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Messages - Heremeus

#1
Releases / Re: [1.4] Mech Recharger Standby Mode
April 28, 2024, 06:37:55 AM
Updated for Rimworld 1.5 and Anomaly DLC



Quote from: sai05 on December 17, 2022, 05:54:57 PM
Quote from: Heremeus on October 24, 2022, 09:51:25 AMDid you notice those pesky Mech Rechargers consuming your power, even while no mech is being charged? This mod puts them on standby - reducing their power consumption from 200/300/400 W to 40 W - when not charging.



its only me or ppl to ? not working :(

A bit late of a response, but there were some issues initially and I forgot to update the forum post and github release. Should be working now when using the Github release.
#2
Updated for Rimworld 1.5 and the Anomaly DLC!

Thanks to Gresysuki for providing a PR with the required changes.
#3
Releases / [1.5] Mech Recharger Standby Mode
October 24, 2022, 09:51:25 AM
Did you notice those pesky Mech Rechargers consuming your power, even while no mech is being charged? This mod puts them on standby - reducing their power consumption from 200/300/400 W to 40 W - when not charging.

Features
  • Reduces power consumption of unused Mech Rechargers to 40 W

Download
Steam
Github

Compatibility
There are no known incompatibilities with other mods. Please let me know if you encounter any issues.

Save game compatibility
This mod can be added to and removed from existing saves at any time.
#4
Releases / [1.4] Medical Dissection
October 24, 2022, 07:38:31 AM
Updated for Rimworld 1.4 and the Biotech DLC!

Also improved the dissection default work tab priorities. Now your low medicine colonists without a passion for it won't start dissecting corpses.
#5
Releases / Re: [1.3] Medical Dissection
January 28, 2022, 06:15:37 AM
Quote from: Wolpeti on January 28, 2022, 12:44:18 AM
its just one script and in 120 days you couldn't cut one script.

         <operations>
            <li Class="PatchOperationReplace">
               <xpath>Defs/ThingDef[@Name="Autopsy Basic"]/recipeMaker/recipeUsers</xpath>
               <value>
                  <recipeUsers>
                     <li>TableDissection</li>
                  </recipeUsers> and so on

i just wrote a patch myself in five minutes.

That's great. Feel free to open a pull request on github  :)
I'm not 100% sure as I've not done any Rimworld modding in ages but I think your patch cause the autopsy table to stop working (because it replaces the recipe user of the basic autopsy)? Shouldn't that be PatchOperationAdd?
It also only works for basic autopsy. If I remember correctly, there's other autopsy types to be unlocked through research?
#6
Releases / Re: [1.3] Medical Dissection
August 08, 2021, 03:33:27 PM
Updated to version 2.6 which adds Chinese Simplified translation by Steam user 若月スバル

I didn't have any time yet to look into the HOPM patch.
#7
Releases / Updated for Rimworld 1.3
July 22, 2021, 07:41:48 AM
Medical Dissection has been updated for Rimworld v1.3!

Please let me know if you encounter any issues (especially with the new DLC).

Quote from: Wolpeti on May 16, 2021, 03:49:11 AM
QuoteHarvest Organs Post Mortem
The mod contains a patch for Harvest Organs Post Mortem (HOPM). If HOPM is installed, you can add dissection bills on autopsy tables. The required research changes to Basic Autopsy. The dissection table is still available but can only be used for dissections, not for organ harvesting.

can you enhance that patch so that i can use the Medical Dissection Table for the Organ harvesting?
The MD Table has a great look and the harvest table is just a grey medical bed and looks totaly lame. In fact its the main and only reason i deactivate the Harvesting Mod over and over again in favour of Dissection, because the table just looks like crap.
Quite a late response but I'm currently only providing bug fixes and version updates. It should be possible but I'm not doing any Rimworld modding at the moment so would take some time for me to figure out how.

Quote from: vandal on July 20, 2021, 03:05:41 PM
any update into the other wip features?
Which features are thinking of specifically? The only thing I remember that didn't make it into the mod is having an "autopsy room" that gives some kind of buff depending on cleanliness (kind-a like hospital rooms).
#8
Releases / Re: [1.2] Medical Dissection (v2.4)
September 06, 2020, 12:37:33 PM
Medical Dissection has been updated for v1.2!

Please let me know if you encounter any issues.
#9
Releases / Re: [1.1] Medical Dissection (v2.3)
March 04, 2020, 05:36:19 PM
Medical Dissection has been updated for v1.1 :)
#10
Releases / Re: [1.0] Medical Dissection (v2.2)
November 02, 2019, 12:57:16 PM
Updated to v2.2 to fix some issues :)

Changelog

  • Fixed dissection on autopsy table not working correctly sometimes
  • Fixed redefining Main Research tab
  • Fixed dissection option on people waiting for surgery (EOPE conflict)
  • Disallow colonist corpses for dissection by default (No longer accidentally destroying bodies of colonists you wanted to resurrect)
  • Fixed dissected hediff not being removed on resurrection
  • Changed "Study Medicine" work type label to "Dissect"
#11
Releases / Re: [1.0] Medical Dissection (v2.1)
September 17, 2019, 04:58:31 AM
Quote from: Hjkma on September 17, 2019, 03:25:27 AM
What about if colonists could extract organs, implants and skin during dissection? As additional recipes, the same as dissection, but with increased working time and a lot of negative mood debuff.
Harvest Organs Post Mortem does that already. Medical Dissection has a compatibility patch and let's you use the same research (Basic Autopsy) and Workbench (Autopsy Table) for both things.
#12
Releases / Re: [1.0] Medical Dissection (v2.1)
September 16, 2019, 02:53:37 PM
Quote from: vovik on September 16, 2019, 01:24:57 PM
Btw, as far as i understand any instance that has a body is considered as pawn in code, and bodyparts are dynamic and have similar parent - and as far as your code uses parent methods of all bodyparts to dissect it can dissect anything with a body, in this case human limitaition is comepletely arbitrary. Otherwise its easy to remove limitation - just use higher level abstractions that all bodyparts and bodied items derive from.
That's sounds like a good option to allow dissecting other alien races. I'll keep it in mind if I ever come across non-humanoid aliens to dissect :)
#13
Releases / Re: [1.0] Medical Dissection (v2.1)
September 15, 2019, 02:44:14 PM
Updated to v2.1. The new version fixes a compatibility issue with Harvest Organs Post Mortem and adds a setting to always destroy the corpse after dissection. See the changelog in the original post for full changes.
#14
Releases / Re: [1.0] Medical Dissection (v2.0)
September 11, 2019, 07:10:10 PM
Quote from: Tocato on September 11, 2019, 06:56:27 PM
3000 exp for under 2 hrs seems like a lot. Ill give it a try. I did notice on the steam page it says not safe to remove mod post dissection so ill have to be careful when updating

I thought so as well but it's balanced against vanilla tending. You get 500xp for tending 600 ticks (about 14 minutes) whereas dissection gives you 3000xp for 3750 ticks (0.83 vs 0.8 xp per tick). Tending also saves/helps your guys whereas dissection costs you resourced (can destroy the corpse).

Edit: You can tweak the xp value in the settings if 3000 feels like too much.

The problem with removing the mod from a save is that Rimworld doesn't handle missing tales (the stories for artworks) very well. I'll see if I can add an option that allows you to safely remove the mod.
#15
Releases / Re: [1.0] Medical Dissection (v2.0)
September 11, 2019, 06:24:13 PM
Finally finished version 2.0! :)
Quite a big overhaul on the code side but the core concept stayed. You finally get a beautiful dissection table thanks to /u/Edward_StoneHammer. The mod now is better balanced and got other little improvements. Full changelog is in the updated original post.


Sorry for being quiet all this time. I didn't get any notifications (changed my settings now) and didn't expect anyone to reply here.

@vandal I added some new stuff and simplified other things. Dropped the whole dynamic xp idea. While it's interesting, the player has no idea what actually happens. Now it's a straight "you get 3000xp for 1.5 ingame hours of work on one body".

@vovik I will have a look into the changes and see what I can integrate into the mod. It's now all handled by a jobgiver.