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RimWorld => Releases => Mods => Outdated => Topic started by: Minus on October 21, 2014, 04:18:34 PM

Title: [A11] Extended Surgery and Bionics V1.9
Post by: Minus on October 21, 2014, 04:18:34 PM
Release 1.8B

This version does not need the recipe nurse

Hello fellow Rimworlders! Here's a big mod to rebalance surgery and protsthetics. Graphics are courtesy of jabbamonkey!

(http://i.minus.com/ig0VOry26heMu.pngng)
The dream lab you've always wanted.

What does it do?

This mod gives you the ability to craft prosthetics yourself through the included prosthetic table.
Advanced prosthetics, such as Bionic Eyes require a high crafting skill and quite some plasteel. This way, the prosthetics are still somewhat expensive and hopefully balanced.
A second table can be researched afterwords that allows for organic body parts to be improved with materials, giving you bionic organs!

Plus, don't you hate it when your colonists take brain damage? Look no further, this mod adds the option to mend the brain with an AI persona core to restore your colonist beyond full capacity. I chose the AI core since it makes sense and the recipe gets really expensive so you don't do it all the time. Also turns out brains are REALLY important and improve everything you do, so the price feels just right balance-wise.

And now, finally! Stomachs and limbs can be transplanted too! Weather you just want to stop prisoners running away, or can't afford a synthetic limb, or your colonist's a prostophobe, OR your colonist can't eat anymore, now your problems are solved! Ears and jaws can be pulled on and off too as well.

On top of that, you can even grow your own limbs! Not that you'll ever be in need of spare parts with all the harvesting you can do now, but if you need a specific limb then the Organ Vats can be used to break uneeded parts down into meat, and then reform them into the part you need!

Oh and ever had to pick between the power claw and the bionic arm? Not sure which to go with? Screw it, go with both! The new power arm is a combination of the two!

Before you start, you will of course need to research prosthetics, and then later research synthetics.

Current features


Planned features

Changelog 1.2

Changelog 1.3

Changelog 1.4

Changelog 1.5

Changelog 1.6

Changelog 1.7

Changelog 1.8

Changelog 1.8B

Incompatability

Compatability
(It goes well with this mod)
(Yes, it does work fine)

Download
Check the attachment below, and remember to delete old versions.
If you can't see the attachement then make sure you're logged in!

PS: I'm very open to discussion regarding balancing or possible future features. Also, please let me know of any bugs and/or conflicts with other mods.

Have fun! :)[/list]

[attachment deleted by admin: too old]
https://dl.dropboxusercontent.com/u/9164057/Rimworld/SurgeryExtendedAndBionics1.9.zip
A11 update by Cefwyn
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Nimr_Tiger on October 21, 2014, 04:24:46 PM
How is this different from the *other* extended surgery mod?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Igabod on October 21, 2014, 04:27:37 PM
Quote from: Nimr_Tiger on October 21, 2014, 04:24:46 PM
How is this different from the *other* extended surgery mod?

Read the change log in the OP under 1.3. Also, that mod is no longer being maintained by the original creator apparently.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Minus on October 21, 2014, 04:28:56 PM
Quote from: Nimr_Tiger on October 21, 2014, 04:24:46 PM
How is this different from the *other* extended surgery mod?
You could scroll up and look at the Version 1.3 changelog to find out.
Or if you're wondering why this is a new topic, it's because I can't edit the first post in the other one, which I need to be able to do.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Shinzy on October 21, 2014, 04:36:30 PM
Quote from: Nimr_Tiger on October 21, 2014, 04:24:46 PM
How is this different from the *other* extended surgery mod?
Quote from: Minus on October 21, 2014, 04:18:34 PMChangelog 1.3

  • Transferred mod ownership to Minus
  • Arms, Legs, and Stomachs can now be removed
  • Extra recipes for bionic limbs
  • Power Arm combo item added

Likely just the mod creator and whatever is coming in the future and all the 1.3 changes
So aside all the new stuff there's one definite big minus to all this compared to the other one gheehehehehe hehe he hee

The hook hand could use some damage boost I think
I don't know but atleast it feels like a friendly pat on the cheek with that kinda thing would be more fatal than without a hook
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Minus on October 21, 2014, 04:49:53 PM
Quote from: Shinzy on October 21, 2014, 04:36:30 PM
The hook hand could use some damage boost I think
I don't know but atleast it feels like a friendly pat on the cheek with that kinda thing would be more fatal than without a hook
I like this idea! Given how there's no real point making a hook hand when you can make a prosthetic arm, it should have some bonus to it. So it'll be the weaker equivalent to the power claw! I'll wait for a few more ideas before I update it again though, as I updated this like only 10 minutes ago. Keep the ideas coming if you can!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Matthiasagreen on October 21, 2014, 04:59:10 PM
since you are looking for ideas, I will throw out my crazy one. I was thinking of something that would replace legs and resembles (in my mind, doesnt necessarily need to be in the game.) the wheels of a tank. It should give a fairly good increase on speed, but maybe give a debuff on something to even it out. Pressy much something to give to haulers and cleaners to make them go faster, but wouldn't want in on everyone. Not sure what the debuff would be, but it was just a thought.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Emottaja on October 21, 2014, 06:02:23 PM
Here's some ideas.
How about hypno-eyes which could give a buff to convincing prisoners to join the colony?  :o
Or maybe hyperweave skin with an armor bonus?
A lesser version could be implanted iron plates with slight armor bonus but slow down movement?
Why not throw in bioluminescent hair implant to have glowing miners? =P
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Commander Beanbag on October 21, 2014, 06:21:57 PM
Quote from: Matthiasagreen on October 21, 2014, 04:59:10 PM
since you are looking for ideas, I will throw out my crazy one. I was thinking of something that would replace legs and resembles (in my mind, doesnt necessarily need to be in the game.) the wheels of a tank. It should give a fairly good increase on speed, but maybe give a debuff on something to even it out. Pressy much something to give to haulers and cleaners to make them go faster, but wouldn't want in on everyone. Not sure what the debuff would be, but it was just a thought.

Slightly lower speed than normal, but terrain does not affect speed? It might require a dll though.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Minus on October 21, 2014, 06:34:08 PM
Doing good guys! Liking these ideas!

Quote from: Matthiasagreen on October 21, 2014, 04:59:10 PM
I was thinking of something that would replace legs and resembles (in my mind, doesnt necessarily need to be in the game.) the wheels of a tank. It should give a fairly good increase on speed, but maybe give a debuff on something to even it out.
Hmm, can't think of any debuffs I could add to that. It'd also use up both leg slots, which hopefully won't cause any issues.
First debuff that comes to mind is a reduction to speech and hearing, as a result of loud moters going off constantly.

Quote from: Emottaja on October 21, 2014, 06:02:23 PM
Here's some ideas.
How about hypno-eyes which could give a buff to convincing prisoners to join the colony?  :o
Or maybe hyperweave skin with an armor bonus?
A lesser version could be implanted iron plates with slight armor bonus but slow down movement?
Why not throw in bioluminescent hair implant to have glowing miners? =P
Hypno eyes, yeah, I could do that. I've also designed a bionic jaw to improve speach, but that has to wait for a bit, so this would be a good alternative.
As for skin, I am not sure you can even make skin transplants in this game. But I will look into it and see what can be done.
Glowing hair though, I've no clue where to even start! Also I'd probably just make it a mining helmet item. But the coding for glowing, I really don't know how to apply that to a person.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: rchaves007 on October 21, 2014, 06:40:36 PM
cn anyone tell me whats the diference between thsi mod and the "More bionics Parts"? not to make advertisement or anything... just want to know what mods is the most complete on the number of limbs u cn replace and if u cn go all bionic and all that good stuff... cuz bionic is the way to go! :D
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Minus on October 21, 2014, 07:00:10 PM
Quote from: rchaves007 on October 21, 2014, 06:40:36 PM
cn anyone tell me whats the diference between thsi mod and the "More bionics Parts"? not to make advertisement or anything... just want to know what mods is the most complete on the number of limbs u cn replace and if u cn go all bionic and all that good stuff... cuz bionic is the way to go! :D
This mod is compatible with that mod. Both mods focus on different areas and work well together. Although I've not tried it with the latest version of MBP. This mod focuses more on exterior parts. Arms and eyes and legs. MBP focuses on the organs and such instead. I hope for the two mods to become one at some point.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: rchaves007 on October 21, 2014, 07:47:47 PM
Quote from: Minus on October 21, 2014, 07:00:10 PM
Quote from: rchaves007 on October 21, 2014, 06:40:36 PM
cn anyone tell me whats the diference between thsi mod and the "More bionics Parts"? not to make advertisement or anything... just want to know what mods is the most complete on the number of limbs u cn replace and if u cn go all bionic and all that good stuff... cuz bionic is the way to go! :D
This mod is compatible with that mod. Both mods focus on different areas and work well together. Although I've not tried it with the latest version of MBP. This mod focuses more on exterior parts. Arms and eyes and legs. MBP focuses on the organs and such instead. I hope for the two mods to become one at some point.

nice... one more thing... if i place this mod now... with MBP and all do i need to restart the world?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Minus on October 21, 2014, 08:02:03 PM
Quote from: rchaves007 on October 21, 2014, 07:47:47 PM
nice... one more thing... if i place this mod now... with MBP and all do i need to restart the world?
I don't think so. Pretty sure it'll work with any saved game. Though I have not tested it with the latest version of MBP so I can't say for sure. You'll just have to test it out. Post here again afterwords letting me know how it went.

EDIT: might wanna look at this first: https://ludeon.com/forums/index.php?topic=7036
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: DracoGriffin on October 21, 2014, 11:45:06 PM
I'd like to use this mod but... could you combine your other Medical surgery XP gain (https://ludeon.com/forums/index.php?topic=6937.0) mod into this one?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Oragepoilu on October 22, 2014, 04:14:07 AM
Quote from: DracoGriffin on October 21, 2014, 11:45:06 PM
I'd like to use this mod but... could you combine your other Medical surgery XP gain (https://ludeon.com/forums/index.php?topic=6937.0) mod into this one?

If he do this i wouldn't be able to use other mod like the tech tree of minami, i think. He already do that.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: Minus on October 22, 2014, 08:04:17 AM
Quote from: DracoGriffin on October 21, 2014, 11:45:06 PM
I'd like to use this mod but... could you combine your other Medical surgery XP gain (https://ludeon.com/forums/index.php?topic=6937.0) mod into this one?
They're fully compatible already, so there's no need to merge the two. I don't want to force people to use this mod if they only want more XP.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: Minus on October 22, 2014, 09:06:14 AM
Double posting to announce that I have been given permission to work on More Bionic Parts. For now I am simply uploading the modded version that I have been using, unchanged. The bigger updates I'll be making to it will take quite a while, and you guys ought to have a compatible version here and now.

This version requires ES because it's research option is unlocked after researching ES, and it has a bionic stomach that uses the stomach only removable with ES. I hope you enjoy!
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: rchaves007 on October 22, 2014, 09:21:10 AM
there we go... two of my favorit mods coming together... thats nice... like i said i really love the way we cn upgrade our colonists bodies... bionic all the way! :D one questions that riged version u uploaded now... do i need anything like that compatibility change or is it compatible in every way? and o i download the MoreBionicParts! SE.rar  only or do i have to download extended surgery aswell?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: MisterLock on October 22, 2014, 09:42:35 AM
These health mods are starting to get really annoying...Royaly annoying...I'm not blaming this on any of you good guys out there.You put your good time into these kinds of things,trying to make improvements to a normal players like me experience but I'm just to god damn tired of this crap...Every single time,these health mods are just so incompatible,EDB's is one of the best mods out there just because of the nice interface...but guess what?Not compatible...health tab goes wonky every single time I have it on.
Also not being able to install More Bionic's...bionics...I think Jullia's Apothecarius or your new Xtended Surgery is doing this but I got alot more organs from colonists,like arms and legs but guess what?I can't add them back,same with the stomach for example(normal colonist stomach).These problems expand upon MB's organs to,can't implant them.
I already said this in a reply to SkullyWag on MB's mod page but I'm just tired of these health mods,I've spent more time troubleshooting my game then actually playing(now I am feeling what some modders are feeling with their big mods,I think)...the problem is I just can't let it go,I'm trying over and over,I just need to get my Rimworld cleared of any mods I have and start a new colony...Without any single health mod...well maybe yours...but Recipie Nurse still is something to take in mind with compatibility...

Now that I've anger has worn off by writing this long freaking post...I think I"m gonna go try to get these mods to work again...atleast 1 more time...
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: BinaryBlackhole on October 22, 2014, 03:53:28 PM
This mod is great but whenever I try to download version 1.3 and it dosent work it just comes up with a message about adobe reader not being able to open the mod how do i fix this?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: DracoGriffin on October 23, 2014, 01:17:24 AM
Quote from: Minus on October 22, 2014, 08:04:17 AM
Quote from: DracoGriffin on October 21, 2014, 11:45:06 PM
I'd like to use this mod but... could you combine your other Medical surgery XP gain (https://ludeon.com/forums/index.php?topic=6937.0) mod into this one?
They're fully compatible already, so there's no need to merge the two. I don't want to force people to use this mod if they only want more XP.
Right, I agree. XP gain mod should be separate, but there's no reason to have to download both when I can just use Extended Surgery mod to be more "inclusive", if that makes sense? Or rather, I'd like to load fewer mods than I have to. I mean, who wouldn't want XP gain mod in Extended Surgery mod especially since so many new surgeries are available to experiment on prisoners?
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: skullywag on October 23, 2014, 03:14:11 AM
The xp gain stuff should be part of the recipe full stop. Xp gain should be on ALL recipes. Its a bug they were missed from the core game....dont just copy and paste people, check  what you are making. A quick look at any other recipe would have shown tis deficiency.

Hope this doesnt come across as rude, just pointing out the games still alpha so there will be mistakes. If you spot something like this when making your mod, report it to Tynan.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: Exe19 on October 23, 2014, 03:17:04 AM
Could you "integrate" minor body parts from the Body Bank mod (http://ludeon.com/forums/index.php?topic=6679.0) too? I want to give one of my colonist a bionic arm but I can't because her shoulder is completely destroyed.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: skullywag on October 23, 2014, 03:20:41 AM
Quote from: Exe19 on October 23, 2014, 03:17:04 AM
Could you "integrate" minor body parts from the Body Bank mod (http://"https://ludeon.com/forums/index.php?topic=6679.0") too? I want to give one of my colonist a bionic arm but I can't because her shoulder is completely destroyed.

Your link is broken
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: Oragepoilu on October 23, 2014, 03:57:39 AM
Quote from: skullywag on October 23, 2014, 03:14:11 AM
The xp gain stuff should be part of the recipe full stop. Xp gain should be on ALL recipes. Its a bug they were missed from the core game....dont just copy and paste people, check  what you are making. A quick look at any other recipe would have shown tis deficiency.

Hope this doesnt come across as rude, just pointing out the games still alpha so there will be mistakes. If you spot something like this when making your mod, report it to Tynan.

As i'v said, if this mod include xp i'm not sure it would be fine with the techtree minami, because he intend to do the same in the last path note.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: Der Failer on October 23, 2014, 09:04:40 AM
I found a meaner recipe bug. To upgrade a simple prosthetic arm to a bionic arm, 11 arms are required.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: Minus on October 23, 2014, 09:48:13 AM
Quote from: Der Failer on October 23, 2014, 09:04:40 AM
I found a meaner recipe bug. To upgrade a simple prosthetic arm to a bionic arm, 11 arms are required.
Oh my God I am so embarassed! How did I miss that?!

Quote from: DracoGriffin on October 23, 2014, 01:17:24 AM
Right, I agree. XP gain mod should be separate, but there's no reason to have to download both when I can just use Extended Surgery mod to be more "inclusive", if that makes sense?
OH! Right, yeah that makes sense. I never saw the point in adding MediXP to this mod as I'm fine with a big cluttered list of mods. But I shall add it in for the sake of neatness in then ext update.

Quote from: BinaryBlackhole on October 22, 2014, 03:53:28 PM
This mod is great but whenever I try to download version 1.3 and it dosent work it just comes up with a message about adobe reader not being able to open the mod how do i fix this?
You need to unzip the file. Get Winzip or Winrar or any of the many programs out there. 7zip is getting more popular too.

Quote from: MisterLock on October 22, 2014, 09:42:35 AM
Every single time,these health mods are just so incompatible,EDB's is one of the best mods out there just because of the nice interface...but guess what?Not compatible...health tab goes wonky every single time I have it on.
Also not being able to install More Bionic's...bionics...I think Jullia's Apothecarius or your new Xtended Surgery is doing this but I got alot more organs from colonists,like arms and legs but guess what?I can't add them back,same with the stomach for example(normal colonist stomach).These problems expand upon MB's organs to,can't implant them.
Compatibility is the entire reason I took over this mod. EdB was one I tested and it worked fine with this... And then I realised you weren't talking about EdB's Prepare Carefully. I'll look into the EdB Interface mod and see what's going on there. But I was sure this mod would've been compatible with Apothacarius. From what I've seen, most people are able to fix the problem with limb isntallation simply by unloading nurse recipe, and then turning it back on again. And I don't mean untick then tick, I mean untick it, click okay, go back to mods, re-tick. If that's not working, then... I don't know. I'm simply not having any problems at all.

EDIT: EdB seems to conflict with Recipe Nurse. It's their end that has the compatibility issue. Looking forward to Alpha 8 when these issues won't exist.

EDIT2: Nearly missed you!
Quote from: Exe19 on October 23, 2014, 03:17:04 AM
I want to give one of my colonist a bionic arm but I can't because her shoulder is completely destroyed.
Didn't realise you could get a destroyed shoulder. I'll put some bionic ones in. I think that leaves only the torso without a replacement part for now.
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: MisterLock on October 23, 2014, 10:57:49 AM
Quote from: Minus on October 23, 2014, 09:48:13 AM
Compatibility is the entire reason I took over this mod. EdB was one I tested and it worked fine with this... And then I realised you weren't talking about EdB's Prepare Carefully. I'll look into the EdB Interface mod and see what's going on there. But I was sure this mod would've been compatible with Apothacarius. From what I've seen, most people are able to fix the problem with limb isntallation simply by unloading nurse recipe, and then turning it back on again. And I don't mean untick then tick, I mean untick it, click okay, go back to mods, re-tick. If that's not working, then... I don't know. I'm simply not having any problems at all.

EDIT: EdB seems to conflict with Recipe Nurse. It's their end that has the compatibility issue. Looking forward to Alpha 8 when these issues won't exist.

Thanks for paying attention to my post...I still didn't manage to get it working,maybe If I actually show you a screen of my erros as well,you seem to be quite good in figuring out compatibility issues.
Here's a screen : http://imgur.com/m7qdzvy
Thanks for your help Min in advance...
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: Minus on October 23, 2014, 11:18:37 AM
Quote from: MisterLock on October 23, 2014, 10:57:49 AM
Thanks for paying attention to my post...I still didn't manage to get it working,maybe If I actually show you a screen of my erros as well,you seem to be quite good in figuring out compatibility issues.
Here's a screen : http://imgur.com/m7qdzvy
Thanks for your help Min in advance...
Christ that's a lot of mods! I see at the top, something about life support. Does one of these mods add life support? Let me know which one, as I expect that'll be the issue.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on October 23, 2014, 12:38:52 PM
Bumping for latest update. Let's see what stupid bugs I left in this time!

Remember to delete both the old bionics and extended surgery mods.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Timber on October 23, 2014, 01:59:41 PM
Quote from: Minus on October 21, 2014, 04:18:34 PM
Changelog 1.4 (not yet released)

  • Merged the More Bionic Parts! mod with this one.
  • Also merged the Medical XP gain mod with this.
  • Fixed bionic arm upgrade's 11 arm cost.
  • Fixed bionic jaw's description
  • Gave the hook hand a damage boost.
  • Added pretty crystal eyes which improve socialising
  • Added moterized tracks to make some really fast colonists.
  • Added bionic shoulders. They sadly replace bionic arms.

Just a heads up, the shoulder change may have been too soon. This is from Rimworld Changelog:

Quote
Oct 22

Refactored and cleaned up stat categorization and display.
Bionic arm replaces arm from the shoulder on down, so can heal/replace shot-off shoulders.
Skill degradation is slower.
LL cleanup.

Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3 + More Bionic Parts!
Post by: MisterLock on October 23, 2014, 02:17:07 PM
Quote from: Minus on October 23, 2014, 11:18:37 AM
Quote from: MisterLock on October 23, 2014, 10:57:49 AM
cut the text

Christ that's a lot of mods! I see at the top, something about life support. Does one of these mods add life support? Let me know which one, as I expect that'll be the issue.

Apothecarius adds life support
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: BinaryBlackhole on October 23, 2014, 04:22:49 PM
It comes up as a adobe acrobat folder instead of a compressed zip folder. With other mods I get a compressed zip folder, I then extract the folder and put it into my game and it works. Below is a attachment of what I get when I download the mod.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Igabod on October 23, 2014, 05:04:25 PM
that looks like a .rar file to me not a .pdf. you will not be able to unzip this with the default windows unpacking program. You need something like 7zip. Be sure to right click the .rar file and select "open with" and then select 7zip file manager. It's a pain in the ass for sure to download a different program just to do this, but .rar is a very common format so it's a necessity if you do a lot of downloading of things.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on October 23, 2014, 10:42:49 PM
Quote from: BinaryBlackhole on October 23, 2014, 04:22:49 PM
It comes up as a adobe acrobat folder instead of a compressed zip folder. With other mods I get a compressed zip folder, I then extract the folder and put it into my game and it works. Below is a attachment of what I get when I download the mod.
Yeah, still the problem your end of not having the right program it seems. The file is fine. It's very weird that your acrobat reader is trying to open it though, that's not normal I don't think.

Quote from: Timber on October 23, 2014, 01:59:41 PM
Just a heads up, the shoulder change may have been too soon. This is from Rimworld Changelog:
Quote
Oct 22

Refactored and cleaned up stat categorization and display.
Bionic arm replaces arm from the shoulder on down, so can heal/replace shot-off shoulders.
Skill degradation is slower.
LL cleanup.
I already know a bunch of stuff in this mod's gonna end up redundant in a later update. Good to hear about this though, as my shoulders did not go how I wanted. Also I just noticed thanks to your post that I forgot to change the changelog to say that 1.4 had now been released.

Quote from: MisterLock on October 23, 2014, 02:17:07 PM
Quote from: Minus on October 23, 2014, 11:18:37 AM
Quote from: MisterLock on October 23, 2014, 10:57:49 AM
cut the text
Apothecarius adds life support
Well...
(http://i.minus.com/iblKq6RhV5IBnN.png)

Turns out Apothacarius is fully compatible! Which means I don't know what's causing the problem...
I've started adding mods that work fine with this to the first post, to try and narrow it down a bit more. You'll have to disable several mods and keep trying until you find out which mod you had to turn off to get it to work I think. As soon as you can narrow it down, I'll start fixing the problems!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: illidan102 on October 24, 2014, 02:07:25 AM
can`t not bulid atomic constructor and CreatePlasteel,CreateSynthread,CreateHyperweave.....
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Emottaja on October 24, 2014, 05:22:57 AM
I found no compatibility issues with the EdB interface mod and this one, might be a load order issue perhaps.
my load order from the mod config:
  <activeMods>
    <li>Core</li>
    <li>Tech Tree Minami A7</li>
    <li>TTMpatch_Apparello</li>
    <li>TTMpatch_AnimalHusbandry</li>
    <li>TTMpatch_MAI</li>
    <li>TTMpatch_Clutter</li>
    <li>TTMpatch_Embrasures</li>
    <li>TTMpatch_ExtendedStoneworking</li>
    <li>Side NPD</li>
    <li>EdBInterface</li>
    <li>GlitterTech</li>
    <li>EdBPrepareCarefully</li>
    <li>NewRecipeNurse</li>
    <li>SurgeryExtendedAndBonics</li>
  </activeMods>

also, the surgery xp part doesn't seem to conflict with TTM either. =/
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on October 24, 2014, 07:57:44 AM
This is not even funny anymore...Fresh install,deleted all mods,redownloaded your mod and recipie nurse and guess what?
I just have these 2 active and I still can't atach back the colonists stomach/can't install bionic organs from More bionics.
Here's some screen to prove that I litelarly Have no other mods loaded other then this and recipie nurse.
http://imgur.com/fS1AbZw
http://imgur.com/zHbakjX

Also little question,You picked up ownership from Meow for extended surgery?Did GottJammer give up on More Bionics and transfered it to you?

Edit:Note I have a bionic stomach in the stockpile and the colonists normal stomach
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: JuliaEllie on October 24, 2014, 08:12:16 AM
Quote from: MisterLock on October 24, 2014, 07:57:44 AM
This is not even funny anymore...Fresh install,deleted all mods,redownloaded your mod and recipie nurse and guess what?
I just have these 2 active and I still can't atach back the colonists stomach/can't install bionic organs from More bionics.
Here's some screen to prove that I litelarly Have no other mods loaded other then this and recipie nurse.
http://imgur.com/fS1AbZw
http://imgur.com/zHbakjX

Also little question,You picked up ownership from Meow for extended surgery?Did GottJammer give up on More Bionics and transfered it to you?

Edit:Note I have a bionic stomach in the stockpile and the colonists normal stomach

The console screenshot shows me that you 1st didnt restart the game after changing the mods and 2nd didnt make a new world after using a mod which changes some world definitions like factions. It is HIGHLY recommended to restart the game after changing mods and by "HIGHLY recommended" I mean restart or it will break. This is due to the way the games DefDatabase works. After creating a world with mods that add stuff to the WORLD file like factions and then deactivate this mod you will get errors. 
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on October 24, 2014, 08:26:45 AM
Quote from: JuliaEllie on October 24, 2014, 08:12:16 AM
Quote from: MisterLock on October 24, 2014, 07:57:44 AM
Cut

The console screenshot shows me that you 1st didnt restart the game after changing the mods and 2nd didnt make a new world after using a mod which changes some world definitions like factions. It is HIGHLY recommended to restart the game after changing mods and by "HIGHLY recommended" I mean restart or it will break. This is due to the way the games DefDatabase works. After creating a world with mods that add stuff to the WORLD file like factions and then deactivate this mod you will get errors.

I did restart the game/create a new world.I've had bad experiences when fiddling with mod with trying to load the same world.So every time I try new combinations I try to make a new world.Pretty sure you just observed the missing files.Part of that was caused by me trying to use prepare carefully to load my colonists in older attempt(5 minutes before taking these screens),but they didn't get the hair from More Hair since I didn't install it.

Edit:Forgot to explain It,I did install prepare carefully because it was on the compatible list,So I thought it did not have that much impact on it,Guess it did?
Edit2:Wow...much skill...actually no...I feel somewhat greatfull,It's freaking working now,but just with these 2 mods...Not I have to go through the lenghty process of actually setting up what mods can be used and essentially find out which I am able to use for my colony
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: JuliaEllie on October 24, 2014, 08:59:06 AM
Good to hear you solved the issue. Have fun playing :)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on October 24, 2014, 09:59:36 AM
Quote from: JuliaEllie on October 24, 2014, 08:59:06 AM
Good to hear you solved the issue. Have fun playing :)

Thanks for the help Julia.

Also this is for Min,The can't open Health Medical Tab bug was caused by Material Crops by Skullywag it appears,if you do have any time might want to check this out yourself and add it to the imcompatible mod lists
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on October 24, 2014, 11:07:04 AM
Quote from: Emottaja on October 24, 2014, 05:22:57 AM
I found no compatibility issues with the EdB interface mod and this one, might be a load order issue perhaps.
also, the surgery xp part doesn't seem to conflict with TTM either. =/
Been told that twice now. Weird, EdB didn't work when I tested it myself and I've had a lot of people turn it off to fix things. I just don't get this at all. Thankyou for doing this research! But I can't see true compatibility ever being a thing until the Recipe Nurse basically becomes part of the vanilla game. I get the feeling it's all 100% down to when the recipe nurse gets loaded as to weather your game will work or not.

Quote from: MisterLock on October 24, 2014, 09:59:36 AM
Also this is for Min,The can't open Health Medical Tab bug was caused by Material Crops by Skullywag it appears,if you do have any time might want to check this out yourself and add it to the imcompatible mod lists
Gonna check it out shortly, thankyou!
Title: Download Troubles
Post by: Virtualistik on October 24, 2014, 11:22:04 AM
You should probably add that you need to register an account to download the mod in the original post.  It took me longer than I would like to admit to figure out that you have to login to see the attachment.

Mod looks great though, I'm starting a new colony with this and Apothecarius right now.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Mj64 on October 25, 2014, 03:36:07 AM
Checking what's new in the more recent stuff and...

Motorized Treads?! One step closer to turning my colonists into literal tanks!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Killaim on October 25, 2014, 05:51:42 AM
needs a darth vader special bed for making cyborgs in

also

2 arms ? pff - 4 arms! - now wield two rifles.. makes NO sense - but hell i want it :D
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Timber on October 25, 2014, 01:58:54 PM
Is this still officially incompatible with Extended UI?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Romi on October 25, 2014, 02:13:39 PM
why this mod is not compatibile with Edb mod? why :(
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Clibanarius on October 25, 2014, 02:43:32 PM
EdB's options have an option for 'use EdB Interface's bills', would disabling that fix the incompatibility?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: mrypup on October 25, 2014, 03:12:22 PM
I dont know why, but the new version will not let me install anything on my colonists. it has red text for all installs on the log at start.

EDIT: i have determined its a problem with recipe nurse
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Karnej on October 25, 2014, 03:25:50 PM
I'm torn about this mod changing so much. By itself it's just getting better, but few people play with just one mod at a time. I would always recommend Extended Surgery because it worked with anything but now I can't use my preferred medical mod.I mean, I'm sure the incompats. will work out soon enough but now I have to work around vanilla mechanics. At least I have a copy of the old version for now. lol

Edit: After some tough mod choices I got this working with my normalish set of mods. Lot of fun. The added features compared to the last version of Extended Surgery I had are really cool. Good job and sorry for this initial downerness.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Clibanarius on October 25, 2014, 03:54:40 PM
As someone who loves mods, which ones did you find weren't suitable or compatible? I know I'd appreciate the input!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Tim500 on October 25, 2014, 05:54:14 PM
Actually I really enjoy this mod, but I keep on getting error messages  at the beginning that some functions/bodyparts are not working.  :-\. I tried to delete/disable all other mods. But that didn't work, I still get the error messages...
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: hikkiko on October 25, 2014, 06:36:07 PM
red messages at the start? they are just notifications what was added. the author of recipe nurse used wrong function.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Clibanarius on October 25, 2014, 06:52:08 PM
Note: Neuromuscular Integration's research description says "'Grant's a greater understanding..." when it should be grants. "Grants a greater understanding of high-tech prostheses." MotORized, as well, instead of ERized.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Timber on October 25, 2014, 08:21:27 PM
Quote from: Clibanarius on October 25, 2014, 02:43:32 PM
EdB's options have an option for 'use EdB Interface's bills', would disabling that fix the incompatibility?
Could someone test this?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: EdB on October 25, 2014, 08:41:22 PM
Quote from: Timber on October 25, 2014, 08:21:27 PM
Quote from: Clibanarius on October 25, 2014, 02:43:32 PM
EdB's options have an option for 'use EdB Interface's bills', would disabling that fix the incompatibility?
Could someone test this?

This probably won't help if the problem is the bills in the Health tab.  This option does not affect that.

I would love to get some feedback on what kind of incompatibilities people are seeing so that I can try to fix them.  I just tried out a game with the interface mod, recipe nurse and extended surgery & bionics installed (and nothing else), and it seemed to work ok.

Keep in mind that Recipe Nurse requires a restart of the game after you've set the mods that you want to use.  It only loads the add-on recipes when the game starts, and will reset all mod definitions (without reloading the add-on recipes) if you go into the mods menu.  So if the issue is missing recipes, this may solve your problem.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Commander Beanbag on October 25, 2014, 08:59:04 PM
It should help if you just packaged recipe nurse with this mod instead. Personally, I don't have recipe nurse "installed", rather I've merged it with every mod I have that requires it (5 or 6 of them). No issues with EdB interface or other mods.

Also, restarting every time you close the mods screen is required, for sure.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Timber on October 25, 2014, 11:01:56 PM
Quote from: EdB on October 25, 2014, 08:41:22 PM
Quote from: Timber on October 25, 2014, 08:21:27 PM
Quote from: Clibanarius on October 25, 2014, 02:43:32 PM
EdB's options have an option for 'use EdB Interface's bills', would disabling that fix the incompatibility?
Could someone test this?

This probably won't help if the problem is the bills in the Health tab.  This option does not affect that.

I would love to get some feedback on what kind of incompatibilities people are seeing so that I can try to fix them.  I just tried out a game with the interface mod, recipe nurse and extended surgery & bionics installed (and nothing else), and it seemed to work ok.

Keep in mind that Recipe Nurse requires a restart of the game after you've set the mods that you want to use.  It only loads the add-on recipes when the game starts, and will reset all mod definitions (without reloading the add-on recipes) if you go into the mods menu.  So if the issue is missing recipes, this may solve your problem.

Oooh I see. Maybe it's compatible after all! Thanks for clarifying.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: generalcrusher on October 26, 2014, 04:35:13 AM
Why is this incompatible with the EdB Interface UI Mod?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Pear on October 26, 2014, 02:19:27 PM
Having an issue with motorized treads - had two in storage, but no option was available to attach them on the operations tab.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Krantz86 on October 26, 2014, 07:05:59 PM
Quote from: Pear on October 26, 2014, 02:19:27 PM
Having an issue with motorized treads - had two in storage, but no option was available to attach them on the operations tab.
i had a similar issue, be sure to have the nurse loaded last, it worked for me that way
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: doujinftw on October 26, 2014, 10:49:52 PM
Um did you add the adrenal ,sight and ,pain lobes in with this one too cause i dont see those prosthetics anywhere.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on October 27, 2014, 01:03:44 AM
Quote from: Clibanarius on October 25, 2014, 06:52:08 PM
Note: Neuromuscular Integration's research description says "'Grant's a greater understanding..." when it should be grants. "Grants a greater understanding of high-tech prostheses." MotORized, as well, instead of ERized.
That first mistake is not mine, the second one though is. I'll fix these in the next update, thankyou!

Quote from: doujinftw on October 26, 2014, 10:49:52 PM
Um did you add the adrenal ,sight and ,pain lobes in with this one too cause i dont see those prosthetics anywhere.
Nope. Because they caused incompatibility I removed them. The AI core works just as well anyway I find. And if you use Apothacarius with this, which I recommend, you'll have the drone core instead.

Quote from: EdB on October 25, 2014, 08:41:22 PM
I would love to get some feedback on what kind of incompatibilities people are seeing so that I can try to fix them.  I just tried out a game with the interface mod, recipe nurse and extended surgery & bionics installed (and nothing else), and it seemed to work ok.

Keep in mind that Recipe Nurse requires a restart of the game after you've set the mods that you want to use.  It only loads the add-on recipes when the game starts, and will reset all mod definitions (without reloading the add-on recipes) if you go into the mods menu.  So if the issue is missing recipes, this may solve your problem.

...The fact that I myself was making the same stupid mistake as everyone else... Really sorry EdB, as a modmaker I should have tried more times than this. I did not realise I had to restart the game to get the recipe nurse to work. Tried it just now and it works with all of my mods. I've been spreading this stupid notion that your mod was broken when all it along it was fine! Really REALLY sorry to you and all the people that disabled your mod to use this one.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Commander Beanbag on October 27, 2014, 01:11:51 AM
I think you should include the brain lobes and implants again. They have lots of potential. I can help work out compatibility issues.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on October 27, 2014, 01:26:04 AM
Quote from: Commander Beanbag on October 27, 2014, 01:11:51 AM
I think you should include the brain lobes and implants again. They have lots of potential. I can help work out compatibility issues.
The brain affects a lot of what your colonist does. Improving it has a huge effect! The lobes and implants simply split up it's strengths into smaller parts to make them more even with other bionics. But I don't see the point in them when I can stick to a single powerful expensive brain replacement. It also gives the AI core some actual use if you don't want to build a spaceship.
Both with what I have already, and Apothacarius, adding more brain parts would just cause issues. It would also make it so that you'd have to start a new game rather than just load your current one I'm pretty sure.
The MBP mod that has those is still up for download in it's own thread, so if you really want them, you can still use them.

But for this mod, sorry but I can't see them being worth it. Unless the brain gets devided into smaller parts in the vanilla game, I don't really want to do that. I'll gladly add more parts to everywhere else though. For example, I'm thinking of adding a bionic groin to the next update. Thankyou for the offer and thankyou for what you have already done so far. If I have time, I MAY create a fully seperate mod that only focuses on adding in new brain parts.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: BarryVonBarry on October 27, 2014, 09:59:38 PM
Whenever I press the "operations" button, all that happens is that the error log pops up (no new messages on it)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on October 28, 2014, 08:24:00 AM
Quote from: BarryVonBarry on October 27, 2014, 09:59:38 PM
Whenever I press the "operations" button, all that happens is that the error log pops up (no new messages on it)

This has already been answeared alot...You need to uncked what mods you use and restart the game with Xtended Surgery and Recipie Nurse.Once you've done that you need to activate mods(preferably 1 by 1)and find out which is the bugger that is causing that error.(In my case it was Material Crops mod by Skullywag)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Rathael on October 28, 2014, 06:56:09 PM
I had the error when clicking on Bills in the health tab. It was caused by Simple Medicine Craft https://ludeon.com/forums/index.php?topic=6652.0
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Romancandle64 on October 28, 2014, 11:47:35 PM
I cant seem to install some natural limbs or the hock hand, not sure what else though
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Romancandle64 on October 29, 2014, 12:02:04 AM
Quote from: Romancandle64 on October 28, 2014, 11:47:35 PM
I cant seem to install some natural limbs or the hock hand, not sure what else though
I figured it out, it is Simple Medicine Craft, its the only other mod i have, problem is if i disable it i cant load my save
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on October 29, 2014, 03:20:14 PM
Quote from: Romancandle64 on October 29, 2014, 12:02:04 AM
Quote from: Romancandle64 on October 28, 2014, 11:47:35 PM
I cant seem to install some natural limbs or the hock hand, not sure what else though
I figured it out, it is Simple Medicine Craft, its the only other mod i have, problem is if i disable it i cant load my save

Ussualy saves are very finnicky,You can most of the time add mods to the game with no problems but if you take out mods then you will most likely break your save,unless it is graphic or etc mods(EbD's UI mod).Also why would you install simple medicine craft?Minus recomands using Apothecarius which includes a relatively simple medicine craft,It only takes 3 herbs and a table to produce 1 medicine...Also you said you only had this and Simple Medicine Craft mod,The incompatibilty might have been caused by the lack of RecipieNurse,I don't know if you have it or not
I would suggest just picking up more mods and paying attention to what is compatible and what not and starting a new world.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Romancandle64 on October 29, 2014, 05:50:28 PM
Quote from: MisterLock on October 29, 2014, 03:20:14 PM
Quote from: Romancandle64 on October 29, 2014, 12:02:04 AM
Quote from: Romancandle64 on October 28, 2014, 11:47:35 PM
I cant seem to install some natural limbs or the hock hand, not sure what else though
I figured it out, it is Simple Medicine Craft, its the only other mod i have, problem is if i disable it i cant load my save

Ussualy saves are very finnicky,You can most of the time add mods to the game with no problems but if you take out mods then you will most likely break your save,unless it is graphic or etc mods(EbD's UI mod).Also why would you install simple medicine craft?Minus recomands using Apothecarius which includes a relatively simple medicine craft,It only takes 3 herbs and a table to produce 1 medicine...Also you said you only had this and Simple Medicine Craft mod,The incompatibilty might have been caused by the lack of RecipieNurse,I don't know if you have it or not
I would suggest just picking up more mods and paying attention to what is compatible and what not and starting a new world.
i do have recipe nurse, I was too lazy too say so, and i didnt want to use apothicarius because, to my knowledge, it replaces the ai core with a drone core, and i dont want to have to fix brain damage with a hive mind
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Killaim on October 29, 2014, 06:28:32 PM
unsure why - but one of my colonist has destroyed cerebellum - effecting manipulation only (still walking around and working but cant handle weapons) - there are no way to fix this (atleast i tried installing everything that could be installed in him (dev mode) and nothing happens

is this a missing brain part that was removed ? because the damage still happens
(dunno if he is supposed to be dead and just diddent die)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Reysuke on October 29, 2014, 07:02:41 PM
Quote from: Killaim on October 29, 2014, 06:28:32 PM
unsure why - but one of my colonist has destroyed cerebellum - effecting manipulation only (still walking around and working but cant handle weapons) - there are no way to fix this (atleast i tried installing everything that could be installed in him (dev mode) and nothing happens

is this a missing brain part that was removed ? because the damage still happens
(dunno if he is supposed to be dead and just diddent die)
Yes.
cerebellum ist a part of the brain. if you dont have a mod to idk if this mod has a brain implant. If not you need a mod wich does that.
Srry for bad english :p
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Killaim on October 29, 2014, 07:37:48 PM
well i "fixed" it using the dev to apply damage restore part - not sure which mod does it - would have thought it was this one with all its brain modifiers or the old one its based on
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: DracoGriffin on October 30, 2014, 02:23:48 AM
Hey Minus, I know some people have pointed out spelling errors but there's one even in the research and bills! :P

Sometimes it'd be nice if mods were on GitHub so some users could help correct spelling errors quickly, so we can give back after taking so much!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: slayerlucas4 on October 30, 2014, 02:48:19 AM
so i installed the mod and such and everything works fine. except for the power arm..., which is a huge disappointment for me.
i can craft it, buy it from traders but i cannot surgically install it to any of my colonists, i can install everything else fine though (except for the hook hand)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: DracoGriffin on October 30, 2014, 09:50:03 PM
Bug: Crystal Eye requires 3x Glass Eyes but only uses 1x Glass Eye during production.

Easiest way to test: craft 1x Glass Eye and can't craft Crystal Eye. Craft 2x more Glass Eye for total 3x Glass Eye. Craft Crystal Eye and still have 2x Glass Eye remaining.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Fifty Foot Ant on October 31, 2014, 02:29:12 PM
How come it's not letting me install the power arm onto my colonist? Do I need to give him a bionic arm before upgrading?  ???


Edit: Can someone please help me? I only have RecipeNurse and ExtendedSurgery installed, I'm able to spawn, craft and harvest all the organs and bionic parts but I can't install any of them. As in, the "Operations Tab" works but there is no option to install the parts. Anyone know how to fix this?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on October 31, 2014, 06:01:15 PM
Quote from: Fifty Foot Ant on October 31, 2014, 02:29:12 PM
Edit: Can someone please help me? I only have RecipeNurse and ExtendedSurgery installed, I'm able to spawn, craft and harvest all the organs and bionic parts but I can't install any of them. As in, the "Operations Tab" works but there is no option to install the parts. Anyone know how to fix this?

Not sure what could cause this.You probably need to look very carefully at your debug log for you to understand what is going on...Other then that I can't think of anything other then mod incompatiblity...Try restarting your game.If that doesn't work then and you have more mods just try to rule them out individually on a clean install(no mods) and install just Recipie Nurse and this.
A screenshot would help
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: SlinkyAce on November 01, 2014, 08:47:17 AM
i paid and build a bionic jaw, but i cant install it.... do i need a certain skill or summit as would be nice to install it on some one??
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: ImpulsiveZombie on November 01, 2014, 12:31:58 PM
Quote from: SlinkyAce on November 01, 2014, 08:47:17 AM
i paid and build a bionic jaw, but i cant install it.... do i need a certain skill or summit as would be nice to install it on some one??
I'm in the same boat. I can seem to install other implants such as bionic eyes just fine, and the operation for a vanilla denture shows up fine as well but there's no hint of installing bionic jaws. Is this a bug, or am I just being dumb and not realizing that it needs a certain medical level?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Timber on November 01, 2014, 02:23:09 PM
I just started a brand new colony with this mod and the new recipe nurse,
still can't open the operations menu. Clicking the button, nothing happens.

I've tried re-enabling rec nurse and restarting several times, nothing helps.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: DracoGriffin on November 01, 2014, 04:58:32 PM

Once in-game, check the Operations for something that says AI Core; fastest way to check that it worked. Also, a good indicator it worked is if at step 7 if the error log pops up with stuff that says "Install Synthetic Kidney" etc, as those are not errors but JulieEllie's way of saying Recipe Nurse is working.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: sensiman on November 01, 2014, 05:34:08 PM
i had the same issue and i still dont know what causes it,btu i THINK i may now a work around. at some point there was a MBP compatibility mod that lets you use all the references together (i think),i intealled  and enabled it (without doing anything else) and SOME TIMES i was able to graft motErised treads and ears/jaws from extended surgery and bionics.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Oragepoilu on November 01, 2014, 05:54:19 PM
As i'v already say a while ago,
did you guys tryed to save & reload the game completly after you get a bionic that you can't install ?

A lot of people wasn't able to load this mod for a time, and some other wasn't able to install most new bionic.

For the second problem, I always needed to reload the game completly if I got a few bionic before I could use them, so you may want to try this.

reload the game completly = save, close the game, start it again, load your save.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: sensiman on November 01, 2014, 08:09:05 PM
will,of course,try :)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Timber on November 02, 2014, 08:29:03 AM
I give up this is a fucking mess. It just stops working sometimes and takes 20 restarts to get to work again :/
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on November 02, 2014, 01:32:22 PM
Quote from: Timber on November 02, 2014, 08:29:03 AM
I give up this is a fucking mess. It just stops working sometimes and takes 20 restarts to get to work again :/
This was my attitude initially :D.I got it working after a while.
Maybe post a screen in a private message to Min?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: SlinkyAce on November 02, 2014, 03:56:24 PM
i have now updated all mods, and installed Recipe Nurse now the add bill to the operations menu has gone, is there a conflict with the other mods i'm running, they are - dusters and jackets, ebd interface and careful prepare, extended stoneworking, modular tables, simple med crafting and T mods
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Darkfirephoenix on November 02, 2014, 04:51:54 PM
I had the same issue (button for operation doesn't work), I found my problem: Material plants (I think it also includes some rather easy way for Med crafting)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: InfiniteRemnant on November 02, 2014, 11:10:04 PM
I've run into a compatibility problem between this mod and Personal Shields from the Enhanced Defense - Phoenix Edition pack, that I never had with More Bionic Parts! before they were merged. For some reason, when I use the two together i can't harvest parts. Any parts.

Any idea what's going on?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Sleeeper on November 04, 2014, 02:30:44 AM
Quote from: Darkfirephoenix on November 02, 2014, 04:51:54 PM
I had the same issue (button for operation doesn't work), I found my problem: Material plants
If i disable it and this mod, then enable MaterialCrops then enable SurgeryExtended and then load save (without game restart), operations list works just fine... until next restart.

Edit: Seems like a problem with Edb  interface, it throws error when clicking on "add operation".
I've got a workaround though after some testing:
In Mods\MaterialCrops\Defs\RecipeDefs\Recipes_Crops.xml
replace any <workSpeedStat>MedicalOperationSpeed</workSpeedStat>
with <workSpeedStat>TailoringSpeed</workSpeedStat>

And somehow operations list now works.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on November 04, 2014, 10:48:42 AM
Quote from: Romancandle64 on October 29, 2014, 05:50:28 PM
i do have recipe nurse, I was too lazy too say so, and i didnt want to use apothicarius because, to my knowledge, it replaces the ai core with a drone core, and i dont want to have to fix brain damage with a hive mind
The drone core and AI core are totally different. One improves the brain and makes your colonist a lot better. The other shares skills but with no other boosts. There's a reason I've said in the first post that the two are compatible and go well together.

Quote from: Killaim on October 29, 2014, 06:28:32 PM
unsure why - but one of my colonist has destroyed cerebellum - effecting manipulation only (still walking around and working but cant handle weapons) - there are no way to fix this (atleast i tried installing everything that could be installed in him (dev mode) and nothing happens

is this a missing brain part that was removed ? because the damage still happens
(dunno if he is supposed to be dead and just diddent die)
This sounds like you were using More Bionic Parts! with that save. The standalone version of that mod messes with the brain. Sorry but I think your save is only going to work with that mod enabled again, so you likely need to start a new one.

Quote from: DracoGriffin on October 30, 2014, 02:23:48 AM
Hey Minus, I know some people have pointed out spelling errors but there's one even in the research and bills! :P
I don't see this error and your picture didn't really help. What's the mistake?

Quote from: DracoGriffin on October 30, 2014, 09:50:03 PM
Bug: Crystal Eye requires 3x Glass Eyes but only uses 1x Glass Eye during production.

Easiest way to test: craft 1x Glass Eye and can't craft Crystal Eye. Craft 2x more Glass Eye for total 3x Glass Eye. Craft Crystal Eye and still have 2x Glass Eye remaining.
I forgot to fix this same error as it happens to the moterized treads. Had no idea it happened to the eyes too. Thankyou for noticing this and hopefully I'll not make this same mistake.

Quote from: Fifty Foot Ant on October 31, 2014, 02:29:12 PM
How come it's not letting me install the power arm onto my colonist? Do I need to give him a bionic arm before upgrading?  ???

Edit: Can someone please help me? I only have RecipeNurse and ExtendedSurgery installed, I'm able to spawn, craft and harvest all the organs and bionic parts but I can't install any of them. As in, the "Operations Tab" works but there is no option to install the parts. Anyone know how to fix this?
Nothing needs to be installed first. Bionic arms and power arms will even replace each other. The issue you and 99% of posters here are having is with Recipe Nurse not loading at the right time.

To all of you struggling with this. To fix the operations list being empty, turn recipe nurse off and then press okay. then turn it on and press okay. then quit. Then start the game. Your game now works.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Igabod on November 04, 2014, 11:33:38 AM
Quote from: Minus on November 04, 2014, 10:48:42 AM
Quote from: DracoGriffin on October 30, 2014, 02:23:48 AM
Hey Minus, I know some people have pointed out spelling errors but there's one even in the research and bills! :P
I don't see this error and your picture didn't really help. What's the mistake?

I forgot to fix this same error as it happens to the moterized treads. Had no idea it happened to the eyes too. Thankyou for noticing this and hopefully I'll not make this same mistake.

The error is in your spelling of Motorized treads. There is no E after the T. It's supposed to be an O.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: evilnine9 on November 04, 2014, 12:21:08 PM
I'm guessing this isn't possible at the minute as I've never seen a mod do it, but it would be nice if when an ai core is installed in a colonist their skills no longer degrade, as the mechanic is only there to represent skills "rusting" over time, which I would have thought wouldn't happen if they no longer possess a brain :P. Either that or a reduction in the rate of degradation, although I know that is coming in A8.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: skullywag on November 04, 2014, 12:59:56 PM
Quote from: Sleeeper on November 04, 2014, 02:30:44 AM
Quote from: Darkfirephoenix on November 02, 2014, 04:51:54 PM
I had the same issue (button for operation doesn't work), I found my problem: Material plants
If i disable it and this mod, then enable MaterialCrops then enable SurgeryExtended and then load save (without game restart), operations list works just fine... until next restart.

Edit: Seems like a problem with Edb  interface, it throws error when clicking on "add operation".
I've got a workaround though after some testing:
In Mods\MaterialCrops\Defs\RecipeDefs\Recipes_Crops.xml
replace any <workSpeedStat>MedicalOperationSpeed</workSpeedStat>
with <workSpeedStat>TailoringSpeed</workSpeedStat>

And somehow operations list now works.

What is this madness! Its just reading the stat to use as the speed modifier why does recipe nurse or this mod care that ive used that on a completely different work table??? Something is VERY wrong here.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Sleeeper on November 04, 2014, 04:34:23 PM
Quote from: skullywag on November 04, 2014, 12:59:56 PM
What is this madness! Its just reading the stat to use as the speed modifier why does recipe nurse or this mod care that ive used that on a completely different work table??? Something is VERY wrong here.
Probably Recipe Nurse sees "<workSpeedStat>MedicalOperationSpeed</workSpeedStat>"  and tries to put all those recipes to operations list.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Austin_Kim on November 04, 2014, 05:45:38 PM
It looks like this mod does not work with Zombie Apocalypse mod.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Romancandle64 on November 05, 2014, 06:53:02 PM
I thought i posted this already but i cant see it but, my arms and legs keep spawning in the bottom left corner along with a pistol, when they spawn the pistol is forbidden but the limbs aren't so i keep getting these limbs, its happened in two saves already
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: skullywag on November 06, 2014, 03:50:18 AM
The pistols are a core game bug thats been raised. Its from the space refugee event.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: MisterLock on November 06, 2014, 08:50:42 AM
Quote from: Austin_Kim on November 04, 2014, 05:45:38 PM
It looks like this mod does not work with Zombie Apocalypse mod.

I contradict that.I run both this and many other mods,including Z apocalypse.For me it's 100% compatible.Everything works,operations/operation tab,getting traders,everything.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Kapy_Tale on November 06, 2014, 03:50:09 PM
Not giving me the option to download the MOD.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: TOMMCAT on November 07, 2014, 05:23:30 AM
I'm sorry but i'm a noob in this game. Where do i have to put that recipe file to enable this mod?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Vas on November 07, 2014, 07:55:22 AM
I'd like a few more bionic parts.  :P  One of my colonists had a destroyed torso, no way to fix it.  And another had his nose destroyed.  No way to fix it.  A synthetic nose would be nice.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Darkfirephoenix on November 07, 2014, 08:10:32 AM
Can we get some kind of brain implant to "heal" colonists with brain damage? Or at least a implant that gives a bonus so they can walk around again even after taking a bullet to the brain? Imagine it as a bit of electronic which gets impalnted into the brain to take over the job of the damaged parts, same could go for the spine.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: powman898 on November 07, 2014, 09:42:15 AM
Great mod,please download used it always keep up the good work and keep updating >:D
Maybe add torso bionoics and nose bionics please so that can repair bad back scars and stuff :D
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: DracoGriffin on November 07, 2014, 02:18:43 PM
Quote from: Darkfirephoenix on November 07, 2014, 08:10:32 AM
Can we get some kind of brain implant to "heal" colonists with brain damage? Or at least a implant that gives a bonus so they can walk around again even after taking a bullet to the brain? Imagine it as a bit of electronic which gets impalnted into the brain to take over the job of the damaged parts, same could go for the spine.

I was sure the AI Core resolved this issue. I'll have to keep an eye out to test this out.

Also; adding my support for a type of Torso replacement and Nose replacement (Although Ellie's SilverNose mod isn't bad)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Commander Beanbag on November 07, 2014, 03:04:11 PM
Quote from: InfiniteRemnant on November 02, 2014, 11:10:04 PM
I've run into a compatibility problem between this mod and Personal Shields from the Enhanced Defense - Phoenix Edition pack, that I never had with More Bionic Parts! before they were merged. For some reason, when I use the two together i can't harvest parts. Any parts.

Any idea what's going on?

The personal shields mod replaces pawns with a different kind when they acquire shields. Likely that the recipes don't apply to these new pawns.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: InfiniteRemnant on November 07, 2014, 08:20:20 PM
Quote from: Commander Beanbag on November 07, 2014, 03:04:11 PM
Quote from: InfiniteRemnant on November 02, 2014, 11:10:04 PM
The personal shields mod replaces pawns with a different kind when they acquire shields. Likely that the recipes don't apply to these new pawns.

You would think it would be something that simple, but it's disabling harvest procedures (even the vanilla ones like kidney and lung) on both shielded and unshielded pawns. if it was the recipe just not applying to shielded pawns it should still allow it to go through on the unshielded ones.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: InfiniteRemnant on November 07, 2014, 09:13:31 PM
thought of two requests for improvements to this mod.

1) Ways to improve the damage-resistance of important body parts that cant currently be replaced, by 'augmenting' the existing part. basically add a procedure that consumes raw material to turn part A into part B if you use the cheap material, or part C if you use the good stuff.
- Skeletal reinforcement (skull) (metal or plastiteel)
- Skeletal reinforcement (spine) (metal or plastiteel)
- Flexible sub-dermal armor (head) (synthread or hyperweave)
- Flexible sub-dermal armor (torso) (synthread or hyperweave)
- give you two sets of claws and a rifle and congrats, you are now a bad cross between Cmdr. Shepard and Wolverine!

2) Tissue growth vat. A coms console sized workstation, made primarily out of plastisteel that consumes protein rich biomass (AKA, chunks of meat) to produce vat-grown synthetic tissue.
- Better than organic, not as good as bionics
- Doesn't piss off prostophobes since it's still living tissue and looks normal.
- Pisses off prostophiles cause they wanted the bionic version, not this weak ass fleshy crap.
- Not fast, cheap, or efficient, but very useful.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: powman898 on November 08, 2014, 12:42:34 AM
Quote from: Darkfirephoenix on November 07, 2014, 08:10:32 AM
Can we get some kind of brain implant to "heal" colonists with brain damage? Or at least a implant that gives a bonus so they can walk around again even after taking a bullet to the brain? Imagine it as a bit of electronic which gets impalnted into the brain to take over the job of the damaged parts, same could go for the spine.

You can get brain transplants from brain mod forgot name sorry :P
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Geroj on November 08, 2014, 01:26:03 PM
Quote from: InfiniteRemnant on November 07, 2014, 09:13:31 PM
thought of two requests for improvements to this mod.

1) Ways to improve the damage-resistance of important body parts that cant currently be replaced, by 'augmenting' the existing part. basically add a procedure that consumes raw material to turn part A into part B if you use the cheap material, or part C if you use the good stuff.
- Skeletal reinforcement (skull) (metal or plastiteel)
- Skeletal reinforcement (spine) (metal or plastiteel)
- Flexible sub-dermal armor (head) (synthread or hyperweave)
- Flexible sub-dermal armor (torso) (synthread or hyperweave)
- give you two sets of claws and a rifle and congrats, you are now a bad cross between Cmdr. Shepard and Wolverine!

2) Tissue growth vat. A coms console sized workstation, made primarily out of plastisteel that consumes protein rich biomass (AKA, chunks of meat) to produce vat-grown synthetic tissue.
- Better than organic, not as good as bionics
- Doesn't piss off prostophobes since it's still living tissue and looks normal.
- Pisses off prostophiles cause they wanted the bionic version, not this weak ass fleshy crap.
- Not fast, cheap, or efficient, but very useful.

This are all good ideas I like them
I would add something like slow regeneration - nanotech or some crap
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Romancandle64 on November 08, 2014, 03:49:19 PM
Quote from: DracoGriffin on November 07, 2014, 02:18:43 PM
Quote from: Darkfirephoenix on November 07, 2014, 08:10:32 AM
Can we get some kind of brain implant to "heal" colonists with brain damage? Or at least a implant that gives a bonus so they can walk around again even after taking a bullet to the brain? Imagine it as a bit of electronic which gets impalnted into the brain to take over the job of the damaged parts, same could go for the spine.

I was sure the AI Core resolved this issue. I'll have to keep an eye out to test this out.

Also; adding my support for a type of Torso replacement and Nose replacement (Although Ellie's SilverNose mod isn't bad)

ya but the AI core has to be bought and its rare and very expensive, i think we should get something that just improves them but never heals completely, also i don't think noses do anything in the game so why would you need to get a new one
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Darkfirephoenix on November 08, 2014, 04:33:12 PM
Quote from: Romancandle64 on November 08, 2014, 03:49:19 PM
Quote from: DracoGriffin on November 07, 2014, 02:18:43 PM
Quote from: Darkfirephoenix on November 07, 2014, 08:10:32 AM
Can we get some kind of brain implant to "heal" colonists with brain damage? Or at least a implant that gives a bonus so they can walk around again even after taking a bullet to the brain? Imagine it as a bit of electronic which gets impalnted into the brain to take over the job of the damaged parts, same could go for the spine.

I was sure the AI Core resolved this issue. I'll have to keep an eye out to test this out.

Also; adding my support for a type of Torso replacement and Nose replacement (Although Ellie's SilverNose mod isn't bad)

ya but the AI core has to be bought and its rare and very expensive, i think we should get something that just improves them but never heals completely, also i don't think noses do anything in the game so why would you need to get a new one
The (missing) Nose gives a debuff on social actions (because it's ugly for some ppl if they have to talk with someone who has no nose. Imagine just a bloddy hole where the nose was). So that's why some want some way to replace the nose.
And I know that the AI core does that, but I want a implant that ONLY gives a minimum to conciusness so they can do stuff on their own again.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Oragepoilu on November 09, 2014, 04:11:54 AM
Hi guys,

I quickly report a problem I find while playing TTM + mods (it include this one).

After I'v installed a bionic shoulder i wasn't able to install a bionic arm anymore on him. I'v tried to remove the shoulder but didn't work. Can't replace by an human shoulder because they don't exist.
So now my best colonist is stuck with basic arm :(
Is there a way to change a file or something to give him back his human shoulder so i could use power arm on him ?
Edit : i noticed that there is
<thing Class="ThingWithComponents">
<def>BionicShoulder</def>
<id>BionicShoulder1558951</id>
<pos>(207, 0, 163)</pos>
<health>50</health>
</thing>

in my save file. I removed it, and after i loaded the game, my arm was gone so i could use bionic arm & power arm.

~Nice mod anyway, i'm using this for a while now. thx :)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: PevinMcGee on November 09, 2014, 02:04:53 PM
 So I have a legless colonist. I've crafted the motorized treads but I don't have the option of installing them. I've installed stuff like eyes before though. I rather not have Rennie the hauler trying to carry giant rocks on peg legs :P
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Oragepoilu on November 09, 2014, 02:26:44 PM
Quote from: PevinMcGee on November 09, 2014, 02:04:53 PM
So I have a legless colonist. I've crafted the motorized treads but I don't have the option of installing them. I've installed stuff like eyes before though. I rather not have Rennie the hauler trying to carry giant rocks on peg legs :P

Do you have the option in the bill menu on another colonist ?
If yes, you may a problem similar to mine - you may want to look at your save file/  try to see if you can manage to go arround with other part.
If no, you may have a wrong installation. (it work fine for me)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: PertJester on November 09, 2014, 07:16:39 PM
Soo... Where is the download?  ???
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Ded1 on November 10, 2014, 01:42:49 AM
Is it possible to make it so i dont have to have brain damage to give a colonist a cyberbrain?  In the process of turning one of my colonists into a full cyborg (at least as much as i can) and that is getting in the way, i dont know how to make sure her brain gets injured but not killed.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Xfortran on November 10, 2014, 01:50:07 AM
Quote from: PertJester on November 09, 2014, 07:16:39 PM
Soo... Where is the download?  ???

Go to the first page, first post at the very bottom.  You need to be logged into the forums to see the attachment.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on November 10, 2014, 12:58:21 PM
Quote from: Kapy_Tale on November 06, 2014, 03:50:09 PM
Not giving me the option to download the MOD.
I refer you to Xfortran's post. Log in and check the bottom of the first post.
Quote from: skullywag on November 06, 2014, 03:50:18 AM
The pistols are a core game bug thats been raised. Its from the space refugee event.
Weird how my arms and legs are affected by that bug. I've noticed this myself.
Quote from: TOMMCAT on November 07, 2014, 05:23:30 AM
I'm sorry but i'm a noob in this game. Where do i have to put that recipe file to enable this mod?
Nowhere. Put the mod file in the mod folder. No need to mess with recipe files. Unless you mean Recipe Nurse which also goes in the mod folder.
Quote from: Darkfirephoenix on November 07, 2014, 08:10:32 AM
Can we get some kind of brain implant to "heal" colonists with brain damage? Or at least a implant that gives a bonus so they can walk around again even after taking a bullet to the brain? Imagine it as a bit of electronic which gets impalnted into the brain to take over the job of the damaged parts, same could go for the spine.
Hmm, yeah that seems fair. A craftable brain restorer. The AI Core will remain the only one to improve it above 100% though.
Quote from: Oragepoilu on November 09, 2014, 04:11:54 AM
After I'v installed a bionic shoulder i wasn't able to install a bionic arm anymore on him. I'v tried to remove the shoulder but didn't work. Can't replace by an human shoulder because they don't exist.
So now my best colonist is stuck with basic arm :(
Shoulders in this version replace arms too. They are as good as bionic arms though so in most cases it's no problem. But they can't be removed? I'll look into this, because that is a bug. I don't plan to change much else with the shoulders until Alpha 8 improves them though.
Quote from: Ded1 on November 10, 2014, 01:42:49 AM
Is it possible to make it so i dont have to have brain damage to give a colonist a cyberbrain?  In the process of turning one of my colonists into a full cyborg (at least as much as i can) and that is getting in the way, i dont know how to make sure her brain gets injured but not killed.
If you don't have the option to install the AI Core at ALL times, then I think something is wrong. I always have that option from the very start of the game (No idea why). It's what I look for to check that my mod is working. And in all my uses of this mod, I have installed the AI core into several healthy people just fine.
Quote from: InfiniteRemnant on November 07, 2014, 09:13:31 PM
thought of two requests for improvements to this mod.

1) Ways to improve the damage-resistance of important body parts that cant currently be replaced, by 'augmenting' the existing part. basically add a procedure that consumes raw material to turn part A into part B if you use the cheap material, or part C if you use the good stuff.
- Skeletal reinforcement (skull) (metal or plastiteel)
- Skeletal reinforcement (spine) (metal or plastiteel)
- Flexible sub-dermal armor (head) (synthread or hyperweave)
- Flexible sub-dermal armor (torso) (synthread or hyperweave)
- give you two sets of claws and a rifle and congrats, you are now a bad cross between Cmdr. Shepard and Wolverine!

2) Tissue growth vat. A coms console sized workstation, made primarily out of plastisteel that consumes protein rich biomass (AKA, chunks of meat) to produce vat-grown synthetic tissue.
- Better than organic, not as good as bionics
- Doesn't piss off prostophobes since it's still living tissue and looks normal.
- Pisses off prostophiles cause they wanted the bionic version, not this weak ass fleshy crap.
- Not fast, cheap, or efficient, but very useful.
The previous mod owners have tried improve bodypart health, but to no avail. I really badly want to find this out, because even 140% mega cyborgs with power armour are still getting 1-shot in the torso and killed. It's bothering me as much as you, and I hope to solve this soon. I do want to get torso upgrades added in anyway though, if only to get rid of those scars. But aside from issues like I have with shoulders removing arms, the dropdown list of procedures is too big for the average person's screen. I'm not sure how many frivelous additions I can sensibly add until the list gets an upgrade to how it's shown. Torso is likely to be one of only 2 more additions I make until Alpha 8.

Vat growing though, that's something I nearly added. But in all of my games, I have to create HUGE stockpiles for all the harvested parts I've gotten from raiders. If anything, I should make a workbench that turns body parts INTO meat rather than the other way... I meant that jokingly but I might just add that. And I guess it wont hurt to add a limb and organ grower, but I still don't expect it to get much use.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: kremil1 on November 10, 2014, 02:31:51 PM
Maybe add something like an auto bandage system that will cost loads of resources to add to the body.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Oragepoilu on November 10, 2014, 04:05:53 PM
The main problem with hp on part is that armor don't reduce the dmg taken but instead give a chance to avoid to take dmg.
if tynan change this, nobody should be OS with the right armor when he fight.

About the shoulder, I've tried to do anything I could in game but nothing helper but change the save file. I think giving a real human shoulder could fix this - anyway i never saw them get hit in the shoulder so i don't really get the point to have a bionic shoulder ^^

Well, good luck wi
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Fifty Foot Ant on November 11, 2014, 12:58:27 AM
I like where the 1.5 changelog is going so far, but I agree with InfiniteRemnant on the Skull, Head, and Spine durability increasers. Maybe a bionic nose too, yes I know smell is useless, but it gets annoying to see that my colonist's nose is shot off and there's nothing I can do about it. [ Yes, I also know I can download the SilverNose mod by JuliaEllie but I like the idea of fully bionic colonists. }8) ]
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: ZeloNixon on November 11, 2014, 12:17:10 PM
i can't seemed to...select other operation cuz there is too much,can u make a scroll?or it is just me
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: InfiniteRemnant on November 11, 2014, 02:35:39 PM
Quote from: ZeloNixon on November 11, 2014, 12:17:10 PM
i can't seemed to...select other operation cuz there is too much,can u make a scroll?or it is just me

no, it doesn't seem to fit on my end either. ai core is almost always off the bottom edge of the screen for me.

i suspect that's what the modcreator meant by needing to wait for an upgrade in A8. the only fix they could do is ui modding which would render this incompatible with other ui mods. not a good plan considering how many of us prefer edb's ui over vanilla.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Ded1 on November 11, 2014, 04:39:01 PM
I cant seem to get the option to use anything other than arms, legs, or eyes for bionic parts.  I have TTM installed and tried the version uploaded for that (from their page) but i have the same issues.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Oragepoilu on November 11, 2014, 05:48:39 PM
Quote from: Ded1 on November 11, 2014, 04:39:01 PM
I cant seem to get the option to use anything other than arms, legs, or eyes for bionic parts.  I have TTM installed and tried the version uploaded for that (from their page) but i have the same issues.

Start the game. Go to the mods section, and check that the mod TTM and TTM_extended surgery are both enabled.
If they was already enabled, you should in the health tab of a colonist be able to add a bill for at las the AI core brain upgrade - it always show it. Other bionic need that you have them to be able to see them in the bill. Also if you use low res (I'm using 1920*1080 and it's fine), do you clearly that there is other choice when you open the bill tab ? they may be of screen, if i believe what i read.
If they wasn't enabled, please do it or else it won't work. Also check if you want other mods as well included in the pack - you need to enable each part.
If you don't have the TTM_extended surgery and other mods with a name like this (TTM_something) it's likely you download the MAIN part of the mod only and not th package including patched version of other mod. Go download the package instead.

After this report here if anything helped or not. And if it didn't, take time to double check everything if you aren't familiar with mods. (can't help much if people do something wrong)

I am using the last TTM package and it work.
https://ludeon.com/forums/index.php?topic=3464.0
The link is just under "Alpha 7 v3.3 Full Pack (Includes 15 TTM patched mods)"
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Minus on November 14, 2014, 03:16:59 AM
Version 1.5 is now out! There seems to be an issue with Apothacarius and harvesting eyes, but, I'll sort that later. Gonna go to bed and didn't want to hold onto this version any longer.

Quote from: Minus
Hmm, yeah that seems fair. A craftable brain restorer. The AI Core will remain the only one to improve it above 100% though.
Added!
Quote from: Minus
Shoulders in this version replace arms too. They are as good as bionic arms though so in most cases it's no problem. But they can't be removed? I'll look into this, because that is a bug. I don't plan to change much else with the shoulders until Alpha 8 improves them though.
Shoulders are removable for me, so I've not changed anything here.
Quote from: Minus
Vat growing though, that's something I nearly added. But in all of my games, I have to create HUGE stockpiles for all the harvested parts I've gotten from raiders. If anything, I should make a workbench that turns body parts INTO meat rather than the other way... I meant that jokingly but I might just add that. And I guess it wont hurt to add a limb and organ grower, but I still don't expect it to get much use.
Added! It was fun to make my own graphic for a change!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5
Post by: TOMMCAT on November 14, 2014, 05:32:38 AM
The new version 1.5 bugs out the Apothecarius Mod.
P.S: Is pretty stupid to post on the forum the PM's u receive. That's why are called Personal Mails. That shows the lack of respect for other people and a bad education received at home.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5
Post by: Clibanarius on November 14, 2014, 09:23:48 AM
Yeah, the Apothecarius issue is going to be a big deal, hopefully there'll be a fix for that fairly quickly. And, on a minor note, the folder the mod's in is called SurgeryExtendedandBONICS, I dunno if that's worth fixing at this point or not, but it gives an air of sloppiness that I figured I'd point out just in case you do want to correct it.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5
Post by: JuliaEllie on November 14, 2014, 09:36:57 AM
Quote from: TOMMCAT on November 14, 2014, 05:32:38 AM
The new version 1.5 bugs out the Apothecarius Mod.
P.S: Is pretty stupid to post on the forum the PM's u receive. That's why are called Personal Mails. That shows the lack of respect for other people and a bad education received at home.

We are working on this issue :) I hardcoded the eyes back then to avoid compatibility issues. Seems like it didnt work :D
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5
Post by: Minus on November 14, 2014, 08:44:45 PM
Quote from: TOMMCAT on November 14, 2014, 05:32:38 AM
P.S: Is pretty stupid to post on the forum the PM's u receive.
Who posted PMs? And so long as the other person's fine with it, no harm done.

Quote from: Clibanarius on November 14, 2014, 09:23:48 AM
the folder the mod's in is called SurgeryExtendedandBONICS
...You have no diea how many times I had to go back and fix that spelling mistake. I thought I'd finally gotten all of them, but I missed the most important one! I am really damn embarassed about this! Thankyou for pointing it out. It's now fixed.

Quote from: JuliaEllie on November 14, 2014, 09:36:57 AM
We are working on this issue :) I hardcoded the eyes back then to avoid compatibility issues. Seems like it didnt work :D
Obvious solution is for me to simply use the same defname of the eyes in Apothacarius. Lets see if that works... I think it does! Mod updated!

Please note guys, if you have any of the old 1.5 eyes in your game, this fixed version likely wont work with your saved game. So get rid of them first, then apply this mod, and all will be fine.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Clibanarius on November 15, 2014, 09:50:51 AM
I'm still seeing some errors at start-up, and upon loading a game I get an enormous amount of errors. The errors at start are:

Could not resolve cross-reference to Verse.ThingDef named Brain
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress
Could not resolve cross-reference to Verse.ThingDef named Brain
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress
Could not resolve cross-reference to Verse.ThingDef named Brain
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Minus on November 15, 2014, 01:50:16 PM
Quote from: Clibanarius on November 15, 2014, 09:50:51 AM
I'm still seeing some errors at start-up, and upon loading a game I get an enormous amount of errors. The errors at start are:

Could not resolve cross-reference to Verse.ThingDef named Brain
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress
Could not resolve cross-reference to Verse.ThingDef named Brain
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress
Could not resolve cross-reference to Verse.ThingDef named Brain
This is the compatibility with the brain surgery mod, that's all. It does the same with the stomach life-support if you don't have Apothacarius. These and the rest of those messages are not errors, that's just normal for RecipeNurse. So long as the mod still runs okay, those messages should just be ignored.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: old_sinh on November 15, 2014, 02:19:21 PM
Minus, can u upload version without harvest arm, leg and eye, or say how make it ? )
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: kremil1 on November 15, 2014, 02:20:40 PM
Quote from: old_sinh on November 15, 2014, 02:19:21 PM
Minus, can u upload version without harvest arm, leg and eye, or say how make it ? )
Why not go in the code and remove the options. :)
EDIT!!!
Go in the file SurgeryExtendedAndBonics then defs then body defs then ES_BodyParts and remove the harvestbodypart code.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Minus on November 15, 2014, 02:44:16 PM
Quote from: old_sinh on November 15, 2014, 02:19:21 PM
Minus, can u upload version without harvest arm, leg and eye, or say how make it ? )
But, pulling a guy totally apart is the coolest feature in my mod!

Quote from: kremil1 on November 15, 2014, 02:20:40 PM
Go in the file SurgeryExtendedAndBonics then defs then body defs then ES_BodyParts and remove the harvestbodypart code.
Yeah this is how you'd do it. To be a bit more detailed though.

Mods>SurgeryExtendedAndBionics>Defs>BodyPartDefs>ES_BodyParts.XML

Then inside there look for "<spawnThingOnRemoved>whatever</spawnThingOnRemoved>"
Remove this bit of code from each bodypart you don't want harvestable. Remember to do it to both the left and right versions. Or if you're having problems with that, you could hypothetically delete the entire file and it'd have the same effect of making the arms, legs, eyes, ears, and stomachs not harvestable.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: cyrus on November 15, 2014, 04:33:00 PM
how to install motorized trucks?
i dont have that option in menu...
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: kremil1 on November 15, 2014, 04:54:27 PM
Quote from: cyrus on November 15, 2014, 04:33:00 PM
how to install motorized trucks?
i dont have that option in menu...
Then maybe you should reinstall the mod. Cause its kinda broken if you cant add motorized tracks. But i think it might(havent tried the tracks my self) be due to you maybe having bionic feet and the tracks only change the foot.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Dibblah on November 15, 2014, 06:36:52 PM
Just a short FYI to you Minus, version 1.5 shows up as 1.4 on the ingame mods list.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: exelsiar on November 15, 2014, 06:47:30 PM
Is it just me or can we not craft power claws?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Minus on November 15, 2014, 09:07:01 PM
Quote from: Dibblah on November 15, 2014, 06:36:52 PM
Just a short FYI to you Minus, version 1.5 shows up as 1.4 on the ingame mods list.
I was so hoping no-one would notice that... Don't really wanna release a 1.5c version so soon, so I'll fix that with 1.6 probably.

Quote from: exelsiar on November 15, 2014, 06:47:30 PM
Is it just me or can we not craft power claws?
Power claws and AI cores can only be gotten through trades.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: old_sinh on November 16, 2014, 12:03:07 AM
So big thanks. (If harvest leg with old gunshot and reinstall it in colonist we get full healthy colonist)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Clibanarius on November 16, 2014, 01:15:56 AM
Quote from: Minus on November 15, 2014, 01:50:16 PM
Quote from: Clibanarius on November 15, 2014, 09:50:51 AM
I'm still seeing some errors at start-up, and upon loading a game I get an enormous amount of errors. The errors at start are:

Could not resolve cross-reference to Verse.ThingDef named Brain
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress
Could not resolve cross-reference to Verse.ThingDef named Brain
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress
Could not resolve cross-reference to Verse.ThingDef named Brain
This is the compatibility with the brain surgery mod, that's all. It does the same with the stomach life-support if you don't have Apothacarius. These and the rest of those messages are not errors, that's just normal for RecipeNurse. So long as the mod still runs okay, those messages should just be ignored.
Perfect, thanks! I was hoping they were simple RecipeNurse output, and, surely enough is that the case!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Lightbulb500 on November 16, 2014, 09:06:52 AM
Love the mod!

Just a small thing I noticed whilst modifying it to get the old Brain Upgrades to work

There seems to be a small bug in the Recipe_OrganVat.xml

In the Mince2 recipe you define the accepted ingredients as:

<thingDefs>
   <li>Lung</li>
   <li>Heart</li>
   <li>Kidney</li>
   <li>Stomach</li>
   <li>Liver</li>
   <li>Brain</li>
</thingDefs>

Though the ingredient filter list is:

<fixedIngredientFilter>
<thingDefs>
   <li>Lung</li>
   <li>Heart</li>
   <li>Kidney</li>
   <li>Stomach</li>
   <li>Liver</li>
   <li>Liver</li>
</thingDefs>
</fixedIngredientFilter>

With Liver listed twice rather than having an option to use a Brain.

Might this produce the cross-reference errors noted above?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
Post by: Sleeeper on November 17, 2014, 04:35:14 AM
Quote from: Minus on November 14, 2014, 03:16:59 AM
Quote from: Minus
Hmm, yeah that seems fair. A craftable brain restorer. The AI Core will remain the only one to improve it above 100% though.
Added!
Implanting new AI chip to damaged brain and then implanting normal brain will extract AI persona core from colonist. Kind of cheat :P Though it's probably not an issue without BrainRemoval mod.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Cat123 on November 17, 2014, 12:26:30 PM
Quick coding question:

Why aren't the various recipes added to races_humanoid.xml? It appears there's a specific list already coded. From core thingdefs:

    <recipes>
      <li>InstallPowerClaw</li>
  <li>InstallScytherKnifeProtrusion</li>
      <li>InstallBionicEye</li>
      <li>InstallBionicArm</li>
      <li>InstallBionicLeg</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallSimpleProstheticLeg</li>
      <li>InstallPegLeg</li>
      <li>InstallDenture</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>RemoveBodyPart</li>
  <li>Euthanize</li>
    </recipes>


I'm confused, because power claw is on that list, but your mod lists it as originating from you (!)

So, basically - why isn't this list used as a master list for surgeries?

Also, -- <modifiers>
      <activities>
        <li>
          <activity>Manipulation</activity>
          <changeBy>0.3</changeBy>
        </li>
      </activities>
    </modifiers>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <cooldownTicks>60</cooldownTicks>
        <meleeDamageAmount>22</meleeDamageAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
      </li>
    </verbs>


Can you place other tags into the <modifiers> tags? e.g. armor / skill mods? e.g.

    <statBases>
      <DamageDeflection_Blunt>0.1</DamageDeflection_Blunt>
      <DamageDeflection_Piercing>0.1</DamageDeflection_Piercing>
    </statBases>

or

    <skillGains>
      <li>
        <key>Shooting</key>
        <value>3</value>
      </li>
    </skillGains>


i.e. can bodyparts have those tags? (and if not, dammit, why not! ;) ). I know you can alter the HP of organs, but I'm looking for something a little wilder - I know that the base category of <activity> governs most other skills, but I'd prefer much finer tuning than just a blanket "improve everything". e.g. A sharp-shooter's eye should give +shooting, but not anything else governed by the sight <activity>.


p.s.

Thank you for this mod, not only does it play well, but has been a core element to making my own mod, it's incredibly helpful!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Minus on November 19, 2014, 12:03:39 AM
Quote from: Lightbulb500 on November 16, 2014, 09:06:52 AM
With Liver listed twice rather than having an option to use a Brain.

Might this produce the cross-reference errors noted above?
I doubt it's causing that message, but it is stil la bug that needs fixing! Thankyou for finding this, I totally missed it!

Quote from: Sleeeper on November 17, 2014, 04:35:14 AM
Implanting new AI chip to damaged brain and then implanting normal brain will extract AI persona core from colonist. Kind of cheat :P Though it's probably not an issue without BrainRemoval mod.
I saw something in the code call the AI Chip an AI Core instead, but I thought that was just a description error. This is a REALLY big exploit for me to have left in! Thank you hugely for finding it and telling me!

Quote from: Cat123 on November 17, 2014, 12:26:30 PM
Quick coding question:

Why aren't the various recipes added to races_humanoid.xml? It appears there's a specific list already coded. From core thingdefs:
It's because doing that causes incompatibility with other mods. New Recipe Nurse is a mod that adds recipes for medical operations without causing problems.

Quote from: Cat123
I'm confused, because power claw is on that list, but your mod lists it as originating from you (!)

So, basically - why isn't this list used as a master list for surgeries?
Wha? My mod adds the Power Arm, not the Power Claw.

Quote from: Cat123
Also, -- <modifiers>
      <activities>
        <li>
          <activity>Manipulation</activity>
          <changeBy>0.3</changeBy>
        </li>
      </activities>
    </modifiers>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <cooldownTicks>60</cooldownTicks>
        <meleeDamageAmount>22</meleeDamageAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
      </li>
    </verbs>


Can you place other tags into the <modifiers> tags? e.g. armor / skill mods? e.g.

    <statBases>
      <DamageDeflection_Blunt>0.1</DamageDeflection_Blunt>
      <DamageDeflection_Piercing>0.1</DamageDeflection_Piercing>
    </statBases>

or

    <skillGains>
      <li>
        <key>Shooting</key>
        <value>3</value>
      </li>
    </skillGains>


i.e. can bodyparts have those tags? (and if not, dammit, why not! ;) ). I know you can alter the HP of organs, but I'm looking for something a little wilder - I know that the base category of <activity> governs most other skills, but I'd prefer much finer tuning than just a blanket "improve everything". e.g. A sharp-shooter's eye should give +shooting, but not anything else governed by the sight <activity>.
I honestly don't know. I'm not as code savvy as you probably think I am. I've et to relly experiment yet. How do you change the HP of organs though? my bionic ones always use the same HP as the regular organs.

Quote from: Cat123
Thank you for this mod, not only does it play well, but has been a core element to making my own mod, it's incredibly helpful!
I am very happy it was able to help you. Infact the same is true for me! Messing about with this mod is what taught me how to make mods in the first place. I am pretty proud to now be responsible for improving this mod for which I owe all my knowledge. Hopefully the trend will continue and you and your mod will surpass me and mine. (Assuming it's got a similar theme.)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Rask on November 20, 2014, 01:59:11 PM
Does this mod add bionic shoulders?
If it does, it forgot to add regular (meaty) shoulders.
Bionic shoulders replace arms, etc, but can't be uninstalled effectively (only shoulder part is bionic shoulder).
Arms can't be installed to replace the removed shoulders.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Vas on November 21, 2014, 05:00:06 PM
Would it be possible to make it so pawns don't die when you remove things like the stomach or liver or both kidneys?  Like, giving them a time limit before they die.

Technically, you can live without a stomach.  You just have to eat carefully and stuff.
I'm getting conflicting info on Livers, saying you can live without one for a few days at most, and you need dialysis several times a week.
I know you can get dialysis for kidneys too, so that one would be about a day, maybe two at most?  Not sure on that one.

I keep googling for answers but people keep being stupid and get all technical like "Oh, you probably don't mean that, you probably mean liver failure, not 'without a liver'.".

What would be another funny body part to be able  to harvest, is the testicles!  Make a man incapable of violent and scary things! :P  Install the woman parts into a man to change his gender with an added effect of hormones -10 always.  :P  So they are more prone to mental break.  I was just thinking out loud.  xP  I doubt the game would add those body parts, so someone would have to do it in a mod.  :P
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Wex on November 21, 2014, 05:39:13 PM
The liver stores glucose in it. It's your energy reserve for when you are not eating.
Without it your glucose % would drop, and what is the major glucose consumer in the body?
The brain.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Ouan on November 21, 2014, 11:14:49 PM
I came to download 1.5B and your links on the first post transfer me to invalid links within the Ludeon server. Is this a error? Or am I bumbling around in the dark and clicking on the .rar links for no reason and the real links are elsewhere? It makes me sad.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Vas on November 22, 2014, 02:07:19 AM
Yes, so you would die rather fast.  :P  And it's excess glucose, not 100% of it goes there.  You still wouldn't die immediately on the table either.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: TOMMCAT on November 22, 2014, 02:31:06 AM
Yeah the download links are not working. Hope he will fix them soon.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: harpo99999 on November 22, 2014, 05:38:57 AM
Quote from: TOMMCAT on November 22, 2014, 02:31:06 AM
Yeah the download links are not working. Hope he will fix them soon.
I have just tried TWICE to upload copies of the mod that I had downloaded, but KEEP getting an error 'can not access the attachments file path', both files I tried to attach ARE in my local HDDS and should have been able to upload. it looks like the forum server/attachments server is having issues that ONLY tynan can fix
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: harpo99999 on November 22, 2014, 05:45:41 AM
this time I am trying to supply links to my DROPBOX
https://dl.dropboxusercontent.com/u/8023186/rimworld/a7/SurgeryExtendedAndBionics1.5B.rar
https://dl.dropboxusercontent.com/u/8023186/rimworld/a7/SurgeryExtendedAndBonics1.5.rar
I hope that these urls can help
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Wex on November 22, 2014, 06:08:10 AM
Quote from: Vas on November 22, 2014, 02:07:19 AM
Yes, so you would die rather fast.  :P  And it's excess glucose, not 100% of it goes there.  You still wouldn't die immediately on the table either.
You won't die immediately; you'll be comatose (almost) immediately. You'll never wake up from anesthesia. And lastly, you will die there.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Ded1 on November 22, 2014, 06:12:21 AM
yeah so for some things like stomache or liver it would be ok to give a short time to get some emergency medical treatment to keep them alive.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Wex on November 22, 2014, 07:09:58 AM
As long as your liver isn't shoot off.
A good deal of blood passes there from both veins and arteries.
A shoot off liver would be a quick ticket out by rapid hemorraging, if the shock didn't make your brain shut down.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Darkfirephoenix on November 22, 2014, 08:45:50 AM
Quote from: Wex on November 22, 2014, 07:09:58 AM
As long as your liver isn't shoot off.
A good deal of blood passes there from both veins and arteries.
A shoot off liver would be a quick ticket out by rapid hemorraging, if the shock didn't make your brain shut down.
Yep, bloodloss and/or shock will kill you... As a side info: You can cut the liver down to 25% and it will still regrow completely after some time, a feat that most internal organs have if they aren't under too much use (even the heart can regenerate quite some damage, given there is an alternative "bloodpump" be it artificial or another heart to take the main part of the job till the heart has healed)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Vas on November 22, 2014, 12:37:02 PM
I just think it'd be nice if you could put someone in a sort of life support, one single dose of anestetic (So, one med pack only) and click a harvest all button, that gives you all their body parts :P  I hate having to choose which one I want before they die.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Commander Beanbag on November 22, 2014, 06:50:00 PM
I found out that overriding the bionic arm recipe to be applied to shoulders instead of arms solves the replacing-arms thing, and indeed fixes up the shoulder.
Perhaps you could change the bionic arm, power arm and regular arm in your mod to do this?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Tokenheims on November 22, 2014, 08:38:45 PM
I looked all over the original post, and I can't find the download link for this mod. I want to use it, because I think it would go well with the zombie mod, but I've searched for 15 minutes then created this account to post I can't find it... I've found several others, is it missing or what?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Aristocat on November 23, 2014, 02:53:55 AM
Quote from: Tokenheims on November 22, 2014, 08:38:45 PM
I looked all over the original post, and I can't find the download link for this mod. I want to use it, because I think it would go well with the zombie mod, but I've searched for 15 minutes then created this account to post I can't find it... I've found several others, is it missing or what?

You need to login to see attachments. In the bottom of thread(under "download".)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: harpo99999 on November 23, 2014, 05:13:10 AM
Quote from: Tokenheims on November 22, 2014, 08:38:45 PM
I looked all over the original post, and I can't find the download link for this mod. I want to use it, because I think it would go well with the zombie mod, but I've searched for 15 minutes then created this account to post I can't find it... I've found several others, is it missing or what?
Quote from: harpo99999 on November 22, 2014, 05:45:41 AM
this time I am trying to supply links to my DROPBOX
https://dl.dropboxusercontent.com/u/8023186/rimworld/a7/SurgeryExtendedAndBionics1.5B.rar
https://dl.dropboxusercontent.com/u/8023186/rimworld/a7/SurgeryExtendedAndBonics1.5.rar
I hope that these urls can help
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Nommy on November 23, 2014, 06:45:21 AM
Quote from: Vas on November 22, 2014, 12:37:02 PM
I just think it'd be nice if you could put someone in a sort of life support, one single dose of anestetic (So, one med pack only) and click a harvest all button, that gives you all their body parts :P  I hate having to choose which one I want before they die.
Agreed. It's a little tedious to add bills to remove each part individually. I'd love a 'chopper mc'chop' bill to harvest everything in one go.

Awesome mod BTW! It's fun watching my warden try and convince someone to join my colony while my doc removes the arms and legs from a less desirable captive in the bed right next to him. Presumably they are discussing health benefits or some such. hehe

[Edit] BTW last I checked there was no way to craft the power claw (the bit you need to make the power arm I mean). Is this intentional?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Zeta Omega on November 23, 2014, 01:12:16 PM
Great mod, I am having trouble installing some parts into my colonists like the power arm
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Minus on November 24, 2014, 06:06:47 AM
Quote from: Rask on November 20, 2014, 01:59:11 PM
Does this mod add bionic shoulders?
If it does, it forgot to add regular (meaty) shoulders.
Bionic shoulders replace arms, etc, but can't be uninstalled effectively (only shoulder part is bionic shoulder).
Arms can't be installed to replace the removed shoulders.
Shoulders are getting changed in A8 anyway. I added bionic ones only for the time being, incase your colonist gets theirs blown off. Not going to add any more to it until A8.

Quote from: Vas on November 21, 2014, 05:00:06 PM
Would it be possible to make it so pawns don't die when you remove things like the stomach or liver or both kidneys?  Like, giving them a time limit before they die.
As far as I know, nope. Not possible. Stomach don't cause instant death though, just so you know.

Quote from: Vas
What would be another funny body part to be able  to harvest, is the testicles!  Make a man incapable of violent and scary things! :P  Install the woman parts into a man to change his gender with an added effect of hormones -10 always.  :P  So they are more prone to mental break.  I was just thinking out loud.  xP  I doubt the game would add those body parts, so someone would have to do it in a mod.  :P
That made me laugh, but no. Unless they're already in the game, adding new body parts in to be harvest causes too many compatibility issues. I also don't think you'd be able to set the new body parts to only work for women or men, so they'd end up with both.

Quote from: Ouan on November 21, 2014, 11:14:49 PM
I came to download 1.5B and your links on the first post transfer me to invalid links within the Ludeon server. Is this a error? Or am I bumbling around in the dark and clicking on the .rar links for no reason and the real links are elsewhere? It makes me sad.
Seems the forums have had their second (I think) attachments failure. Damn. I'll go about fixing this soon.

Quote from: Vas on November 22, 2014, 12:37:02 PM
I just think it'd be nice if you could put someone in a sort of life support, one single dose of anestetic (So, one med pack only) and click a harvest all button, that gives you all their body parts :P  I hate having to choose which one I want before they die.
This is a feature I have wanted in this mod for a long while now. I could code it in with a special workbench now that I think about it, but not sure I could add it to work with the normal beds. We'll see.

Quote from: Nommy on November 23, 2014, 06:45:21 AM
last I checked there was no way to craft the power claw (the bit you need to make the power arm I mean). Is this intentional?
It is. The power claw and AI core have been left as the two you need to get from trading. The reason being how good the power arm ended up being. Any colonist with an AI core and power arm is quite the monster, so it was done for balance.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Commander Beanbag on November 25, 2014, 05:38:23 PM
Quote from: Minus on November 24, 2014, 06:06:47 AM
I just think it'd be nice if you could put someone in a sort of life support, one single dose of anestetic (So, one med pack only) and click a harvest all button, that gives you all their body parts :P  I hate having to choose which one I want before they die.
This is a feature I have wanted in this mod for a long while now. I could code it in with a special workbench now that I think about it, but not sure I could add it to work with the normal beds. We'll see.[/quote]

Sure you can! Just add in a <products> field to a medical recipe, and stick all the organs/limbs in there. And also apply the Euthanasia health diff to kill them.

Edit: Unfortunately it will probably be hilariously abusable. Harvest all their organs individually, then do it again with the all-recipe for double the organs.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Minus on November 27, 2014, 08:16:14 AM
Quote from: Commander Beanbag on November 25, 2014, 05:38:23 PM
Edit: Unfortunately it will probably be hilariously abusable. Harvest all their organs individually, then do it again with the all-recipe for double the organs.
Hadn't even thought of that. So now I'd also need to find a way to code in a requirement that they have all their body parts intact... I'm gonna need to consult an expert.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Ded1 on November 27, 2014, 08:58:48 AM
is it possible to add a check so if a part isnt intact it doesnt harvest that particular part?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: ThatDude on November 27, 2014, 04:58:02 PM
The mod creates console errors and doesn't let me access the operations menu and yes, I have Recipe Nurse. Any fix coming soon?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Ded1 on November 27, 2014, 05:04:18 PM
Umm i have been using the mod for a long time.  Is recipie nurse loaded after the extended?  Do you have other mods installed?  if you are talking about the red messages where is lists bodyparts those are not errors btw.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: ThatDude on November 29, 2014, 01:06:48 AM
I have nothing but Core, Recipe Nurse and ES & B. It gives errors in the log still. I know the red list of body parts is supposed to appear but other messages appear after then stating something about verse.thingdefs and life support/brains
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Ded1 on November 29, 2014, 08:56:24 AM
The cross reference error is because you dont have the brain surgery mod installed do not worry about it
Title: Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
Post by: NephilimNexus on November 29, 2014, 11:06:08 PM
Quote from: Matthiasagreen on October 21, 2014, 04:59:10 PM
since you are looking for ideas, I will throw out my crazy one. I was thinking of something that would replace legs and resembles the wheels of a tank.

(http://cdn1.theweek.co.uk/sites/theweek/files/images/davros-426--130063017009506900.jpg)

And so it begins...
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Deniecu on November 30, 2014, 08:11:46 AM
I'm sorry, maybe I'm just retarded, but where do I actually download this mod? o.o
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: iame6162013 on November 30, 2014, 08:30:19 AM
Quote from: Deniecu on November 30, 2014, 08:11:46 AM
I'm sorry, maybe I'm just retarded, but where do I actually download this mod? o.o
it's on the very bottom of the page, it's the attachment.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: florant on December 02, 2014, 11:24:27 AM
you need to be registered on the forum to see the links .
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: palandus on December 05, 2014, 03:39:35 PM
Hi,

I'm having trouble getting this mod to work. I'm not sure what I'm doing wrong, but when I load up Rimworld, I get a whole list of errors related to just this mod. I read somewhere that part of it is because I don't have Brain Surgery or that Apothecarius mod active. However, I'm also getting a host of other errors such as:

InstallAIChip
InstallAICore

etc... (if you want the full list I can go grab it)

I have the nurse mod, and the mod order mod, and made sure nurse is being loaded first, then this mod (unless that is the wrong order).

So, what happens is I can build say, the AI Chip with Plasmsteel and Gold at the Bench, but then I cannot install it. I've restarted the game several times, and created new worlds, and I still cannot do it. It is very frustrating not knowing what the problem is.

Can someone help?

EDIT: I'll add that I do have at least 2 colonists with 15+ in Medicine Skill, an Available Hospital Bed, and over 50+ Medicine Items in storage, so I doubt its due to a lack of resources or capable colonists.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: harpo99999 on December 06, 2014, 03:49:50 AM
the red install lines in the log are merely reports that those parts of the mod ARE being installed, but if after starting the game and setting up the prosthetics production and producing the prosthetics you click on a colonistn then their helth tab the operations tab and operate button and do NOT get a choice of operations, you have a problem with the mod install sequence, or even mod loading, and I have not succeded in solving why this happens
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Fifty Foot Ant on December 06, 2014, 04:02:37 AM
Quote from: harpo99999 on December 06, 2014, 03:49:50 AM
the red install lines in the log are merely reports that those parts of the mod ARE being installed, but if after starting the game and setting up the prosthetics production and producing the prosthetics you click on a colonistn then their helth tab the operations tab and operate button and do NOT get a choice of operations, you have a problem with the mod install sequence, or even mod loading, and I have not succeded in solving why this happens

Go back to main menu, turn Recipe Nurse off, close mods, open it and turn Recipe Nurse on again, quit to OS, open the game again, the game works now :), it's just Recipe Nurse not loading at the right time.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: palandus on December 07, 2014, 06:45:17 PM
Thanks for the replies. I managed to get it to finally work. I am now most pleased.

However, now having used it for a bit, I'm going to suggest some more bionics for whenever is the next release of the mod.

1) Bionic Spine = Used to repair Bad Back / Torso
2) Bionic Organs (Heart, Lungs, Kidneys, Stomach, Liver) = Used to replace existing organs with superior bionic ones.
3) Bionic Hand / Foot = Used to just replace the Hand or Foot; Cheaper to build than Arm or Leg, but only fixes the foot or hand.
4) Bionic Nose = Improves your ability to smell, making fine/lavish meals provide higher positive thoughts, but makes simple or nutrient paste foods provide a lower negative thoughts.
5) Bionic Spare Parts = Allows you to repair damaged existing Bionics with these Spare Parts; cheaper to use spare parts to make Bionic Repairs than having to build a brand new Bionic to replace a damaged one.
6) Partially Bionic Limbs = Allows you to create a partially bionic / partially organic arm. Ex. A Partially Bionic Arm would require some bionic components and a vat grown arm, making vat growing useful for even bionics.
7) Shoulder-Mounted Weapons = If you can figure out how to make it so that one can have both a bionic arm and bionic should, consider also having a bionic shoulder with a weapon mounted on it.
8) Bionic Power Legs = These are like normal bionic legs, but also heavily increase movement speed, and/or when carrying people or objects are not slowed down by its weight.
9) Bionic Ribcage = Heavily protects Heart, Lungs and Torso from Damage
10) Bionic Skull = Heavily protects Jaw, Brain, and Eyes from Damage
11) Bionic Plating = This adds onto existing Bionics, making them more resistant to damage and/or just increases their health so they can take more hits.
12) Self-Repair Node = This automatically repairs any damage bionic parts slowly over time. It also heals non-bionic parts faster than bionic parts, reducing bed rest time and chance for the colonist to lose their body part. A completely destroyed bionic or limb, no longer self heals/repairs.
13) Bionic Torso = A full torso replacement to fix any and all torso related problems (excludes or includes organs; modders preference)

Also, if possible a scroll option so that you can scroll up or down the implant list. If you have too many available bionic or body parts, it can be problematic to select the implant you want to use.

As far as other Surgeries: (A negative debuff for using these is "constant pain", which would make sense considering that anyone who get these surgeries in real life suffer from some kind of pain)
1) Spinal Disc Replacement = Cheaper than a Bionic Spine, and doesn't provide the Bionic Debuff to Prostophiles (or w/e its called) but provides no buffs either.
2) Torso Surgery = Cheaper than a Bionic Torso, and doesn't provide Bionic Debuff, but provides no buffs either.
3) Laser Eye Surgery = Cheaper than Bionic Eyes, and restores eyes to normal use, without wounds or cataracts, but provides no buffs
4) Hearing Aids = Cheaper than Bionic Ears, and restores ears to normal use, but provides no buffs
5) Kneecap Replacement = Cheaper than Bionic Legs, and restores knees to normal use, but provides no buffs (that is if Kneecaps can be blown off of course)
6) Bone Replacement = Cheaper than Bionic Arms or Bionic Legs, and restores a damaged arm or leg back to normal use, but provides no buffs (think of it as replacing a bone with a metal tube or bar)
7) Organ Transplant = Use cells from a healthy donor and transplant into a malfunctioning organ. Cheaper that using bionic organs or growing new organs.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Raufgar on December 07, 2014, 09:52:06 PM
Quote from: palandus on December 07, 2014, 06:45:17 PM

<snip>

2) Bionic Organs (Heart, Lungs, Kidneys, Stomach, Liver) = Used to replace existing organs with superior bionic ones.
3) Bionic Hand / Foot = Used to just replace the Hand or Foot; Cheaper to build than Arm or Leg, but only fixes the foot or hand.


2) Bionic Organs (Heart, Lungs, Kidneys, Stomach, Liver) are already in the mod, they just aren't called a "bionic <part>" :) They are referred to as "Synthetic" or "Artificial".

3) There is a part for "da foot" : (taken from the OP : Motorized Treads as a leg attachment. Couldn't make it a single object sadly. 180% speed, 80% talking and hearing). Whereas the Power Claw is the bionic equivalent for a hand. It is a part in the core game.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: palandus on December 08, 2014, 02:36:25 AM
Doesn't the Power Claw replace the entire arm though? I ask because when you have a Power Claw equipped, can you also install a Bionic Arm?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Raufgar on December 08, 2014, 03:03:09 AM
Quote from: palandus on December 08, 2014, 02:36:25 AM
Doesn't the Power Claw replace the entire arm though? I ask because when you have a Power Claw equipped, can you also install a Bionic Arm?

If I recall correctly, that was a valid issue, and it does indeed prevent the installation of bionic arm, so what Minus did was to add in the "Power Arm" part, that combines the bonuses from both the Power Claw and the Bionic Arm. And takes up both slots. So 1 mod to replace 2 body parts.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Shadu_Murasaki on December 08, 2014, 03:37:20 AM
If there is a download link for this mod, either I'm overlooking it, it doesn't work or it's not there. Please fix and let me know thanks :D
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: harpo99999 on December 08, 2014, 06:41:49 AM
Quote from: Shadu_Murasaki on December 08, 2014, 03:37:20 AM
If there is a download link for this mod, either I'm overlooking it, it doesn't work or it's not there. Please fix and let me know thanks :D
the official download is an attachment at the BOTTOM of the original post(need to be logged in to the forum to see the attachments), and in post 168 on page 12 is a couple of duplicate links
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: MysticA3ther on December 08, 2014, 06:50:50 PM
I have that bug where you cannot open the operations tab, I have made sure recipe nurse is loading right (I checked without it loading right and I couldn't perform any operations with parts from the mod, as expected) I tried isolating any conflicting mods, but even with only this mod, recipe nurse and the core game activated, the bug remains.

I saw that others were having this problem, and I tried all the solutions that worked for other people, but they just didn't do anything. I even tried wiping Rimworld from my computer and manually re installing all mods individually. On the recipe nurse website, we are assured that the problem is due to any conflicts with other mods. Please help :( (To be honest, I can use older versions of this mod, but they don't have AI Chips implemented yet, And I really want to have a way of healing my colonists with brain damage. If no solution is found, could someone tell me of a mod that does that on it's own?)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: palandus on December 08, 2014, 09:04:09 PM
The mod Immersive Body does similar things, but not all things that this mod does. I believe in Immersive Body, instead of installing an AI Chip, you can install an AI Core instead. However, I'm not sure if all the Bionic upgrades are available that are available in this mod.

I myself end up using both, simply because Immersive Body includes "wearable" implants that heavily defend that body part from harm... even though said parts are a bit pricy to manufacture, they can be a lifesaver in many situations. But what Immersive Body lacks that this mod offers is Bionic Organs and Growing your own Organs. The Immersive Body has similar organ slots, but they do not do exactly what this mod does; also those similar organ slot items lack descriptions, so its hard to fully tell what they do. ie Items like the Healer or Neutralizer.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Raufgar on December 08, 2014, 11:05:37 PM
Quote from: MysticA3ther on December 08, 2014, 06:50:50 PM
I have that bug where you cannot open the operations tab, I have made sure recipe nurse is loading right (I checked without it loading right and I couldn't perform any operations with parts from the mod, as expected) I tried isolating any conflicting mods, but even with only this mod, recipe nurse and the core game activated, the bug remains.

I saw that others were having this problem, and I tried all the solutions that worked for other people, but they just didn't do anything. I even tried wiping Rimworld from my computer and manually re installing all mods individually. On the recipe nurse website, we are assured that the problem is due to any conflicts with other mods. Please help :( (To be honest, I can use older versions of this mod, but they don't have AI Chips implemented yet, And I really want to have a way of healing my colonists with brain damage. If no solution is found, could someone tell me of a mod that does that on it's own?)

I used to encounter this issue, I find that you will need to check the following :

1) Is the ESaB you are using the very latest version (V1.5B)? If it isn't, delete the mod's folder and unpack the latest version again.

2) Are you trying to get the latest ESaB to work on a previous save? I would highly recommend you start a new colony, or better yet, generate a new world with the latest ESaB (and other mods you can't do without) enabled in the Mods section. If you have been using previous versions of ESaB, you need to create a new world.

3) If you are still encountering the error, try saving your game, go back to the Main Menu, open the Mods folder, then close it again. Then load your save game. This reloads the mods into memory and usually fixes things if you are hesitant on starting all over again. You will need to do this every time you open that save game though...

Hope this helps.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: MysticA3ther on December 09, 2014, 11:19:46 AM
The file that I get when i download this mod is just called ExtendedSurgeryandBionics 1.5, Is the file i should get called ExtendedSurgeryandBionics 1.5B? Because 1.5 is the version I get...
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: harpo99999 on December 09, 2014, 03:06:41 PM
I have a link to both 1.5 & 1.5b in my post on page 12
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: palandus on December 09, 2014, 03:49:03 PM
Would it also be possible to harvest organs or bionic parts from dead bodies, as a possible feature for later? Or can you already do that?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: MysticA3ther on December 09, 2014, 05:16:16 PM
I'm afraid even with the correct :) File, and a new world and colony, I still cannot open it.

The only thing I can remember that might have caused this was back when this mod worked fine for me, back in my best colony to date (RIP), I had a broken mod installed, but I didn't know that at the time, so I decided to fix some strange research times in the cofig files, then bam. But I can't imagine that in a new install, with only trusted mods, how this bug could have carried over?
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Raufgar on December 09, 2014, 06:04:45 PM
Quote from: MysticA3ther on December 09, 2014, 05:16:16 PM
I'm afraid even with the correct :) File, and a new world and colony, I still cannot open it.

The only thing I can remember that might have caused this was back when this mod worked fine for me, back in my best colony to date (RIP), I had a broken mod installed, but I didn't know that at the time, so I decided to fix some strange research times in the cofig files, then bam. But I can't imagine that in a new install, with only trusted mods, how this bug could have carried over?

You might want to clear this folder if you have not done so...

Save Game Location : C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Shadu_Murasaki on December 10, 2014, 01:54:06 AM
Quote from: harpo99999 on December 08, 2014, 06:41:49 AM
Quote from: Shadu_Murasaki on December 08, 2014, 03:37:20 AM
If there is a download link for this mod, either I'm overlooking it, it doesn't work or it's not there. Please fix and let me know thanks :D
the official download is an attachment at the BOTTOM of the original post(need to be logged in to the forum to see the attachments), and in post 168 on page 12 is a couple of duplicate links

Awesome, thanks. I saw it when I looked at the very bottom x.x such small font, I completely glossed over it.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: MysticA3ther on December 10, 2014, 06:15:13 PM
Quote from: Raufgar on December 09, 2014, 06:04:45 PM


You might want to clear this folder if you have not done so...

Save Game Location : C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld

I did that, but thanks.

Hopefully with the Alpha 8 version this if fixed for me... hopefully.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Patriota on December 14, 2014, 08:58:41 AM
This mod must be updated, please!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Fifty Foot Ant on December 14, 2014, 11:44:14 PM
Please update this! :(

Suggestion: Bionic Nose - +20% Breathing, because people naturally breath through their nose instead of their mouth, don't they? ;)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: npeters6546 on December 15, 2014, 11:02:04 AM
Please!! Must have this updated. I hate playing without it and I cant find a good mod to take its place until its ready  :'(  Very appreciated
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: elStrages on December 15, 2014, 11:19:36 AM
Quote from: Fifty Foot Ant on December 14, 2014, 11:44:14 PM
Please update this! :(

Suggestion: Bionic Nose - +20% Breathing, because people naturally breath through their nose instead of their mouth, don't they? ;)

My alpha 8 mod has this.

Quote from: npeters6546 on December 15, 2014, 11:02:04 AM
Please!! Must have this updated. I hate playing without it and I cant find a good mod to take its place until its ready  :'(  Very appreciated

Have you looked through mine? it may be something you would like while this one is getting fixed for alpha 8
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: zphobic on December 15, 2014, 01:19:41 PM
Quote from: elStrages on December 15, 2014, 11:19:36 AM
Have you looked through mine? it may be something you would like while this one is getting fixed for alpha 8

Ah! I hadn't realized it's now called Cybernetic Storm! Thanks!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Fifty Foot Ant on December 15, 2014, 09:12:41 PM
Quote from: elStrages on December 15, 2014, 11:19:36 AM
Quote from: Fifty Foot Ant on December 14, 2014, 11:44:14 PM
Please update this! :(

Suggestion: Bionic Nose - +20% Breathing, because people naturally breath through their nose instead of their mouth, don't they? ;)

My alpha 8 mod has this.

Thanks! Will check it out! :)
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: rdwulfe on December 16, 2014, 08:27:19 PM
I'd love to see this updated for A8 too. This mod was dear to me before!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Patriota on December 17, 2014, 01:13:49 PM
Minus, please. Update this mod for us.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: counterblow on December 19, 2014, 02:04:59 AM
I seem to be having an issue with installing this mod. I have the most recent versions of this mod and the recipe nurse and I have been restarting the game client between each install/uninstall attempt. These are the mods I have installed.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>581</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>M&amp;Co. Common</li>
    <li>ED-Core</li>
    <li>Mechanical-Defence-2-master</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-PersonalShields</li>
    <li>ED-Shields</li>
    <li>ED-WirelessPower</li>
    <li>EdBPrepareCarefully</li>
    <li>Extended Stoneworking</li>
    <li>GlitterTech</li>
    <li>RoofSupport</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Turrets Pack</li>
    <li>NaturalTerrainFlooring</li>
    <li>AstroTec v1.2</li>
    <li>Apparello</li>
    <li>G Corp. FishingPier</li>
    <li>Glassworks</li>
    <li>LessIncidentTrolling</li>
    <li>NewRecipeNurse</li>
    <li>SurgeryExtendedAndBionics</li>
  </activeMods>
</ModsConfigData>

Am I supposed to be getting all that red text (in the image)? Any help would be appreciated, thanks.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: elStrages on December 19, 2014, 02:28:52 AM
The op hasn't updated the code to alpha 8. The code layout changed.
If you lookin for something similar my mod cybernetic storm covers most if not all of this mod now. Might be. A stop gap until the op fixes
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Khazuk on December 19, 2014, 03:54:16 PM
Blah, can't load my colony until it's updated :p
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: InfiniteRemnant on December 20, 2014, 07:17:13 PM
Quote from: elStrages on December 19, 2014, 02:28:52 AM
The op hasn't updated the code to alpha 8. The code layout changed.
If you lookin for something similar my mod cybernetic storm covers most if not all of this mod now. Might be. A stop gap until the op fixes

Your mod also has toomany workbenches and a crapton of ugly looking junk i don't need or want clogging up my build menu. Meanwhile the only menu this overloaded was operations and i have a way of working around that. So i'll take this over yours, no matter how long it takes.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: elStrages on December 21, 2014, 02:46:10 AM
Quote from: InfiniteRemnant on December 20, 2014, 07:17:13 PM
Quote from: elStrages on December 19, 2014, 02:28:52 AM
The op hasn't updated the code to alpha 8. The code layout changed.
If you lookin for something similar my mod cybernetic storm covers most if not all of this mod now. Might be. A stop gap until the op fixes

Your mod also has toomany workbenches and a crapton of ugly looking junk i don't need or want clogging up my build menu. Meanwhile the only menu this overloaded was operations and i have a way of working around that. So i'll take this over yours, no matter how long it takes.
Well I have removed a lot if stuff and streamlined, I wouldn't say 4 workbenches was a lot now.  Also this was only an option there was no need to be rude about it. A simple no thanks would have sufficed.
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Manly on December 21, 2014, 03:27:31 PM
Don't listen to the Troll.  Your mod is very nice and a lot of other folks agree.

Thanks for your hard work!!!
Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: john pretzel on December 21, 2014, 04:11:21 PM
That was kind of unnecessary and spoiled, which doesn't reflect at all the spirit of this forum and its members..  :-X

Title: Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
Post by: Turtle Medic on December 21, 2014, 04:52:13 PM
Augmented Updated to Alpha 8

Thanks to my friend Voodoo, we managed to update this. Might be buggy.

Didn't seem like this was getting updated soon, soooo...

As a heads up, you cant fix broken (or missing) noses with this mod and the mod relies heavily on plasteel.

Shameless self plug, the quarry mod I updated can get you plasteel  in a reasonably fair manner. Located here (near bottom)
https://ludeon.com/forums/index.php?topic=4181.15

Edit: recipe nurse is not needed to run this

Edit2: new version is up by OP so link removed

Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Minus on December 22, 2014, 10:41:32 AM
Updated to Alpha 8!
Many thanks to JuliaEllie for being the one to notify me today that Alpha 8 is out. I've not been here in ages because I wanted to update after 8 was released and had no idea it was already out. Really REALLY sorry guys! On that note, kinda surprised I didn't get any PMs. Not even from Turtle Medic who saw fit to hijack my mod without contacting me first. >:(

Only kidding Turtle, your updated version was actually really damn helpful in helping me work out why my mod wasn't working. So many tiny things were changed it'd've taken me days without your edit as a reference. So thanks to you and Voodoo too!

The version uploaded now is barely different to Turtle's, just has a couple extra fixes. Learning about Alpha 8 is gonna take me quite a long time, but I hope to take advantage of the new features soon!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Ded1 on December 22, 2014, 10:49:23 AM
Oh great, if that much changed then when i get my modpack updated its gonna take me forever to get stuff changed again.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Drone on December 22, 2014, 11:25:09 AM
I think you broke something in the stock game that lets bionic arms be attached to people with missing shoulders. It was a fix that Tynan did so that you don't end up with people with missing shoulders wandering around with arms connected to mid-air. At any rate, you can't attach bionic arms to people with missing shoulders after this mod is installed.

edit:

Further to this it looks like bionic shoulders no longer allow you to put bionic arms on them, resulting in permanently armless
colonists.

edit2:

Basically what I'm trying to say is that bionic shoulders aren't needed any more since bionic and prosthetic arms attach the shoulder as well now, so you do not need a seperate bionic shoulder part. I think this is messing with everything and causing all the arm replacements to break and be uninstallable.

edit3:

Here's an example.

This colonist had his arm replaced before the mod.
(http://i.imgur.com/sfmg2C7.png)


This colonist had his arm replaced after the mod.
(http://i.imgur.com/e0k2nql.png)
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Turtle Medic on December 22, 2014, 11:45:22 AM
Quote from: Minus on December 22, 2014, 10:41:32 AM
Updated to Alpha 8!
Many thanks to JuliaEllie for being the one to notify me today that Alpha 8 is out. I've not been here in ages because I wanted to update after 8 was released and had no idea it was already out. Really REALLY sorry guys! On that note, kinda surprised I didn't get any PMs. Not even from Turtle Medic who saw fit to hijack my mod without contacting me first. >:(

Only kidding Turtle, your updated version was actually really damn helpful in helping me work out why my mod wasn't working. So many tiny things were changed it'd've taken me days without your edit as a reference. So thanks to you and Voodoo too!

The version uploaded now is barely different to Turtle's, just has a couple extra fixes. Learning about Alpha 8 is gonna take me quite a long time, but I hope to take advantage of the new features soon!

Aww, thanks! Sorry about the lack communication  :P
Ill take my version down now.

Glad everything worked out though!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Minus on December 22, 2014, 08:08:38 PM
Quote from: Drone on December 22, 2014, 11:25:09 AM
I think you broke something in the stock game that lets bionic arms be attached to people with missing shoulders. It was a fix that Tynan did so that you don't end up with people with missing shoulders wandering around with arms connected to mid-air. At any rate, you can't attach bionic arms to people with missing shoulders after this mod is installed.
I knew Tynan was gonna fix shoulders, but I thought he'd made it so you could install bionic shoulders AND bionic arms together. I did not know arms were now attached to shoulders. This shouldn't be a hard thing to fix. Just make sure you don't have any bionic shoulder lying around after the update, because I'm about to remove them.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Drone on December 23, 2014, 08:14:11 AM
Quote from: Minus on December 22, 2014, 08:08:38 PM
Quote from: Drone on December 22, 2014, 11:25:09 AM
I think you broke something in the stock game that lets bionic arms be attached to people with missing shoulders. It was a fix that Tynan did so that you don't end up with people with missing shoulders wandering around with arms connected to mid-air. At any rate, you can't attach bionic arms to people with missing shoulders after this mod is installed.
I knew Tynan was gonna fix shoulders, but I thought he'd made it so you could install bionic shoulders AND bionic arms together. I did not know arms were now attached to shoulders. This shouldn't be a hard thing to fix. Just make sure you don't have any bionic shoulder lying around after the update, because I'm about to remove them.

Excellent, I've piled them up with a bunch of raider corpses and burned them all. Cheers.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: DrBubba on December 23, 2014, 02:54:44 PM
For the life of me, I can't get anyone to make an AI chip.  I have the skill, I have the resources, but I can't even select the person with the skill and right click the table to make them go work on the chip.  I have a poor guy laying unconscious in the hospital with dain bramage and he needs help.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Turtle Medic on December 23, 2014, 04:11:22 PM
Quote from: DrBubba on December 23, 2014, 02:54:44 PM
For the life of me, I can't get anyone to make an AI chip.  I have the skill, I have the resources, but I can't even select the person with the skill and right click the table to make them go work on the chip.  I have a poor guy laying unconscious in the hospital with dain bramage and he needs help.

Gold has nonstandard amounts for crafting, different from what the menu says. It actually takes 500 gold instead of the 25 the recipe asks for, and because you cant prioritize table crafting without the resources to build it in one go its keeping you from right clicking on the bionics workbench.

brain "bramage" is so fitting, awsome typo.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: DrBubba on December 23, 2014, 04:16:01 PM
Quote from: Turtle Medic on December 23, 2014, 04:11:22 PM
brain "bramage" is so fitting, awsome typo.

"Dain bramage" and it was on purpose.  Thanks!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: StorymasterQ on December 23, 2014, 08:25:58 PM
Quote from: DrBubba on December 23, 2014, 04:16:01 PM
Quote from: Turtle Medic on December 23, 2014, 04:11:22 PM
brain "bramage" is so fitting, awsome typo.

"Dain bramage" and it was on purpose.  Thanks!

Surely it ought to be "brain derpmage"
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: MrScjmc on December 24, 2014, 09:54:22 AM
Does this mod work on Mac? As far as Rimworld is concerned the green tick is there and it's downloaded but it just isn't there in game? Any ideas what's going on?
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Turtle Medic on December 24, 2014, 10:04:36 AM
None of the Research topics show up?

Aside from the removal surgeries, nothing else from the mod is unlocked at start.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Zeta Omega on December 24, 2014, 04:25:44 PM
no recipe nurse needed?..........Minus you are now in my top 5 favorite modders
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: kulg on December 24, 2014, 09:48:09 PM
I've tried installing and restarting and all the usual trouble shooting tips but I can't get even the simplest functions of the mod to work! When I start the game it has a huge list of errors ranging from items that don't exist to items being Trader Carriable but having value zero. I tried the game but when I went to build the new crafting tables (prosthetics specifically) after having researched it I wasn't able to because one of the materials was an "unchosen material" Help?
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Girlinhat on December 24, 2014, 10:42:05 PM
SOMETHING TO NOTE!  Apparently if you set an organ vat on repeat orders, colonists will prioritize the 'medicine' so highly that they'll starve doing repeat crafting.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Turtle Medic on December 25, 2014, 11:44:19 AM
Quote from: Girlinhat on December 24, 2014, 10:42:05 PM
SOMETHING TO NOTE!  Apparently if you set an organ vat on repeat orders, colonists will prioritize the 'medicine' so highly that they'll starve doing repeat crafting.

Thanks for reporting this, looks like the "Doctor" worktype is valued extremely highly regardless of the actual priority of the workstation.

If you want a quick fix to this to lower micromanagement, as starvation will happen even off of repeat if you have enough things to craft, open up the mod, open up workgiverdefs, open the single file there and edit

"<workType>Doctor</workType>" to "<workType>Crafting</workType>"

I'll upload a drag and drop fanpatch file for people who don't feel comfortable doing that.

This stops people from starving to death, while keeping medical exp gain and medical skill requirements intact, I'll also apply this fix to synthmeat, thanks again!

Out of curiosity, what organ could you have need enough of to set it to repeat?

Edit: formatting

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Xubrim on December 25, 2014, 04:48:01 PM
I had something similar happen, and in my case the answer isn't what organ, but what organS. I wanted to make a whole set of organs (seven total) so I could prestage a set of bionics for surgery. It's a lot easier to upgrade a colonist in one go than doing it piecemeal, even if it takes a little longer to get things ready. Thanks for updating Synthmeat, btw. Noticed both were having this issue last night and actually came on to try to figure out what was up.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: InfiniteRemnant on December 25, 2014, 11:20:21 PM
So has the download in the first post been updated with the shoulder fix Minus mentioned yet? cause the 'last edited' time-stamp on said post seems to imply otherwise...
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Hayhorse on December 27, 2014, 09:32:17 PM
I would love to use this mod since it is now alpha 8 updated  :D, but the download is a .rar file and I dont know how to add that to my game without crashing it  :'(. If you could edit the post saying how to add it as a .rar file or just change it to a folder like most mods it would be greatly appreciated. A link to a page with a tutorial for adding .rar mods would work too! - Full bionic limbs at 17!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: john pretzel on December 27, 2014, 09:47:41 PM
Extract the file and place the folder that comes in it in /mods folder of rimworld.  :)

Then, active the mod in mods option in main menu.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: RemingtonRyder on December 28, 2014, 02:18:39 AM
So I guess this is sort of a limitation, but it seems that you can harvest limbs even if parts of them (e.g. foot, hand) have been destroyed. What's more, you can then graft it back on and hey presto, the colonist has a new hand (or foot)!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on December 28, 2014, 10:04:33 AM
How to fix it?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: john pretzel on December 28, 2014, 10:37:43 AM
I get those kind of errors too.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on December 28, 2014, 04:30:11 PM
I cry very much, if not fix !!!!!!!!!!!!!!!!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Turtle Medic on December 28, 2014, 06:35:23 PM
Minus has been MIA for a few days and has not been able to update his mod, so here is a fanpatch with all the current fixes in this thread and some others that were not mentioned, downloads going to have

-Removed Bionic Shoulders (because they no longer work as intended)
-Ears and jaws can be affected by frostbite again (they were missing the frostbite tag)
-The organ vat will no longer cause colonists to starve themselves if there is a long Queue
-Glass eyes are craft-able from any type of rock, not just granite (a carry over from my lazy update)

and because this is from my personal version and I'm too lazy to change this because it would take a bit, this adds noses to the organ vat that can be grown, and installed onto colonists but not harvested (no "I got your nose!" shenanigans).

NOTE: make sure you do not have any bionic shoulders in your colony if you use this otherwise you will crash, other than that, its save game compatible.

EDIT: lul, I forgot the download

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Dragoon on December 28, 2014, 10:10:31 PM
I never get any errors with the organ vat.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Asero on December 29, 2014, 01:05:29 AM
Quote from: Turtle Medic on December 28, 2014, 06:35:23 PM
Minus has been MIA for a few days and has not been able to update his mod, so here is a fanpatch with all the current fixes in this thread and some others that were not mentioned, downloads going to have

Thanks for the update. Had the colonist starving issue as I normally have long lists pending at the organ vats.

Luckily I haven't really started using bionic shoulders yet...
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on December 29, 2014, 08:13:50 AM
    
The error in the main menu! But why havent TableMaterials?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Turtle Medic on December 29, 2014, 10:11:37 AM
Quote from: marvinkosh on December 28, 2014, 02:18:39 AM
So I guess this is sort of a limitation, but it seems that you can harvest limbs even if parts of them (e.g. foot, hand) have been destroyed. What's more, you can then graft it back on and hey presto, the colonist has a new hand (or foot)!

yea, its a limitation
The only way I can think of to stop cheese with something like that is to disable harvesting of non vital organs and have all replacement organs come from the organ vat, with flavor text like "genetically engineered to adapt to its host physiology to avoid rejection, but is an irreversible process, so the limb is useless to others once installed."

or something like that

Edit: minor typos
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Libertha on December 29, 2014, 02:52:27 PM
please whenever you update this next add:
1) Bionic Spine = Used to repair Bad Back / Torso / Neck

love this mod.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: BinaryBlackhole on December 31, 2014, 08:43:42 PM
When I download this it doesn't come as a file how do I fix this
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: harpo99999 on January 01, 2015, 05:55:43 AM
Quote from: BinaryBlackhole on December 31, 2014, 08:43:42 PM
When I download this it doesn't come as a file how do I fix this
first you need a rar archive managing program like winrar (on windows machines) or7zip (again a windows program)(sorry but I do not know other oses)
then you should be able to extract the contents of the rar to your mods folder, then enable in the mods menu of rimworld
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Bearsbandit53 on January 01, 2015, 04:22:27 PM
How do you craft an AI Chip? When it is queued, none of my colonist will touch the table, but they will do everything else I order.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Dragoon on January 01, 2015, 06:01:22 PM
do you have the items (I've been there you think you would have it but you don't )
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Bearsbandit53 on January 01, 2015, 06:36:50 PM
I do, and the skill as well, but it still won't craft.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: john pretzel on January 01, 2015, 08:40:29 PM
The gold quantity is wrong in description. Is a lot more.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Xubrim on January 02, 2015, 06:08:49 AM
Quote from: john pretzel on January 01, 2015, 08:40:29 PM
The gold quantity is wrong in description. Is a lot more.

Changing gold to required in the recipe (\SurgeryExtendedAndBionics\Defs\RecipeDefs\Recipe_ProstheticWorkbench.xml) will fix it. I'm sort of lost on how alpha 8 changing the stack size made the count go wonky, but if you put "1" in the count line instead of "25", it will require 20 gold instead. Close enough for me. All the mods I've noticed which require gold seemed to have this problem.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: dawixx on January 02, 2015, 09:02:19 PM
How can I craft the Power Claw? I'm sure I've seen it somewhere in my previous play through, but I can't find one now.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: InfiniteRemnant on January 03, 2015, 03:01:08 PM
i thought the power arm was the craftable one, and the claw was a component you need to find/buy first.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on January 05, 2015, 11:32:27 PM

Why can not you solve a problem that I described !! ???
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Ouan on January 07, 2015, 01:18:02 AM
Quote from: Xubrim on January 02, 2015, 06:08:49 AM
Quote from: john pretzel on January 01, 2015, 08:40:29 PM
The gold quantity is wrong in description. Is a lot more.

Changing gold to required in the recipe (\SurgeryExtendedAndBionics\Defs\RecipeDefs\Recipe_ProstheticWorkbench.xml) will fix it. I'm sort of lost on how alpha 8 changing the stack size made the count go wonky, but if you put "1" in the count line instead of "25", it will require 20 gold instead. Close enough for me. All the mods I've noticed which require gold seemed to have this problem.

   This is a problem with many other modders products that were updated from Alpha 7 to 8. JullieEllie's mind control chips for her Apothecarious Mod cost 500 over the original amount which as you said came to a 20 time multiplier. I told that to her, but I do not know if there is any work around, as the description of the metals still says 1 or so on when it is 20 times that amount in reality. I think this may be a problem with metal as a whole since it is a nonstandard weight (which allows it to be stacked to 500).
     I think a solution is to make all items stack to the same or to see what the error is in the game coding that make materials multiply by 20 for precious metals (gold and silver) only. I assume that it is a hard coded issue, unless I did not see the line that multiple modders missed in their updates we may have to wait until Alpha 9 for a solution. We could all just not know something that is needed to make it work as those metals can not be written as a standard material for cost. ( 500%20 = 25 which is 1/3 of a standard stack, so there are holes even in my theory).
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Matthiasagreen on January 07, 2015, 10:58:03 AM
Quote from: Ouan on January 07, 2015, 01:18:02 AM
Quote from: Xubrim on January 02, 2015, 06:08:49 AM
Quote from: john pretzel on January 01, 2015, 08:40:29 PM
The gold quantity is wrong in description. Is a lot more.

Changing gold to required in the recipe (\SurgeryExtendedAndBionics\Defs\RecipeDefs\Recipe_ProstheticWorkbench.xml) will fix it. I'm sort of lost on how alpha 8 changing the stack size made the count go wonky, but if you put "1" in the count line instead of "25", it will require 20 gold instead. Close enough for me. All the mods I've noticed which require gold seemed to have this problem.

   This is a problem with many other modders products that were updated from Alpha 7 to 8. JullieEllie's mind control chips for her Apothecarious Mod cost 500 over the original amount which as you said came to a 20 time multiplier. I told that to her, but I do not know if there is any work around, as the description of the metals still says 1 or so on when it is 20 times that amount in reality. I think this may be a problem with metal as a whole since it is a nonstandard weight (which allows it to be stacked to 500).
     I think a solution is to make all items stack to the same or to see what the error is in the game coding that make materials multiply by 20 for precious metals (gold and silver) only. I assume that it is a hard coded issue, unless I did not see the line that multiple modders missed in their updates we may have to wait until Alpha 9 for a solution. We could all just not know something that is needed to make it work as those metals can not be written as a standard material for cost. ( 500%20 = 25 which is 1/3 of a standard stack, so there are holes even in my theory).

The description states that gold is a special situation and has different amounts than mentioned. This is because whatever gold amount you put into a recipe is multiplied by 20. This applies to all recipes, not just this mod. Try making a sculpture our of wood and then make one out of gold.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on January 08, 2015, 12:29:59 AM
Why ignore me !!! ?? Why not correct the issue in his fashion ????
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Asero on January 08, 2015, 01:29:33 AM
Quote from: sanya02 on January 08, 2015, 12:29:59 AM
Why ignore me !!! ?? Why not correct the issue in his fashion ????

Why should he?
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Grizzlyadamz on January 08, 2015, 11:35:13 AM
Huh I'm getting the same errors as Sanya there.

.8.657 rev 38335 here, it persists when everything else is disabled.

Tried searching through the XMLs for 'prop', but no dice.

Seems some things want to spawn 'lifesupport' on removal, but 'lifesupport' isn't defined in the same xml.
Is that right?
Well, changing it to lifesupportstomach got it on the error board.
Only two files with 'lifesupport' in them- the stomach file & some kinda recipe sheet.
SEaB_LifeSupport & ESaBLifeSupportMedicalRecipes

Anyone that's more familiar with the mod know what the heck these are supposed to be doing?

Well, deleting them got rid of the error messages at least. Will start up a new game to inspect the damage soon.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on January 08, 2015, 03:33:34 PM
Quote from: Grizzlyadamz on January 08, 2015, 11:35:13 AM
Huh I'm getting the same errors as Sanya there.

.8.657 rev 38335 here, it persists when everything else is disabled.

Tried searching through the XMLs for 'prop', but no dice.

Seems some things want to spawn 'lifesupport' on removal, but 'lifesupport' isn't defined in the same xml.
Is that right?
Well, changing it to lifesupportstomach got it on the error board.
Only two files with 'lifesupport' in them- the stomach file & some kinda recipe sheet.
SEaB_LifeSupport & ESaBLifeSupportMedicalRecipes

Anyone that's more familiar with the mod know what the heck these are supposed to be doing?

Well, deleting them got rid of the error messages at least. Will start up a new game to inspect the damage soon.
Hi! Help fix it! What should I do?
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Grizzlyadamz on January 08, 2015, 04:10:54 PM
I don't know, I'm just a normal player.

I stopped some error messages by deleting SEaB_LifeSupport.xml & ESaBLifeSupportMedicalRecipes.xml.
However, deleting them could make more problems. (I'm not good at this)
And it doesn't fix the 'organ spawned at coordinates' error either.

So not much help  :-\
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on January 08, 2015, 05:28:23 PM
Strange! I do not have these files! where they lie? Why the owner does not correct the error !! ??
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Grizzlyadamz on January 09, 2015, 04:25:39 AM
Sanya, check your messages.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Minus on January 09, 2015, 10:29:00 AM
Quote from: sanya02 on January 08, 2015, 05:28:23 PM
Strange! I do not have these files! where they lie? Why the owner does not correct the error !! ??
Honestly, I don't know what the heck is up with the spawn errors. Alpha 8 is kind of a mess of rewording code without really improving the code. I'm back to knowing as little about modding as any of you guys do now. This whole mod is garbage now!
*Breaks down and sobs*


Maybe that's a bit much. But it's hard to continue on with this mod when the surgery list has yet to be updated. It's still too small to even list the current surgeries let alone the others I want to add. There are only fixes to do... And Turtle Medic has taken care of those.
So uh, I'm gonna update the first page with Turtle Medic's version. I don't know when I'll update this mod myself. Nothing in Alpha 8 really gave me anything more to work with.

I'll try to keep a little more active here though. I'm sorry everyone.

EDIT: So 2866 people downloaded my mod and played with a broken version. That's the minimum amount of people I've dissapointed. I'm a pretty bad person.

Oh also the Turtle version is now in the first post. It's the same as the one he posted, but his did not have the fixed description for Organ Vats brain mincing option. I also tweaked the nose making cost to be in line with the ears and eyes.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: sanya02 on January 09, 2015, 05:38:03 PM
Quote from: Minus on January 09, 2015, 10:29:00 AM
Quote from: sanya02 on January 08, 2015, 05:28:23 PM
Strange! I do not have these files! where they lie? Why the owner does not correct the error !! ??
Honestly, I don't know what the heck is up with the spawn errors. Alpha 8 is kind of a mess of rewording code without really improving the code. I'm back to knowing as little about modding as any of you guys do now. This whole mod is garbage now!
*Breaks down and sobs*


Maybe that's a bit much. But it's hard to continue on with this mod when the surgery list has yet to be updated. It's still too small to even list the current surgeries let alone the others I want to add. There are only fixes to do... And Turtle Medic has taken care of those.
So uh, I'm gonna update the first page with Turtle Medic's version. I don't know when I'll update this mod myself. Nothing in Alpha 8 really gave me anything more to work with.

I'll try to keep a little more active here though. I'm sorry everyone.

EDIT: So 2866 people downloaded my mod and played with a broken version. That's the minimum amount of people I've dissapointed. I'm a pretty bad person.

Oh also the Turtle version is now in the first post. It's the same as the one he posted, but his did not have the fixed description for Organ Vats brain mincing option. I also tweaked the nose making cost to be in line with the ears and eyes.
You're a good man! Your fashion super! Just need to finish it and fix bugs. Thank you and other people who make such a fashion.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: john pretzel on January 09, 2015, 08:20:00 PM
Perfection would be making this compatible with norbals, rimtroopers and jaffas, in

natural arms, legs,
and the artificial organs. These are great.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Cybergoth on January 09, 2015, 10:54:45 PM
Hmm... mod is very good.
nice work :)
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Duros001 on January 11, 2015, 09:29:16 AM
How difficult is it to extend the surgery features to animals? I'm guessing you all know where I'm going with this lol. Imagine a soldier with the heart power of an Alpha Muffalow! Mwahaha!

Love the mod by the way :D
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: chaotix14 on January 11, 2015, 10:29:03 AM
Quote from: Duros001 on January 11, 2015, 09:29:16 AM
How difficult is it to extend the surgery features to animals? I'm guessing you all know where I'm going with this lol. Imagine a soldier with the heart power of an Alpha Muffalow! Mwahaha!

Love the mod by the way :D
I am probably not the only one who was reminded of this the very moment they read that post:
https://www.youtube.com/watch?v=36lSzUMBJnc#t=62
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: HelpzTePoopies on January 12, 2015, 04:32:46 PM
BUG

If person with bionic parts is killed, you can harvest infinite parts from the dead body.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Xubrim on January 12, 2015, 05:33:19 PM
That's a known bug with alpha 8, not Extended Surgery. Should be fixed in the next alpha.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Hayhorse on January 12, 2015, 08:23:46 PM
*Harvest 20 synthetic livers thinking they are not being removed*
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Gedsaro on January 14, 2015, 06:36:15 PM
Bug: Most recent turtle fix version.
While the bionic shoulder has been removed, arm parts still can't be attached to a missing shoulder.

It looks like the surgeries in Recipes_Medical and Recipe_Prosthetics (I think those are the only files) have not been updated for A8.

Below is how the various install arm type surgeries look for where the part gets attached to(old way):
Quote<appliedOnFixedBodyParts>
      <li>LeftArm</li>
      <li>RightArm</li>
</appliedOnFixedBodyParts>
-----
This is how it should be instead to match up with Alpha8
Quote<appliedOnFixedBodyParts>
      <li>LeftShoulder</li>
      <li>RightShoulder</li>
</appliedOnFixedBodyParts>

Basically, in any of the surgery files that install arm parts, <appliedOnFixedBodyParts> needs to have Arm, changed to Shoulder.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Mr Fun on January 29, 2015, 08:52:43 AM
Quote from: Gedsaro on January 14, 2015, 06:36:15 PM
Bug: Most recent turtle fix version.
While the bionic shoulder has been removed, arm parts still can't be attached to a missing shoulder.

It looks like the surgeries in Recipes_Medical and Recipe_Prosthetics (I think those are the only files) have not been updated for A8.

Below is how the various install arm type surgeries look for where the part gets attached to(old way):
Quote<appliedOnFixedBodyParts>
      <li>LeftArm</li>
      <li>RightArm</li>
</appliedOnFixedBodyParts>
-----
This is how it should be instead to match up with Alpha8
Quote<appliedOnFixedBodyParts>
      <li>LeftShoulder</li>
      <li>RightShoulder</li>
</appliedOnFixedBodyParts>

Basically, in any of the surgery files that install arm parts, <appliedOnFixedBodyParts> needs to have Arm, changed to Shoulder.

Thanks man, I removed my elitest shoters arms to give him power arms... and couldn't put them back on! Your post saved him! Thanks so much.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: MatyCZE on January 31, 2015, 07:59:46 AM
Hello,I can't craft AI Chip. I have enought materials and I already made several things from the PWB.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: 200Down on February 05, 2015, 03:33:14 PM
Good mod and everything seems to work well enough but way too over the top for my taste. I mean my lowly colonists growing body parts in vats......, creating any bionic....., oh my....

How hard would it be to make a "toned down" more "vanilla friendly" version of this?

Here's my wishlist after about 50ish hours of play with it:

1........"Bionic" and "Synthetic" variants ONLY available through traders and 2k+ pricing(consider it glitterworld tech if it must be justified).
2........We can craft just the basic replacements that have "down sides", Eye patch, prosthetic limbs, hook hands, maybe tracks, etc...
3........Vats = Removed (Cool idea and honestly quite fun but just not needed with everything else available. Plus, all morality aside...., chop em up...., grow some more...., why not grow our own pirates for target practice while we're at it? I guess my colonists do get quite bored waiting for the next attack.  ;D
4........No harvesting options available on your own colonists accept maybe parts you can live without like one side of a lung or liver. Slaves maybe, but in general the harvesting just KILLS balance imo. It really needs a larger penalty even in the base game.
5........And last but def not least. No item drop from harvesting "damaged" body parts. Currently removing a damaged part and reinstalling it works as installing a new part. Yea, this part is quite broken and I'm guessing it's outside the limits of the current alpha. Just thought I'd point it out anyway.

Don't get me wrong.  I'm not in any way ditching the mod as it's one of the better ones I've used.  Just wishing for something....... "less".  Not often you see someone asking for "less" in a mod.  I did look into editing it for my own tastes but my word.... it's a web of limbs and body parts spread into a couple dozen xml's. It looks almost easier to start from scratch but I don't have the ambition to do that when I know all the work is already done  :P.

Also, are the "brains" available from slavers from this mod or the base game? Just curious and wondering if it was put in there as flavor or if it's really part of this mod. Regardless, it gave me a good tummy laugh when I saw one for sale :)

Just imagine...., drunken male miner gets shot in the head. Receives female sex slave's brain as a transplant. Now that's good TV let alone a game if only our colonists had some personality. Anddd.... of the rails I go... weeeeee......
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Ykara on February 07, 2015, 01:07:15 PM
Halp! I've downloaded the Turtlefix and now I can't open my savegame because I had a colonist with a bionic shoulder :( Is there a way to fix this or is my savegame doomed?
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Grizzlyadamz on February 07, 2015, 02:57:30 PM
If there isn't a copy of the original mod available for download, I'd try to open up one of the body part definition files, (I recommend notepad++ if you don't already have it), and then writing up your own placeholder definition for it.
Basically just telling the game a 'bionic shoulder' is a body part or something so the game stops having conniptions.

Try copy-pasting one of the entries that's already in there & renaming it to Bionic_shoulder or whatever the debug log complains about when you try to start the game.
There're like 3 definition files, so it might take a couple tries, but it shouldn't take long.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Ykara on February 07, 2015, 03:22:32 PM
Thanks, I've alreay tried it, unfortunately it still doesn't work. But I guess I'll keep on trying since I've deleted the old version of the mod.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: 200Down on February 07, 2015, 05:27:49 PM
Quote from: Ykara on February 07, 2015, 03:22:32 PM
Thanks, I've alreay tried it, unfortunately it still doesn't work. But I guess I'll keep on trying since I've deleted the old version of the mod.

Eww, yeah you are likely boned if you have nothing to revert to.

In the future this may help:

Mods and patches to mods that only adjust "values" will usually work on any save. For instance simple edits to weapons stats like adjusting damage, range, and accuracy values will work fine.

On the other hand, if the mod or patch in question adds or removes entire content, especially new objects, or edits an existing item's textures in any way it's a safe bet that something will be screwy. This is just a RW mod issue currently. Yet to have this odd problem with mod textures in any other game. But alpha is alpha and I'm sure this won't be the last odd thing that we see in the modding scene.

Also try this as it works for some people. Fire up the game and remove the mod in question, then restart the game, add the mod yet AGAIN and restart AGAIN. Then try loading up the save.

Good luck, I learned the hard way loosing plenty of saves myself. Through trial and error(and some helpful forum members) I'm currently on my 5th colony in the same world which I almost entirely credit to being selective with mods that I add and remove. That and I never even bother updating mods unless I plan on starting a new world.

Eventually you'll find your "happy" place with all your favorite mods and really get to settle into game :) I'm not "quite" there yet but I'm looking forward to it lolz.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Ykara on February 07, 2015, 05:48:23 PM
Thank you, I'll be more careful next time ^^ Fortunately I was able to add the bionic shoulders to the turtle version and my savefile loaded. I removed the shoulder of my pawn, installed the original turtle fix version again and now it works again ^^ Thank you, I'll keep backups of my mods from now on.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: tresflores on February 07, 2015, 05:52:14 PM
if you want i still have the old version i could upload it if you want
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: 200Down on February 07, 2015, 06:06:37 PM
Quote from: Ykara on February 07, 2015, 05:48:23 PM
Thank you, I'll be more careful next time ^^ Fortunately I was able to add the bionic shoulders to the turtle version and my savefile loaded. I removed the shoulder of my pawn, installed the original turtle fix version again and now it works again ^^ Thank you, I'll keep backups of my mods from now on.

Gratz man. Sucks loosing all those hours of colony building  :'(
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: BatoN556 on February 11, 2015, 08:08:09 AM
my colonist is now similar to Marcus Wright from the movie "The terminator Savior"
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Hayhorse on February 11, 2015, 07:25:43 PM
Quick question; Is this mod still compatible with glitter tech .8?
GlitterTech 0.8 now changes the files that have to do with organs/limbs with "Advanced Bionics".
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: 200Down on February 12, 2015, 04:56:25 PM
Quote from: Hayhorse on February 11, 2015, 07:25:43 PM
Quick question; Is this mod still compatible with glitter tech .8?
GlitterTech 0.8 now changes the files that have to do with organs/limbs with "Advanced Bionics".

Quick answer: Try it and see
Long answer: It's way too long to answer.
Find out which mod came first and ask the newer one's author is your best bet.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Russer on February 15, 2015, 05:40:27 PM
I can't attach limbs to an already shot off limb, the wound is not fresh anymore I know. Still at least a bionic arm should be attachable. I hope this will be fixed in next the next update.

<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>35</partIndex>
<uniqueInt>1761534879</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>36</partIndex>
<uniqueInt>1142057920</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>37</partIndex>
<uniqueInt>965567660</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>38</partIndex>
<uniqueInt>852510774</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>39</partIndex>
<uniqueInt>766359529</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>40</partIndex>
<uniqueInt>2050393590</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>41</partIndex>
<uniqueInt>676077096</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>42</partIndex>
<uniqueInt>409821920</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>43</partIndex>
<uniqueInt>1488946419</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
<li Class="MissingBodyPart">
<def>MissingBodyPart</def>
<body>Human</body>
<startTicks>3679606</startTicks>
<partIndex>44</partIndex>
<uniqueInt>375960358</uniqueInt>
<body>Human</body>
<lastInjury>Gunshot</lastInjury>
</li>
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Russer on February 15, 2015, 05:44:54 PM
Quote from: HelpzTePoopies on January 12, 2015, 04:32:46 PM
BUG

If person with bionic parts is killed, you can harvest infinite parts from the dead body.
That's not extended surgery mod's bug. I experienced this in the vanilla version. It occurs I think when harvesting a limb or organ while having the health tab of the target open.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: jabbamonkey on February 18, 2015, 03:40:32 PM
Here are some texture revisions for the mod...Some medical production tables...
(http://www.amazingdg.com/clients/rimworld/TableBionics.png)  (http://www.amazingdg.com/clients/rimworld/OrganVat.png)  (http://www.amazingdg.com/clients/rimworld/TableProsthetics.png)

A revised medicine kit and some miscellaneous supplies (not implemented)
(http://www.amazingdg.com/clients/rimworld/Medicine.png)  (http://www.amazingdg.com/clients/rimworld/MedSupplies.png)  (http://www.amazingdg.com/clients/rimworld/MedicinePills.png)

I'm also posting some texture revisions in the Apothecarius mod (meditable, lifesupport, organ, etc.)


Ooooh, and I just saw that Alpha 9 is out. Please update the mod soon. Thanks!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: litenthadark on February 19, 2015, 04:05:38 AM
Will you be updating for Alpha 9? :D
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: plaYer2k on February 19, 2015, 08:03:27 AM
Well this is an awesome mod so he sure will update it once he got around. But as the new alpha got released yesterday, it is still very young.

Thus modders have to look into what changed and often even how the vanilla game plays like before they can incorporate their old mod into the new game version ... also real life and such.

I personally am still on A8 waiting for most of my mods to upgrade to A9 and then i do the change :D


So thanks for this nice mod, i really enjoy it.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: shade88 on February 19, 2015, 11:02:57 AM
Quote from: plaYer2k on February 19, 2015, 08:03:27 AM
Well this is an awesome mod so he sure will update it once he got around. But as the new alpha got released yesterday, it is still very young.

Thus modders have to look into what changed and often even how the vanilla game plays like before they can incorporate their old mod into the new game version ... also real life and such.

I personally am still on A8 waiting for most of my mods to upgrade to A9 and then i do the change :D


So thanks for this nice mod, i really enjoy it.
I think most people will be doing the same, waiting for compatibility with the mods they enjoyed so much in A8. I just hope this gets updated sooner rather than later; it's one of my favorites.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Minus on February 20, 2015, 11:22:10 AM
Okay guys! I've not got a clue where to even start on updating this to A9. So anything you think might be helpful to tell me will help! I only just read my msitake on making arms attach to arms still. Really thought I'd already fixed that but, whoops.
Confused by that bug about harvesting dead bodies. Is that something they put in A8? If so, it kinda makes my vats redundant.
Damn Jabba those look nice! I'll put them in and see how they look. As nice as they are, I'm a little worried they might clash with vanilla.

*sigh*. Really got a lot of work to do now. Turtle Medic, halp!
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: plaYer2k on February 20, 2015, 11:29:28 AM
Heh no rush. Good work needs time!

Also tell me about bugs. I finally started playing space engineers after several months off now. We got ingame programming in C# and it can be a pain to debug ingame without a proper IDE and some limitations due to whitelists, like no foreach and several other restrictions.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Dragoon on February 20, 2015, 12:02:31 PM
https://ludeon.com/forums/index.php?topic=10571.0 well this mods sorta like your maybe it can help ?
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: TracerFox on February 21, 2015, 12:17:43 PM
Quote from: Minus on February 20, 2015, 11:22:10 AM
Okay guys! I've not got a clue where to even start on updating this to A9. So anything you think might be helpful to tell me will help! I only just read my msitake on making arms attach to arms still. Really thought I'd already fixed that but, whoops.
Confused by that bug about harvesting dead bodies. Is that something they put in A8? If so, it kinda makes my vats redundant.
Damn Jabba those look nice! I'll put them in and see how they look. As nice as they are, I'm a little worried they might clash with vanilla.

*sigh*. Really got a lot of work to do now. Turtle Medic, halp!
After some testing and research I'm fairly certain that this was something *removed* in A8, not put in.  Near as I can tell Tynan thought that being able to harvest organs from the dead was a bug, and 'fixed' it.
Personally, I would like the ability to harvest from corpses.  Maybe not organs, but at least the ability to recover implants and prosthetics.  So maybe it's something worth doing anyway.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: plaYer2k on February 21, 2015, 12:39:14 PM
Agreed about harvesting implants and prosthetics. Harvesting organs from dead people within a certain timespan should also be okay. If the person is dead for less than 10 hours, harvest the lungs, kidneys etc.
I am not sure about the hearth though.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: jabbamonkey on February 21, 2015, 03:48:23 PM
Quote from: Minus on February 20, 2015, 11:22:10 AM
Damn Jabba those look nice! I'll put them in and see how they look. As nice as they are, I'm a little worried they might clash with vanilla.

Well, I have plenty of retextures for the core vanilla as well...
View My Graphics Post (https://ludeon.com/forums/index.php?topic=7109.0) :)
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: npeters6546 on February 24, 2015, 10:50:14 AM
Tha bestest mod evah. Just waitin fhor de updaet so i can make some superr pawnz
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: nielscorn on February 24, 2015, 10:53:41 AM
Quote from: plaYer2k on February 21, 2015, 12:39:14 PM
Agreed about harvesting implants and prosthetics. Harvesting organs from dead people within a certain timespan should also be okay. If the person is dead for less than 10 hours, harvest the lungs, kidneys etc.
I am not sure about the hearth though.

Very true, it should be possible to harvest ANYTHING from a dead body(maybe even with a penalty?) within a short timeframe.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Minus on February 24, 2015, 04:07:05 PM
Alpha 9 version is out! I updated it all on my own this time! Pretty proud of myself, starting to feel like a modder again. Let's see how quickly you can find a mistake!

Quote from: npeters6546 on February 24, 2015, 10:50:14 AM
Tha bestest mod evah. Just waitin fhor de updaet so i can make some superr pawnz
Looks like you need to install a bionic jaw so you can talk proper good.
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: Rathael on February 24, 2015, 04:35:58 PM
Quote from: Minus on February 24, 2015, 04:07:05 PM
Alpha 9 version is out! I updated it all on my own this time! Pretty proud of myself, starting to feel like a modder again. Let's see how quickly you can find a mistake!

Quote from: npeters6546 on February 24, 2015, 10:50:14 AM
Tha bestest mod evah. Just waitin fhor de updaet so i can make some superr pawnz
Looks like you need to install a bionic jaw so you can talk proper good.

Wow, that was mean. How do you know he didn't just get his hand replaced with a claw and is still getting used to typing with it? ;)
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: UA_Serpent on February 24, 2015, 04:56:05 PM
Found minor bugs in this files:
Hediffs_Synthetics
Hediffs_Prosthetics
This code not correct

<modifiers>
      <activities>
        <li>
          <activity>Sight</activity>
          <changeBy>-0.5</changeBy>
        </li>
      </activities>

here correct one

<modifiers>
      <actMods>
        <li>
          <activity>Sight</activity>
          <offset>-0.5</offset>
        </li>
      </actMods>

with activities

now working correctly
here take it

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
Post by: jabbamonkey on February 24, 2015, 04:56:32 PM
Quote from: Minus on February 24, 2015, 04:07:05 PM
Alpha 9 version is out! I updated it all on my own this time! Pretty proud of myself, starting to feel like a modder again. Let's see how quickly you can find a mistake!


Awesome! And it contains my textures!!!!! Woohoo!  Thanks!
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Minus on February 24, 2015, 06:59:45 PM
Quote from: UA_Serpent on February 24, 2015, 04:56:05 PM
Found minor bugs in this files:
Hediffs_Synthetics
Hediffs_Prosthetics
This code not correct

<modifiers>
      <activities>
        <li>
          <activity>Sight</activity>
          <changeBy>-0.5</changeBy>
        </li>
      </activities>

here correct one

<modifiers>
      <actMods>
        <li>
          <activity>Sight</activity>
          <offset>-0.5</offset>
        </li>
      </actMods>

with activities

now working correctly
here take it
UGH! I didn't get any errors messages and it's so hard to find out when a word has been changed or not! Thank you though, I knew there was no way I'd be able to get it 100% right on my first try. Keep a look out for more of my mistakes!
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Pumpus on February 24, 2015, 09:22:14 PM
omgerd thx love this mod. thanks for updating.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Etherdreamer on February 25, 2015, 01:59:50 AM
This will be compatible with Expanded prostetic, Cybernetic storm mods?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Minus on February 25, 2015, 09:47:25 AM
Quote from: Etherdreamer on February 25, 2015, 01:59:50 AM
This will be compatible with Expanded prostetic, Cybernetic storm mods?
No idea. Those two mods are based on this one so things should be named the same. But I think Cybernetic Storm changes the stats of things so as for weather you get the balanced set or the super powerful set depends on which mod you activated last. I think they're compatible, but there is likely to be balance breaking.

But don't those mods have pretty much everything this one has anyway? I can't imagine why you'd want both, or all 3.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Ykara on February 25, 2015, 10:01:05 AM
Quote from: Etherdreamer on February 25, 2015, 01:59:50 AM
This will be compatible with Expanded prostetic, Cybernetic storm mods?
It's not compatible with mine nor with the Cybernetic storm mod because all three change the Races_Humanoid def. But as Minus said, there's no reason to install all three. Use the Extended Surgery and Bionics mod if you only want a few new prostheses and an uncomplicated production chain, the Expanded Prosthetics and Organ Engineering mod if you want to have a vanilla like mod with a lot of new items and research to do and the Cybernetic Storm mod if you want a not-so-vanilla-friendly mod with more features than just new bodyparts. But all three... nah.
But there is a compatibility fix for Cybernetic Storm and Expanded Prosthetics and Organ Engineering, if you still want this two mods to work together well.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Etherdreamer on February 25, 2015, 01:12:28 PM
Quote from: Minus on February 25, 2015, 09:47:25 AM
Quote from: Etherdreamer on February 25, 2015, 01:59:50 AM
This will be compatible with Expanded prostetic, Cybernetic storm mods?
No idea. Those two mods are based on this one so things should be named the same. But I think Cybernetic Storm changes the stats of things so as for weather you get the balanced set or the super powerful set depends on which mod you activated last. I think they're compatible, but there is likely to be balance breaking.

But don't those mods have pretty much everything this one has anyway? I can't imagine why you'd want both, or all 3.

That is because everyone have stuff  the others don´t have.

This mod have clonning vats for human organs, Cybernetic have more that just bionic parts, like weapons, energy and defenses. But well, if nothing can be done, I can just use the ones that have the compatibility fix.

Thanks for response.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Minus on February 25, 2015, 07:17:07 PM
Quote from: Ykara on February 25, 2015, 10:01:05 AM
It's not compatible with mine nor with the Cybernetic storm mod because all three change the Races_Humanoid def.
Just wanted to correct you on that, I've not changed the races def since version... 1.2? Recipe Nurse coming out fixed that issue. And really those other mods ought to be using the features added in Alpha 8 that let you add recipes to pawns from the recipe itself. I'm pretty damn shocked to hear that's not how those other mods work. Before now I only knew of this mod being incompatible with the old Bionics mod as that one removed a body part from the body def.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: BattleFate on February 26, 2015, 10:34:40 AM
Hi Minus,

For a future iteration, could you maybe allow us a way to repair generic torso damage? Maybe by having some sort of 'surrogate  torso' or whatnot for the replacement? I downloaded the 'natural surgery' mod and it didn't work (perhaps a compatibility issue with yours). I then editted yours to add it (and it works), but only as a repair of everything that's wrong with the pawn (if he has torso damage, you can repair his torso to 'reset' his body to mint condition). With my adjustment I didn't add new parts which were needed for the surgery. I was just tired of lugging around my 56 year old colonist with a bad back and frail torso with a cataract in one eye (she hobbled along as a snails pace).

On a side note, I cannot seem to add a leg to a colonist who had his leg blown off in combat. I removed the leg from a prisoner we got but could not subsequently add it after (to either the colonist or the newly hobbled prisoner). This may be because it's the save game where I was originally using the natural surgery mod as well as yours (and subsequently removed the natural surgery one), or something different altogether. I have not tried it on a new save game yet.

Any ideas?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Ykara on February 26, 2015, 10:43:56 AM
Quote from: Minus on February 25, 2015, 07:17:07 PM
Quote from: Ykara on February 25, 2015, 10:01:05 AM
It's not compatible with mine nor with the Cybernetic storm mod because all three change the Races_Humanoid def.
Just wanted to correct you on that, I've not changed the races def since version... 1.2? Recipe Nurse coming out fixed that issue. And really those other mods ought to be using the features added in Alpha 8 that let you add recipes to pawns from the recipe itself. I'm pretty damn shocked to hear that's not how those other mods work. Before now I only knew of this mod being incompatible with the old Bionics mod as that one removed a body part from the body def.
Well, I'm pretty damn shocked right now. How did you manage to install body parts without changing the Races_Humanoid? I've tried it but it doesn't seem to work in alpha 9.

And @BattleFate: It's not possible to replace a torso properly, because it removes everything that was installed on the body and doesn't allow you further body modification. So it's pretty unbalanced. But there are bionic spines in mine and the Cybernetic Storm mod that can't fix the bad back but make you move and work faster.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Asfalto on February 27, 2015, 12:33:35 PM
Ykara: so GlitterTech, this, and yours SHOULD be compatible (you just answered me on your thread they won't a can't be)

?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Ykara on February 27, 2015, 02:01:59 PM
Quote from: Asfalto on February 27, 2015, 12:33:35 PM
Ykara: so GlitterTech, this, and yours SHOULD be compatible (you just answered me on your thread they won't a can't be)

?
GlitterTech is not, because it modifies the Races_Humanoid like every other surgery mod and there isn't a fix yet. I could make one, but it looks like GlitterTech and EPOE use identical labels, so it would be quite confusing.
And I really don't have an idea whether this mod works or not, I've not tried it, but it definitely is not compatible with EPOE, because they use identical def names and benches. EPOE is Extended Surgery and Bionics with more content, so there isn't a reason to use both anyway.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: DyDkaPro on February 27, 2015, 02:19:37 PM
Why i can't use crafted leg? i haven't selection at my colonist when i have 2 legs at my storage.
My colonist have wooden leg but walking is 0%.
Alpha 9d.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: kremil1 on February 27, 2015, 03:25:29 PM
Can you make a bionic that can regen wounds? For example: a heart that produces nanomachines which can close wounds?
Then you could have the description be: Some ninja asked: What the hell are you?! The man said: Nanomachines son.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Zeta Omega on February 27, 2015, 04:39:10 PM
Quote from: kremil1 on February 27, 2015, 03:25:29 PM
Can you make a bionic that can regen wounds? For example: a heart that produces nanomachines which can close wounds?
Then you could have the description be: Some ninja asked: What the hell are you?! The man said: Nanomachines son.
9/10 Crazy PMC owners approve this message
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Akyla on February 28, 2015, 01:07:54 PM
First of all, great Mod!

However, I noticed the additional (non-vanilla) implants don't provide any bonuses in the latest version.
I then compared the mod files in the "HediffDefs" folder with another implant-mod and noticed that there were two differences:
<activities> vs <actMods>, and
<changeBy> vs <offset>

I changed both, after which the bonuses were applied successfully:

<HediffDef ParentName="AddedBodyPartBase">
    <defName>BionicEar</defName>
    <label>bionic ear implant</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicEar</spawnThingOnRemoved>
    </addedBodyPart>
  <modifiers>
    <actMods>
     <li>
      <activity>Hearing</activity>
      <offset>0.2</offset>
     </li>
    </actMods>
  </modifiers>
</HediffDef>
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: MsMeiriona on February 28, 2015, 04:54:12 PM
*dies* is that true?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Akyla on February 28, 2015, 05:13:43 PM
I have no modding experience, but the changes work.

You can fix the problem quite easily; Find the HediffDefs folder, which has two files. In each file, change each "activities" to "actMods" and "changeBy" to "offset".
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: MsMeiriona on February 28, 2015, 05:15:02 PM
Quote from: Akyla on February 28, 2015, 05:13:43 PM
I have no modding experience, but the changes work.

You can fix the problem quite easily; Find the HediffDefs folder, which has two files. In each file, change each "activities" to "actMods" and "changeBy" to "offset".
are we talking one change in two files or a mass find-replace?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Akyla on February 28, 2015, 05:31:06 PM
See the code I posted above, this is the entire entry defining the effect of the ear implant. The part

    <actMods>
     <li>
      <activity>Hearing</activity>
      <offset>0.2</offset>
     </li>
    </actMods>

was changed.

This needs to be done once for each new implant. Find+replace for each file and you're done - but since I can't open it in Word I had to do it manually and it took just a bit longer.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: MsMeiriona on February 28, 2015, 05:52:32 PM
a find+replace in notepad was done. Hopefully it works.

I've gotten into the habit of deleting all saves/worlds when I add/update mods anyway, so no real loss.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Asfalto on February 28, 2015, 08:02:00 PM
First: THANKS

Second: My biggest suggestion/request/plea is changing organ vats in something like a vegetable.
I mean: it would be REALLY cool to have them grow autonomously in 4-5 days in optimal conditions, and some "manutention" periodically.

?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Voideka on February 28, 2015, 08:54:23 PM
There's also the error:

"<baseCooldownTicks>90</baseCooldownTicks> doesn't correspond to any field type in VerbProperties."

Change baseCooldownTicks to defaultCooldownTicks to fix that.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: RemingtonRyder on February 28, 2015, 09:05:01 PM
I think baseCooldownTicks has been replaced by RangedWeapon_Cooldown and MeleeWeapon_Cooldown, which are in basestats rather than verbs. I ran into this problem with turrets when I updated Winter is Here.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Agent32 on February 28, 2015, 11:36:58 PM
Buy AI chip from trader cost 1400, but for made him need 25x20 gold.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Dragoon on March 01, 2015, 12:22:57 AM
Quote from: Agent32 on February 28, 2015, 11:36:58 PM
Create AI chip cost 1400, but for made him need 25x20 gold.

What?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Yas on March 02, 2015, 04:44:45 AM
Quote from: Akyla on February 28, 2015, 01:07:54 PM
First of all, great Mod!

However, I noticed the additional (non-vanilla) implants don't provide any bonuses in the latest version.

Same here :( And I restarted for hours removing and adding mods cause I thought its about an incompatibility...

To make things easier for people here the fixed files:

I replaced
<activities> by <actMods> as mentioned by Akyla
<changeBy> by  <offset> as mentioned by Akyla
<baseCooldownTicks> by <defaultCooldownTicks> as mentioned by Voideka

in Hediffs_Prosthetics.xml and Hediffs_Synthetics.xml.

For me the buffs work now as intendet and I didnt run in the CooldownTicks message anymore. But havent played much though.

How to use?

1) Download rar and unrar.
2) Extreacting gives you 2 files (Hediffs_Prosthetics.xml and Hediffs_Synthetics.xml).
3) Move both into HediffDefs directory (Path should be: RimWorldAlpha9cWin\Mods\SurgeryExtendedAndBionics\Defs\HediffDefs). Say yes to overwrite other files.


Feel free to copy, rename or move original files first (aka backup).

Update: Fixed some problem with synthetics.xml. Hearts and stuff should work now as wanted.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: tuku473 on March 05, 2015, 06:58:05 PM
Heya, so one of my guys lost an arm in a battle, and i had this guy captured, was mad becase i couldnt transplant the arm, and then i found this mod.
The thing is.. i was able to remove the arm from the prisoner, but i cant implant it on the other guy D: are they harvestable just for selling? or im missing something? :(
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Yas on March 06, 2015, 02:43:15 PM
Quote from: tuku473 on March 05, 2015, 06:58:05 PM
The thing is.. i was able to remove the arm from the prisoner, but i cant implant it on the other guy D: are they harvestable just for selling? or im missing something? :(

Harvesting POWs is a warcrime. No, it should work. Are u sure u have enough medkits and a med-bed?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: pktongrimworld on March 16, 2015, 11:21:41 PM
I havn't tested out all three together yet.


but I been using this and cyberstorm without issues in alpha 7 and alpha 8.


and yes. in order of desirability:

Extended Surgery and bionics (The clone vats gives me something to do with allll those human meat corpses) > Cyberstorm (cool armour) > Organ Eng (bone repair).
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Darkassasin890 on March 17, 2015, 06:40:06 PM
this mod is awesome however theres a bug where even when i install a part on the health tab it still says its removed
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: tresflores on March 18, 2015, 12:06:44 AM
hey im having trouble with installing a eyepatch it just dosn't come up on the operating menu
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Scourge on March 18, 2015, 07:26:39 AM
Would it be possible to get a recipe to fix bad backs and the Frail status in an update?

Expanded prosthethics and Organ Engineering already does that, however, that one doesn't play nice with another mod I am using.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end. :(
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Snownova on March 25, 2015, 06:30:18 AM
Quote from: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end. :(

Same here, I can't seem to find the option to install a nose I just grew in the organ vat.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Smikis on March 25, 2015, 11:48:33 AM
Quote from: Snownova on March 25, 2015, 06:30:18 AM
Quote from: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end. :(

Same here, I can't seem to find the option to install a nose I just grew in the organ vat.

Same , grew nose, leg and liver I think, cant install single one, one of my paws hates prosthetics, but she lost a leg early, so prosthetics all I had then, now I cant replace either her leg that is missing toe or bionic leg, same for a guy without nose, or  guy who almost died with liver infection.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: AmatsuDarkfyre on March 26, 2015, 04:32:01 AM
This is a pretty cool mod, but I've run into a odd issue. I've installed motorized tracks into one of my colonists for both of their legs (they got a number of scars which was lowering their speed), but they do not seem to have a increased movement speed. I have a number of other mods installed right now, notably Glittertech and Cybernetic Storm, would they be a source of issue because they have alternate surgery options as well?

Edit: I also can't figure out how to make new parts using the organ vat. Do I simply need lots of human meat, which is the product of mincing limbs and what have you, or is there a step I'm missing? Got a few prostophobes that need organic limbs.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Vingolf on March 28, 2015, 09:20:09 AM
Quote from: AmatsuDarkfyre on March 26, 2015, 04:32:01 AM
This is a pretty cool mod, but I've run into a odd issue. I've installed motorized tracks into one of my colonists for both of their legs (they got a number of scars which was lowering their speed), but they do not seem to have a increased movement speed. I have a number of other mods installed right now, notably Glittertech and Cybernetic Storm, would they be a source of issue because they have alternate surgery options as well?

Edit: I also can't figure out how to make new parts using the organ vat. Do I simply need lots of human meat, which is the product of mincing limbs and what have you, or is there a step I'm missing? Got a few prostophobes that need organic limbs.
Chop your enemies at butching table.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: BobMaster on March 28, 2015, 06:04:33 PM
Is this compatible with Natural Surgery ?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Starr on March 29, 2015, 02:52:55 AM
Having issues as well. Installing an AI brain worked, but I have a nose sitting around and the option to install it does not show up. I also am trying to make an eye implant, have a whole bunch of human meat, but can't get anyone to make it.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: NephilimNexus on March 29, 2015, 02:58:17 AM
(http://ecx.images-amazon.com/images/I/41%2BdisilQtL._SX258_BO1,204,203,200_.jpg)
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Vingolf on March 30, 2015, 03:27:07 AM
It's buggy with Natural Surgery. If you want to repairs torso with your patient having some bionic parts, they will auto pop out and be replaced by regulars limbs.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: BobMaster on March 30, 2015, 02:45:10 PM
Quote from: Vingolf on March 30, 2015, 03:27:07 AM
It's buggy with Natural Surgery. If you want to repairs torso with your patient having some bionic parts, they will auto pop out and be replaced by regulars limbs.
That's not a bug, there is currently no work-around to that happening since all other parts are attached to the torso.
So, guess it is compatible then :)
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: jefferyharrell on March 31, 2015, 01:18:41 AM
Quote from: Smikis on March 25, 2015, 11:48:33 AM
Quote from: Snownova on March 25, 2015, 06:30:18 AM
Quote from: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end. :(

Same here, I can't seem to find the option to install a nose I just grew in the organ vat.

Same , grew nose, leg and liver I think, cant install single one, one of my paws hates prosthetics, but she lost a leg early, so prosthetics all I had then, now I cant replace either her leg that is missing toe or bionic leg, same for a guy without nose, or  guy who almost died with liver infection.

I'm having the same basic issue. I did some testing in development mode with this as my only mod.

First I removed a captive patient's kidney. This gave me the organ as expected. I was then able to put the kidney right back.

Then I did the same test with the patient's stomach: removed it, got a stomach item, then did another operation to put the stomach back. No problem.

Then I gave the patient a denture; this gave me a jaw and enabled an "install jaw" operation. Put the jaw back and the denture went away, just as expected. I got the same basic effect from doing a "harvest jaw" and then an "install jaw." No problem there either.

But arms and legs are a no-go. Removing one of either is a one-way trip. It seems like it should work, but it just … doesn't. And I don't know why.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: UMK on March 31, 2015, 01:47:36 AM
Same happened in EPOE where at one moment some protheses have been installed to arm, other r to shoulder. You should turn on devmode, go to health tab and enable 'show all hediffs' and post screenshot here. It's even more representative than savefile.
Suggestion how to make 'tracks' properly. Add one body part 'groin', attach legs to it (and place pelvis inside), and make it replaceable with tracks.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: jefferyharrell on March 31, 2015, 01:34:51 PM
A little update: As an experiment (more like blind button-mashing because I have no experience with Rimworld mods), I tried changing the worker class on the InstallNaturalArm recipe from Recipe_InstallNaturalBodyPart to Recipe_InstallArtificialBodyPart. This allowed me to transplant an arm onto either shoulder of a prisoner, but the game threw a null reference exception when the operation finished, presumably because the arm is not actually an artificial part. I imagine the game was trying to call some bit of code that handled changing the prisoner's stats or condition to reflect the modifiers applied by the new, artificial limb or organ and that bit of code didn't exist on the non-artificial limb, so a null reference exception resulted. But that's just a guess on my part.

Nothing else I've tried has enabled limb transplants. I've been over the recipes and thing definitions backwards and bless me, but they all look exactly like the ones that are provided in Core. I have no idea what the problem might be.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: bartekkru100 on April 02, 2015, 11:41:01 AM
I've got a question, can you make syntetic organs more efficient than normal ones? For now, they are pretty much useless, because you need a non-syntethic organ to craft them and they still have the same efficiency...
Also what about adding nano machines? They would increase breathing, blood pumping and filtration efficiency (eventually metabolism). They would make curing diseases and injuries curing easier.
Oh and Glitter Tech caompatibility.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: UMK on April 02, 2015, 06:39:44 PM
Quote from: bartekkru100 on April 02, 2015, 11:41:01 AM
I've got a question, can you make syntetic organs more efficient than normal ones? For now, they are pretty much useless, because you need a non-syntethic organ to craft them and they still have the same efficiency...
Also what about adding nano machines? They would increase breathing, blood pumping and filtration efficiency (eventually metabolism). They would make curing diseases and injuries curing easier.
Oh and Glitter Tech caompatibility.
For now there is only one hard and unreliable way to make synthetic organs more resistant. But even now injuries to synthetic organs do not cause pain, bleeding and infection. I think it's enough. Or if you think it will make playing funnier you can increase it on your own. XML modding is nothing more than copy-paste and is not more difficult than making essay.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: DavesHolmes on April 03, 2015, 05:29:44 AM
Can i get version for Alpha 8 please ? :)
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: karel_evzen on April 05, 2015, 09:57:19 AM
Quote from: jefferyharrell on March 31, 2015, 01:18:41 AM
Quote from: Smikis on March 25, 2015, 11:48:33 AM
Quote from: Snownova on March 25, 2015, 06:30:18 AM
Quote from: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end. :(

Same here, I can't seem to find the option to install a nose I just grew in the organ vat.

Same , grew nose, leg and liver I think, cant install single one, one of my paws hates prosthetics, but she lost a leg early, so prosthetics all I had then, now I cant replace either her leg that is missing toe or bionic leg, same for a guy without nose, or  guy who almost died with liver infection.

I'm having the same basic issue. I did some testing in development mode with this as my only mod.

First I removed a captive patient's kidney. This gave me the organ as expected. I was then able to put the kidney right back.

Then I did the same test with the patient's stomach: removed it, got a stomach item, then did another operation to put the stomach back. No problem.

Then I gave the patient a denture; this gave me a jaw and enabled an "install jaw" operation. Put the jaw back and the denture went away, just as expected. I got the same basic effect from doing a "harvest jaw" and then an "install jaw." No problem there either.

But arms and legs are a no-go. Removing one of either is a one-way trip. It seems like it should work, but it just … doesn't. And I don't know why.

I have changed the install leg recipe in Recipe_Organs.xml as follows:

<RecipeDef ParentName="SurgeryFlesh">
<defName>InstallNaturalLegGoddammit</defName>
<label>install natural leg</label>
<description>Installs leg.</description>
<workerClass>Recipe_InstallNaturalBodyPart</workerClass>
<jobString>Installing leg.</jobString>
<workAmount>2000</workAmount>
<recipeUsers>
<li>Human</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leg</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
<thingDefs>
<li>Leg</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>LeftLeg</li>
<li>RightLeg</li>
</appliedOnFixedBodyParts>
</RecipeDef>

And I was able to install the leg, finally. If this doesn't help let me know, I've changed many files during the process so might do a proper diff of the mod to see if I changed something else as well :)
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Acruid on April 05, 2015, 01:33:20 PM
THANK YOU, it worked.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: DigitalCore on April 06, 2015, 03:23:00 PM
Are you perhaps thinking off adding another more advanced set of cybernetics? Maybe, say, fleshmetal organs/limbs? Require plasteel and human meat to create?

To be honest I'm not sure how you'd go around creating them. But if current bionics give a 70% efficiency per addition for limbs and 100% for single items (heart, liver, stomach etc), fleshmetal 'cybernetics' could have 100% and 150% respectively.

Forgive me, I have a Combat Medic in my medical wing at the moment and he's almost entirely machine by now. Good thing he's a prosthophile. Been shot up so many times I've lost count.

Also, shouldn't synthetics be slightly more efficient than standard organs? Maybe 120%? It gives you a reason to want to upgrade that way. Otherwise I think I'd just use organics.

Finally, is it possible to mod in the brain upgrades from the More Bionic Parts mod? I really liked the idea of adding things like adrenaline boosters and such. Perhaps even mental boosters which permanently improve the mood of a colonist slightly (+4 to mood, perhaps?).
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: bartekkru100 on April 06, 2015, 03:31:44 PM
Quote from: karel_evzen on April 05, 2015, 09:57:19 AM

I have changed the install leg recipe in Recipe_Organs.xml as follows:

<RecipeDef ParentName="SurgeryFlesh">
<defName>InstallNaturalLegGoddammit</defName>
<label>install natural leg</label>
<description>Installs leg.</description>
<workerClass>Recipe_InstallNaturalBodyPart</workerClass>
<jobString>Installing leg.</jobString>
<workAmount>2000</workAmount>
<recipeUsers>
<li>Human</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leg</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
<thingDefs>
<li>Leg</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>LeftLeg</li>
<li>RightLeg</li>
</appliedOnFixedBodyParts>
</RecipeDef>

And I was able to install the leg, finally. If this doesn't help let me know, I've changed many files during the process so might do a proper diff of the mod to see if I changed something else as well :)
Where am I supposed to paste it? I pasted it in place of previous leg recipe and didn't work...
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: A_Soft_Machine_Man on April 07, 2015, 07:33:10 AM
I love this mod, not just for convenience's sake but also since it allows you to rake in stupid amounts of silver once machining is researched. Never before have endless mechanoid raids felt so good.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: armedkiller on April 07, 2015, 03:13:59 PM
I'm having trouble getting anyone to craft the AI chip implants. I have plasteel and gold available, but no one seems interested in doing the task, and I'm unable to prioritize it as well.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Zxypher on April 07, 2015, 03:29:27 PM
Quote from: armedkiller on April 07, 2015, 03:13:59 PM
I'm having trouble getting anyone to craft the AI chip implants. I have plasteel and gold available, but no one seems interested in doing the task, and I'm unable to prioritize it as well.

Gold has a 20x Multiplier so if it says 50 Gold you really need 1,000 etc. Also check as it might require Medicine and Crafting skills to be somewhat high.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: ZioN on April 08, 2015, 02:06:15 PM
The Mechanized Tracks aren't speeding up my colonist, what do I need to change in the code for it to work?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: ZioN on April 08, 2015, 02:11:18 PM
Quote from: Zxypher on April 07, 2015, 03:29:27 PM
Quote from: armedkiller on April 07, 2015, 03:13:59 PM
I'm having trouble getting anyone to craft the AI chip implants. I have plasteel and gold available, but no one seems interested in doing the task, and I'm unable to prioritize it as well.

Gold has a 20x Multiplier so if it says 50 Gold you really need 1,000 etc. Also check as it might require Medicine and Crafting skills to be somewhat high.

The skill minimum the AI chip requires is crafting level 9.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Vingolf on April 09, 2015, 03:53:46 AM
Does it work well with Superior Crafting ?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: DigitalCore on April 09, 2015, 01:06:44 PM
Actually I'm having an issue with installing arms and legs as well. I have the arm ready for installation, and this is my InstallNaturalArm recipe:

<RecipeDef ParentName="SurgeryFlesh">
<defName>InstallNaturalArm</defName>
<label>install arm</label>
<description>Installs arm.</description>
<workerClass>Recipe_InstallNaturalBodyPart</workerClass>
<jobString>Installing arm.</jobString>
<workAmount>2000</workAmount>
<recipeUsers>
<li>Human</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Arm</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
<thingDefs>
<li>Arm</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>LeftShoulder</li>
<li>RightShoulder</li>
</appliedOnFixedBodyParts>
<workSkill>Medicine</workSkill>
</RecipeDef>

Is there anything here that may be missing that I should know about?

IMPORTANT EDIT: So, I changed the <appliedOnFixedBodyParts> to LeftArm and RightArm... Aaaand it worked. Somehow. So why, then, can the bionic arm be attached to the shoulder, BUT THE NATURAL ARM CAN'T?
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: antibodee on April 09, 2015, 04:56:54 PM
I've played with about 20 mods so far, and this one is the most deserving of praise.  It doesn't feel like a mod, but rather, a more complete version of the game. Please, this needs to just be incorporated Tynan.  I know you are all about consequences and the drama that results from them, but I think the fun you get playing Mr PotatoHead with your colonists makes up for that loss.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Xom on April 10, 2015, 08:04:37 PM
How possible would it to create a Stem-Cell Tissue item that can be used to surgically patch up scars? Seems kind of silly to just replace a whole limb to fix what is some muscle and nerve damage.

Another idea: bodyparts in the vat taking time to grow, like plants.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: johiah on April 11, 2015, 07:16:31 AM
Someone told me I could find a compat download tht worked with cybernetic storm.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: daveboy2000 on April 19, 2015, 05:08:20 AM
Can't wait 'til it's updated, this is pretty much an essential mod for me..
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: ProtoTypeRaavyn on April 26, 2015, 03:06:51 AM
Quote from: daveboy2000 on April 19, 2015, 05:08:20 AM
Can't wait 'til it's updated, this is pretty much an essential mod for me..

Yup me too
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: D141370 on April 27, 2015, 11:01:59 AM
Fan-made update until official release.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Neocryptorian on April 28, 2015, 03:01:27 PM
Hi everyone sorry for the delay i have been working on a version update for Minus and this is the result look at the change log below for the fixes and causes behind them.

Edit: Removed download due to being obsolete now  :)
download in attachment below


Update #2

Special credits to D141370 for the effort to get Alpha 10 update out to everyone.

Have now merged the missed sections below that "D141370", updated the mod to Alpha 10, so it's more complete and whole.


Question: Does the first fan version actually drop an eye for the left eye harvest? And can you actually attach the arms to a body? (the code looks like the old non working one... Please confirm this) - Nevermind it's confirmed it's the outdated code.

Update #2 - Is the merged bug-fixed one to download - arms, legs and both eyes confirmed.


Additions to Alpha 10f:
- implemented all missing <workSkill> tags added from D141370's great work into Minus new build.
- Implemented D141370's good eyesight with the equipment tables, now using the medicine skill to craft rather then the crafting skill.


Changes from Alpha 9:
- Updated to alpha 10f standards
- Added missing spawn eye, when removing the left eye.
- Cause of legs not being Installable related to "<recipeUsers><li>Human</li></recipeUsers>" missing in Recipe_Organs.xml to allow natural Leg transplants.
- Cause of arms missing was an error with how arms was attached with body. (<appliedOnFixedBodyParts> was set to "LeftShoulder" respektive RightShoulder instead of the right which was LeftArm / RightArm)
- Compatibility with Apothecarious, EdB Interface UI Mod is confirmed, Brain Surgery should be unaffected by update to Alpha 10f but not verified.

Known Issues:
- When using the Apothecarious mod there will be a second install eye entry on surgery, only way for the moment to remedy this issue is to remove "AdditionalBodyPartsRecipes.xml" and "AdditionalBodyParts.xml" from the Apothecarious mod folder when using it with this mod.
~Tested with (Alpha 10) Apothecarius FML - A10Update (23.04.2015)

Ok seems someone got ahead of me to it but will put this version up due to the fact I offered to lend Minus a helping hand and it was fun learning the basics of coding.

Have fun everyone.
Title: Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
Post by: Minus on April 30, 2015, 08:20:10 PM
Quote from: Neocryptorian on April 28, 2015, 03:01:27 PM
Known Issues:
- When using the Apothecarious mod there will be a second install eye entry on surgery, only way for the moment to remedy this issue is to remove "AdditionalBodyPartsRecipes.xml" and "AdditionalBodyParts.xml" from the Apothecarious mod folder when using it with this mod.
~Tested with (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
I ran into this issue myself. The problem is simply that Julia calls her eye an "eye" isntead of an "Eye". So I changed the first 'e' in my eye def to match hers. That solved the issue.

Gonna fix that little bit before I add the posted update to the first page.

EDIT: Damnit Julia! It was actually the recipe name. This hurts my OCD to do, but I'm changing "<defName>InstallNaturalEye</defName>" to her "<defName>installeye</defName>"

EDIT2: Fixed gold cost on AI chip too!

To all of you suggesting something to heal torsos, or give regeneration, those are either beyond the game's capabilities, or beyond my own coding skills. Sorry about that. This mod is unlikely to add anything more until the medical drop-down list is changed to fit more options in, as well as give more freedom in altering other parts like the torso. It still bothers me that Mechanised Treads don't automatically attach to both legs. But I am still glad to hear suggestions.

Sorry that the Alpha 9 version which I updated all by myself, turned out to be surprinsingly buggy. And even worse, I fixed several issues that you guys were having, and was SURE I uploaded it, but... Whoops. Don't really deserve forgiveness for that big a mistake. Accidentally hogging version 1.7B to myself, really feeling guilty.

Luckily Neocryptorian and D141370 are great guys! You have all of my gratitude!
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: dareddevil7 on April 30, 2015, 08:57:13 PM
you just sorta vanish unless its for updating to a new version
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: boltactionjack on May 01, 2015, 02:36:28 AM
This mod allows me to create servitors from Warhammer 40k. A dream come true. Thank you so much for adding those treads. Wish there was a brain implant that would replace people's traits with something like Hard Worker, Psychopath, Steadfast, and abrasive. Just to really make a macabre human-slave machine. I really need to figure out how to mod that in.
But anyway, thank you for the work your put into this. It is quality.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: Minus on May 02, 2015, 12:53:16 AM
Okay found some bugs. Crafting bionics refuses to give crafting XP for some reason. I can't work out why. I also cannot find the core game recipes for tailoring and smithing which would've helped me sort this out. Bear with me guys.

Quote from: dareddevil7 on April 30, 2015, 08:57:13 PM
you just sorta vanish unless its for updating to a new version
Yeah... Kinda got some health issues that are taking up my time. But regardless, I wanna make sure I never let this mod fall behind. That would be unfair to you guys.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: Boboid on May 02, 2015, 05:20:46 AM
Had a quick look - I think it's because you haven't assigned a workSkill to your recipes. Or a workStatSpeed but that shouldn't matter.

Edit: Yeah I just tested it, you just forgot to add a workSkill, works fine once you do.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: Minus on May 03, 2015, 12:52:56 AM
Quote from: Boboid on May 02, 2015, 05:20:46 AM
Had a quick look - I think it's because you haven't assigned a workSkill to your recipes. Or a workStatSpeed but that shouldn't matter.
But I have. I can see it there, and it's been there since Alpha 9. Not sure if it was broken then too or not. Testing it more, and still not getting any XP at all. Even though I am using the identicle code used to make medical operations give XP, and that works fine.

How did you get it to work with crafting?

EDIT: I think I worked it out! <RecipeDef ParentName="this is a cool feature">
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: Boboid on May 03, 2015, 01:01:42 AM
I downloaded the most recent version, went into your Defs->recipedefs->ProstheticWorkbench, and compared it to other modded recipedefs, I couldn't find the vanilla smithing/tailoring either.

It ought to look like this
-<RecipeDef>

<defName>CreateBionicEye</defName>

<label>Craft bionic eye</label>

<description>Crafts a bionic eye from plasteel.</description>

<jobString>Crafting bionic.</jobString>

<workAmount>1000</workAmount>

<workSkill>Crafting</workSkill>


But originally it was just missing <workSkill>Crafting</workSkill>
Once I added it worked fine, xp was gained as per normal.

All your prosthetic workbench recipes are missing workSkills.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: Minus on May 03, 2015, 01:12:47 AM
Quote from: Boboid on May 03, 2015, 01:01:42 AM
But originally it was just missing <workSkill>Crafting</workSkill>
Once I added it worked fine, xp was gained as per normal.

All your prosthetic workbench recipes are missing workSkills.
The issue wasn't that it was missing the code. The code was there at the top. What I didn't realise was that I had to connect each def to the top bit now.
I also found out that the medical operations were totally broken. Giving someone a bionic heart would give an okay amount of XP. But giving someone a new hand would give you SIXTEEN TIMES more XP. I think I screwed up my maths by ignoring the passions a colonist might have. So now crafting AND medical XP gain have both been fixed a new version will go up shortly. If you don't see 1.8B, then I've not uploaded the new file yet.

EDIT: The 16x XP boost is a vanilla thing... Tynan finally made the base game give XP for surgery, but went a bit mad with how much to give. Given that I was the one to make the medical XP mod in the first place it feels weird for me to now be the one reducing the amount of XP it gives. But it's totally broken as it is, so I hope you guys are okay with this recuction. Also fixed a typo with creating a Bionic Jaw.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: Boboid on May 03, 2015, 01:17:18 AM
Well at least it's fixed, glad I could of no-help :P

Where the hell are the vanilla defs for tailoring/smithing in any case? I've scoured every single folder
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: Minus on May 03, 2015, 01:38:48 AM
Quote from: Boboid on May 03, 2015, 01:17:18 AM
Well at least it's fixed, glad I could be of no-help :P
Hey now, it was because of you I went back and checked and checked and checked and checked and checked and checked until I FINALLY realised my mistake! New version is now up!
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8
Post by: dareddevil7 on May 03, 2015, 09:55:12 PM
Quote from: Minus on May 02, 2015, 12:53:16 AM
Quote from: dareddevil7 on April 30, 2015, 08:57:13 PM
you just sorta vanish unless its for updating to a new version
Yeah... Kinda got some health issues that are taking up my time. But regardless, I wanna make sure I never let this mod fall behind. That would be unfair to you guys.
sorry to hear that, very kind of you to still keep checking up on this mod to make sure it still works
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: CazemTheNinja on May 09, 2015, 03:53:12 AM
I have made a combination mod of three mods one of them being yours and then glittertech and also epoe mod as they dont work together originally, so i have made a fix pack for this. Im not sure of your opinion on modpacks so i wanted to just get explicit consent, the link is here and i have credited your mod. Here is the post https://ludeon.com/forums/index.php?topic=12961.0

Thankyou
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: NotAnHiro on May 12, 2015, 12:56:12 PM
Thanks for the mod!

I enjoyed turning ears into lavish meals immensely. However, two things I noticed which gave me trouble during the game:

-  Could you also include a recipe for creating power claws, since you made the power arm?

- Any possibility of a recipe for a spinal buff soon?
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: Minus on May 15, 2015, 11:44:29 PM
Quote from: NotAnHiro on May 12, 2015, 12:56:12 PM
- Could you also include a recipe for creating power claws, since you made the power arm?
- Any possibility of a recipe for a spinal buff soon?
Since the surgery list is now bigger, I can add more things to this mod. Spine and torso buffs are not one of them, but adding a way to repair spinal damage, as well as other minor injuries, I should be able to do.
I've also got a robot conversion surgery planned.

But making power claws? Hmm. I kinda wanted to keep the AI core and power claws as rare items, but I guess I could at least let you upgrade those scyther blade arms that you get from robot enemies into power claws. To make it more even with AI cores, which you can get outside of trading, but you gotta fight for it.
Once the game lets me give more health to cybernetic parts it'll make your colonists really tough. So in preperation for that, i'm putting in these limits. But hey, play long enough and you'll get all the power claws and AI cores you need.

And if I ever get that gun-arm to work, you won't even want a power claw anymore! But thanks for the input. Really wanna keep this mod fun, without letting it break the game's balance.

Update:
I've made the workbenches passable like the normal ones are now. Also adding in a new workbench sadly, as I need one that's much bigger for the robot crafting. I might find some other uses for it later to make it feel more worthwhile. Also increased building time of all workbenches as they were really low. AND made them use electric. Doesn't make sense that you could craft bionics with no electonic help.
OH and changed the arm removal surgery to remove arms from your shoulders instead. This keeps everything in line, and removes the bug where attaching a bionic arm wouldn't drop an organic one like it used to. Although limbs plopping off after having a bionic installed was itself a bug, but I've come to like it.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: tylers2001 on May 16, 2015, 12:59:03 PM
This will make me seem very stupid i am assured of it but which one do we download for alpha ten the current version of alpha ten at least.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: harpo99999 on May 16, 2015, 04:56:13 PM
tylers2001, the only version for alpha10 in te OP is the 1.8b. the other attachments in the op are for previous alphas
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: rdz1122 on June 13, 2015, 09:05:56 PM
Any potential for updating this to A11?  I like this simpler approach, vs the other one that requires new minerals and multiple worktables.
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: Flarestarchild on June 14, 2015, 12:49:47 AM
I'm of the same thought. I've loved this since it came out. Hopefully soon® .
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: ( Tchey ) on June 14, 2015, 06:29:01 PM
I'm looking for a mod like this for my next play with Alpha 11. Hope this will be updated soon enough !
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: Sagerk on June 15, 2015, 05:24:57 PM
Add my vote for updating this!
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: Grynnreaper on June 15, 2015, 11:31:37 PM
And my axe!
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: npeters6546 on June 16, 2015, 02:20:09 PM
Minus! We NEED you! Update this beautiful creation of yours!
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: thejellyshark on June 24, 2015, 12:40:45 AM
So..... is it safe to say that this mod is dead? Because the last time the mod author was even online was over a month ago. Also, and I hate to be that type of person who speculates like this, but it may be possible that the 'health problem' Minus stated a few pages back affected him in a way that removed his ability to update his mod or go on the forums. So, and again, this is just 100% speculatory, it may be time for this mod to be claimed dead.  :'(
Title: Re: [MOD] (Alpha 10) Extended Surgery and Bionics V1.8B
Post by: Eisenwulf on June 24, 2015, 09:58:32 AM
What about missing fingers & toes? It always seemed (to me) to be a bit extreme to replace an entire limb to fix the debuff that results from a missing finger or toe.  :-\

(And, what about scar removal?)

P.S. -- the mod link needs to be reinserted
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: SecretMe on June 26, 2015, 10:35:46 AM
Can you please reupload this and the brain surgery mod?
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: SecretMe on June 26, 2015, 10:45:31 AM
Can someone reupload this and the brain surgery mod for alpha10?
Thanks in advance.
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: InfiniteRemnant on June 28, 2015, 02:10:33 PM
if minus isn't available, would it be possible for a 3rd party quick fix version to be made? i seem to remember that being done once before.

This is the only surgery mod that i like, the others add too many workbenches, add materials, and at least one adds non-surgical items. I'd really like to see this thing updated...
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Cefwyn on June 30, 2015, 06:10:06 AM
Could someone get me the A10 version? Would like to take a look at the code.
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: harpo99999 on June 30, 2015, 07:17:59 PM
Quote from: Cefwyn on June 30, 2015, 06:10:06 AM
Could someone get me the A10 version? Would like to take a look at the code.
here isthe 1.8b version
hope this helps

[attachment deleted due to age]
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Cefwyn on July 01, 2015, 08:42:56 AM
Thanks :D
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Cefwyn on July 01, 2015, 03:39:21 PM
Alright - Update to A11 should be done!

Download here (Dropbox). (https://dl.dropboxusercontent.com/u/9164057/Rimworld/SurgeryExtendedAndBionics1.9.zip)

Let me know if something isnt working.

Content belongs to original author - will take down if requested.
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: xDorito on July 04, 2015, 02:27:45 PM
Working great for me. Thanks Cefwyn! You saved my hunter after he lost his leg!
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Grynnreaper on July 05, 2015, 05:08:00 PM
Thanks Cef, I really like this mod the other is too demanding, now about glittertech...
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: TimTumm on July 07, 2015, 04:54:35 PM
I'd like to know which bionics are in one mod that are not in the other.  For example, does this one let you do a spine? How do you fix a "bad back" or "frail"?
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: halitsu on August 06, 2015, 07:23:05 AM
Download link is gone...
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: harpo99999 on August 06, 2015, 06:13:26 PM
did you check the last post on the previous page?
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Laos on August 22, 2015, 12:22:41 PM
I really hope you choose to update this for A12! :D
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: boltactionjack on August 26, 2015, 02:10:34 AM
This is my favorite rimworld mod. I hope you can update it to A12.
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Bonbonkocher on August 30, 2015, 04:12:42 AM
Hello, I find your mod very good

I once started it in German only times for me to translated.

May I then ask übersetztund online?

it's a seperatte folder structure and not change at all your coding!

your struktuer
-SurgeryExtendedAndBionics
--About
--Defs
--Textures

and we only added a new folder
--Languages
---German

then you could make a mod for other countries interesting

You have questions, then write me a pn message


bonbonkocher

Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Empyky on August 30, 2015, 10:24:38 PM
yo! first-sorry for my bad english, il rty my best
now. i got a problem. try to make bionic leg with 3 steps- make keg on organ vat, next make simple prosthetic leg on workbench, and finally upgrade this to bionic but.. i cant upgrade it. game tell me i dont have resourses. at this moment i have 3 let from organ vat, 2 simple prosthetic leg aaaand 50 plastic (my english soo bad xD)  . reciepe cost 1 each and 25 plastic. what i do wrong? help me please, my killer cant walk xD
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Empyky on August 31, 2015, 03:45:48 AM
+ i got another problem - my 18 doctor cant make surgery with new inplants BOTH from vat and other workbench (ears, noses ect) they say 'we dont have resourses, check storeges. and yes - i cant place this inplants in storage, even if i make new one, totally empty with 'allow all' button. help me please, i dont know what to do(( i wanna make bionic army guys! xD
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Bonbonkocher on September 03, 2015, 09:13:49 AM
hallo gib hier einen der die fehler beheben kann.

hier mein log
hi give here a can fix the errors.

I'm not entirely behind

here is my log
https://www.dropbox.com/s/191qx0wukt42a7h/output_log.txt?dl=0
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Ykara on September 03, 2015, 11:01:06 AM
Quote from: Bonbonkocher on September 03, 2015, 09:13:49 AM
hallo gib hier einen der die fehler beheben kann.

hier mein log
hi give here a can fix the errors.

I'm not entirely behind

here is my log
https://www.dropbox.com/s/191qx0wukt42a7h/output_log.txt?dl=0
You are using an alpha 11 mod for alpha 12, of course it won't work properly. You have to wait for a fan-update or just use alternative mods.
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Bonbonkocher on September 03, 2015, 01:36:41 PM
alternative mods is ?

you have a link or name ?
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Ykara on September 03, 2015, 01:54:58 PM
Quote from: Bonbonkocher on September 03, 2015, 01:36:41 PM
alternative mods is ?

you have a link or name ?
[ShamelessSelfAvertisment]There is a mod called Expanded Prosthetics and Organ Engineering, I've heard it's kind of enjoyable. You can find it in my signature. It even has German translation![/ShamelessSelfAdvertisment]
Title: Re: [A10] Extended Surgery and Bionics V1.8B
Post by: Pumpus on March 28, 2016, 10:00:55 AM
Ykara can you please add the organ vat component of this mod as an add on to you mod. I want to be able to boil down my naughty prisoners into stuff.
Title: Re: [A11] Extended Surgery and Bionics V1.9
Post by: Minus on June 12, 2016, 03:31:36 AM
This will be my last post here most likely. I can't continue this mod anymore incase that wasn't clear. Don't PM be to ask if you can continue it in my stead, because the answer is a huge yes. Take any parts you want from it, copy-paste any of the codes into your own mods.

I know many of you depended on me and that this mod was one of the bigger ones people used. So I am sorry yet again for not only not updating it, but for not coming back here to let people know I wasn't gonna be making mods anymore.

If someone has already taken over this mod, but changed the name and made a new thread, can I get a link?
Title: Re: [A11] Extended Surgery and Bionics V1.9
Post by: Fregrant on June 12, 2016, 06:11:28 AM
Expanded Prosthetics and Organ Engineering 1.63 - looks quite similar
https://ludeon.com/forums/index.php?topic=10571.0
Title: Re: [A11] Extended Surgery and Bionics V1.9
Post by: InfiniteRemnant on June 13, 2016, 02:53:58 PM
Similar but not the same, this was the better mod IMHO. That one doubled the number of work tables for no reason, stripped out a really useful feature for the sake of "balance" (I have yet to produce anything using EPOE that a prostophobe won't bitch about, being able to grow normal body parts in a vat was really handy.), and added a degree of convolution to the whole thing that i don't see the point of (among other things, did we really need a new raw material?).

EPOE is still far better than the rest of the surgery mods out there, but I would much rather be using this mod, even if maintained by a third party, than settling for the 2nd place competitor.
Title: Re: [A11] Extended Surgery and Bionics V1.9
Post by: syafiq2409 on August 07, 2016, 07:56:11 AM
I just install and add the mods in rimworld v 0.14.1234 in the folder (RIM\Mods\SurgeryExtendedAndBionics) , I initially got there error incorrect target version. Later I edited in the wordpad "about" file to adjust to version 0.14.1234 , but it seems i could not find the option to craft the table. The operation options is also not updated and retained the vanilla surgical options

Title: Re: [A11] Extended Surgery and Bionics V1.9
Post by: JT on August 15, 2016, 12:03:54 PM
@syafiq2409: Mods this old need a lot more changes than merely changing the target version number.  This mod is old enough and popular enough that many people have wanted to update it but haven't managed to do it successfully -- which should tell you a bit about how difficult it is. =)

Plus, we have Expanded Prosthetics and Organ Engineering now, which excepting InfiniteRemnant's and E's complaints is still excellent.