implant their EPOE various times ( like 6 hands ) ?

The Apini race is my biggest concern, since they don't use normal parts

I tested and as far as I can tell no functionality by default as it is using quick overwriting of the definition of the basic human racial body from EPOE's style to EPOE with additional slots.

If you have any modding experience I would recommend trying to replicate the changes yourself as while I personally also want the options on other races I had stumbled onto issues with the base mods for EHBS and CraftedMutants that I wanted to test out in game and if needed sort before trying to build anything on top of those mods.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IceMaverick on November 15, 2017, 01:58:55 AM
So Necrosis of the Torso. How does one go about treating that? Anything else that gets Necrosis can just be chopped off and replaced with artificial parts. What about the Torso though? Is that just a death sentence or is there something specific to remove in the torso to fix it?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on December 01, 2017, 01:17:26 PM
Hey there,

will there be an update to B18 or has anyone tried it without updating? I love EHBS adding new bones and DO adding more diseases and health conditions which are my personal successors/replacements for "Disease Plus".

Best regards,
Mythos
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on December 05, 2017, 03:05:15 PM
I created an update to B18 for "Extended Human Body Simulation" and "Diseases overhauled".

Please be aware, that this is my first contact with XML Mods and I just updated it so far, that it doesn't throw errors. :-)
Added body parts and diseases show up for me, but I don't know if everything works completely fine.

@PhileasFogg I hope you don't mind if I attach them here. Please send me a PM if I should delete the attachments. (If I can do that)

[attachment deleted by admin: too old]
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Canute on December 05, 2017, 05:05:15 PM
PhileasFogg latest activity is July 29.
I don't think he don't mind it.
Attachments on the forum are only stay for 2 month, maybe you should try to look for another way to store them.
And if you think they are worth it, create a new topic to reflect the B18 update.
Ofcourse with credits.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Beddie on January 03, 2018, 07:23:45 PM
Quote from: Mythos on December 05, 2017, 03:05:15 PM
I created an update to B18 for "Extended Human Body Simulation" and "Diseases overhauled".

any chance you'll update Crafted Mutants  too?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Harry_Dicks on February 09, 2018, 03:53:31 PM
Quote from: PhileasFogg on July 04, 2017, 04:09:37 PM
I worked on spliting this mod in two separate mods, so everyone can use "Diseases overhauled" without the need for Ykara's "EPOE". After finishing this, there are now three mod instead of three mods: I extracted the expanded body simulation. It is now a separate mod and needed for the other two: "Diseases overhauled" and "Crafted Mutants".

-snip-

[A17] Extended Human Body Simulation (v1.0.0)

1) Additional bodyparts

The current human body simulation is rather limited. I expanded it with fibulas, patellas, ulnas, a spleed, two lobes for your pawns liver and a hidden intestine (which makes it possible to remove stomaches without killing the patient - because humans can live without a stomach; it's no fun but possible).

2) Harvest and reintegrate all available bodyparts
Nearly every single bodypart is now harvestable (exceptions: torso, shoulders, head, neck, skull, intestine). So you can replace every part your pawns might miss with freshly harvested natural equivalent (which needs to be stored in a cold enviroment as natural bodyparts start to rot after one day). This also applies to all parts of the now expanded human body structure, which includes: fibulas, patellas, ulnas, a spleed and two lobes for your pawns liver.

After reading these parts of the OP, I am curious now. I am using RBSE, Harvest Everything, Reclaim-Reuse-Recycle, and DESurgeries. Thankfully, the mods posted here are only xml, so I know I can eventually figure this out, if I need to.

But I was wondering, does anyone have any experience using these mods and RBSE and/or any of the other mods I posted? Have any conflicts and/or comments on load order or anything at all?

I might have to get around to updated the mutant mod to B18 someday. I also might not, because I have no idea how much changed anatomy wise in RimWorld between A17 and B18, and if it's too much work and I can't find the motivation when needed then it might not happen.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: The13thRonin on March 13, 2018, 10:04:59 PM
Is it possible to halve the chance that a pawn will generate with an illness? What stat would I need to change?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: aslei on March 16, 2018, 12:31:35 AM
Quote from: Beddie on January 03, 2018, 07:23:45 PM
Quote from: Mythos on December 05, 2017, 03:05:15 PM
I created an update to B18 for "Extended Human Body Simulation" and "Diseases overhauled".

any chance you'll update Crafted Mutants  too?
I updated the XML for what I could, from what I can tell it works as intended but mouse over tooltip in health screen is broken and returns errors. I assume it's something to do with the stat offsets and the 'lack' of any limb base. But honestly it's pretty much a guess.
Hopefully someone else has the know how to fix that.
Anyhoo - https://www.dropbox.com/s/o65a4t3zheb0ffi/Crafted%20Mutants%20v1.0.0.rar?dl=0
Also could just be my horde of mods messing with it.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Chezzprinn on May 20, 2018, 06:35:39 AM
Any chance of this mod being picked up again by someone else? I saw the updates by mythos, but I was wondering if there was an official successor? Also, does it work with CE?
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mystikvm on September 14, 2018, 06:20:43 AM
I was sick at home, wanting to play RimWorld but kinda bummed that Diseases Overhauled didn't work with B19. So I updated it to the latest Beta, seeing how the original author seems to have disappeared.

Changes I made: I removed the dependency on Extended Body Simulation. Maybe it is just me, but I fail to see the purpose of that mod, especially since the simulation is not very extended at all. For instance: in my B18 games pawns would have a destroyed upper arm, but they would not lose any functionality since the object "Arm" was still intact. I'm not a modder and trying to figure out how to fix that seemed too labor-intensive. So I removed all references to that mod in Diseases Overhauled. It does require EPOE and won't work with RBSE. Making it compatible with RBSE doesn't seem like a hard thing to do, though. The mod is primarily about affecting certain body parts, changing EPOE-specific parts to RBSE-specific parts in the mod files would do the trick.

It still contains all the diseases, surgeries and drugs that were in the original mod. I haven't tested it extensively, but it doesn't give any errors and diseases in my games so far are properly generated with the intended gameplay effects.

I do not plan to update this mod regularly. I updated it for my own personal use and want to share it with the community. Feel free to do with it whatever you want.

http://www.mediafire.com/file/r2232v64dl76se4/Diseases%20overhauled%20v1.3.1.7z
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Adalah217 on October 05, 2018, 10:39:18 PM
Quote from: Mystikvm on September 14, 2018, 06:20:43 AM
-snip-

Ah! I was just about to do the same thing. Glad I checked. Thanks for the update!
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Headshotkill on November 02, 2018, 01:48:39 PM
*Bump*

Okay I may sound pretty arrogant in the next couple of sentences, like I want to be treated as a princess, but I'm gonna do it anyway.

Could somebody please update Diseases Overhauled to 1.0 and make the following changes:

-No dependency on Extended Body Simulation
-Compatibility with RBSE


I would do it myself instantly, however I'm an illiterate peasant when it comes to coding and modding so all I can do is whine. :(
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on November 06, 2018, 02:35:17 PM
Unfortunately I'm no modder myself. All I did back then was "updating" the mod from A17 to A18.
But now I have no clue what needs to be done.
I'd like to see a 1.0 version of both Extended Human Body Simulation and Diseases overhauled as I got so used to them.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on November 07, 2018, 11:56:02 AM
Hey there,

I've updated all three mods to 1.0!
I've uploaded them to the Steam Workshop and GitHub:





ModSteam WorkshopGithub
Extended Human Body SimulationClick here (https://steamcommunity.com/sharedfiles/filedetails/?id=1559033367)Click here (https://github.com/Mythos/RimWorld-Extended-Human-Body-Simulation)
Diseases Overhauled (requires EHBS!)Click here (https://steamcommunity.com/sharedfiles/filedetails/?id=1559034352)Click here (https://github.com/Mythos/RimWorld-Diseases-Overhauled)
Crafted MutantsClick here (https://steamcommunity.com/sharedfiles/filedetails/?id=1559136016)Click here (https://github.com/Mythos/Rimworld-Crafted-Mutants)

When PhileasFogg is active again and he's against that, I will imediately remove those three. :-)

Best Regards,
Mythos
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: NoCanDo on November 07, 2018, 02:35:51 PM
I'm using Rah's Bionics and Surgery Expansion 2.0, will EHBS and DO work with it=
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on November 07, 2018, 03:40:48 PM
That is a good question.
I might look into it tomorrow as I'm struggling if I want to go with EPOE or RBSE. :-)
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: NoCanDo on November 07, 2018, 05:09:13 PM
EPOE is too ridiculous for my taste. I mean replacing every single rib? C'mon, there's micromanagement, then there's "micromanagement".
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IAMEPSIL0N on November 07, 2018, 07:39:06 PM
I don't know if the Ribs will come back or not now that ribcage is a thing.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IAMEPSIL0N on November 07, 2018, 08:26:41 PM
Quote from: NoCanDo on November 07, 2018, 02:35:51 PM
I'm using Rah's Bionics and Surgery Expansion 2.0, will EHBS and DO work with it=

EHBS currently uses an expanded version of the legacy EPOE body with the individual ribs which is no longer core safe after the ribcage was added in core, if that were changed it should be compatible with Rah's which appears to be use a core body by my understanding altho there will be surgical overlap.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Holothurin on November 08, 2018, 04:40:41 AM
Quote from: NoCanDo on November 07, 2018, 02:35:51 PM
I'm using Rah's Bionics and Surgery Expansion 2.0, will EHBS and DO work with it=

Yes. Please!!
EHBS and DO are my two must-have mods but i'm using RBSE, too. A compatibility version would be _really_ appreciated !! Even without the individual ribs :)
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: IAMEPSIL0N on November 10, 2018, 05:13:45 PM
Sorry about the delays on a RBSE compatible / surgicalmod dependency free version of EHBS & DO. I told Mythos I would help as in theory I've done this before but then the "Alice's Corrupted Mods" event happened so I lost the entirety of my Friday and Saturday free times to having to clean up my game.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on November 11, 2018, 03:34:12 PM
In the meantime I've did some work and made EHBS and DO not longer depending on EPOE.
Also I've switched over to RBSE (as I personally like it more) and everything seems to be working. :-)

If IAMEPSIL0N has some changes that also need to be included, I'll update the mod ASAP. :-)
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mystikvm on November 11, 2018, 04:03:03 PM
So good to see you putting in all this effort into these mods! I'll check out the RBSE compatibility, I like that better too but kinda stuck with EPOE.

When I updated Diseases Overhauled to B19 I found out that I put some of the cure durations on way too long timers, have you tweaked these? If not, that might be something you want to look into. Also, one thing I wasn't able to figure out is why the diseases don't spawn on alien races. At least on some of them they don't while the races are fully compatible with EPOE.
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mythos on November 11, 2018, 04:24:22 PM
What I did was getting the B18 version I did, making it 1.0 ready and getting your times. ;D
I'll tweak them when those diseases occur on my colonists and I notice that they are far too long.

If you like to participate with that, feel free to notify me via GitHub / Steam or a DM here. :-)
Title: Re: [A17] Phileas' trusted mod & maintenance station (Update: 2017-07-08)
Post by: Mystikvm on November 11, 2018, 04:57:27 PM
I already went on GitHub and made some comments :)