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Messages - Turtle Medic

#1
Outdated / Re: [A12] RimBeast(v0.101): The hunt begins.
September 11, 2015, 02:44:13 PM
Quote from: bazalisk on September 11, 2015, 12:58:20 PM
Is this an Event?

does it turn up and stomp my base, like a boss fight or is it small and/or passive?

--snip--


I second this, is the fort turtle like a warg attack or are they just wandering about?

Looked in the code and noticed that wildSpawn was disabled but didnt see any events in the file.

EDIT: The turtle texture is pretty epic, but that almost goes without saying.
#2
Your moddb download is nonfunctional at the moment

also I would be very interested in an about section that explains why you spent time with c# for this.
#3
Releases / Re: [MOD] (Alpha 8) Natural Surgery (More)
January 01, 2015, 08:43:54 AM
Quote from: john pretzel on December 31, 2014, 10:38:40 PM
"medic turtle's" update

heh

Nice mod, I've always wanted to be able to fix any problems with my colonists.

The reason the torso replacement get rid of all bionics and regrows limbs is the same as why installing a leg will fix a foot, it repairs all parts that are connected to it, and with the torso, everything is connected to it. Unfortunately I don't think there is a way around the behavior, so getting rid of bad backs and torso scars is going to require removing all bionics and then reinstalling them unless someone makes a .dll mod.
#4
Outdated / Re: [MOD] (Alpha 8) Brain Surgery
December 29, 2014, 10:26:40 AM
Minus made the mod fine, it just has an unlisted dependency on new recipe nurse because the medical recipes is missing about 6 lines of code.

I've added them in and the mod no longer requires new recipe nurse, Ill attach it as a download.

[attachment deleted due to age]
#5
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
#6
Outdated / Re: [MOD] (Alpha 8) Sleepy Time
December 29, 2014, 09:53:54 AM
Quote from: bullet on December 29, 2014, 08:21:24 AM
Good idea, but needs some work. About textures - for earlier alphas was nice mod "medical bed". Unfortunately, I could not find an old topic about it, but I attached it to post. There's a very original textures. If the author would not mind, you could use them.

This? https://ludeon.com/forums/index.php?topic=2664.0
I considered it, but the textures are a little bit too detailed for me, I'll contact Kirid and see if I cant have two versions up with different textures, for those who prefer the look.

Quote from: Igabod on December 29, 2014, 01:33:40 AM
Just a suggestion for balancing the beds slightly. You could add a power requirement for both of the new beds (think machines for pumping the stims or the sleeping drugs into the colonist) to help even out the OP nature of the beds. And a research topic to unlock them would be a good idea too.

Thank you for the feedback!
They have a research requirement, and I like the idea of powering the beds, but I don't think its possible to have a bed that you cant seep in during a solar flare, or without power, unless I do .dll modding, which I don't know how to do.

#7
Outdated / [MOD] (Alpha 8) Sleepy Time
December 28, 2014, 09:32:17 PM
Adds 2 new beds, a sleepy bed with horrible rest efficiency that puts people in a mini coma, and a Stim bed that has double rest efficiency and lets colonists get away with less sleep.

Sleepy beds are good for keeping prisoners from breaking the leg of your only medic because one of their friends bled out in the prisoner room and they snapped. They cant be warden'd while sleeping so after everyone is stabilized you should move them to another bed.

Stim beds are good for researchers who just need more time, or really anyone who needs less sleep because they always have a job.

If I ever figure out how to add thoughts to the beds, I will make a stim bed that turns sleeping into a power nap, but with steadily increasing bad thoughts from hallucinations.

Textures of the beds from T's mods by Telkir
https://ludeon.com/forums/index.php?topic=4373.0

Edit: whoops, uploaded wrong version, new one has correct definitions for the beds

[attachment deleted due to age]
#8
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

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#9
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

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#10
None of the Research topics show up?

Aside from the removal surgeries, nothing else from the mod is unlocked at start.
#11
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.
#12
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!
#13
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

#14
Updated this to Alpha 8, the different rock types and my inability to get multiple drops from one rock means that the stone quarry only drops granite, which is the strongest rock HP wise. Also you can build these anywhere, not just rock surfaces, couldn't get that to work.

I have not changed the drop rates from alpha 7, so you might want to change silver drops because 35 silver is pretty worthless.

This version uses the graphics from the alpha 7 version so if you want the prettier (IMO)
graphics for uranium, silver, and metal, download the alpha 6 version off of the nexus and replace the textures.

I would have made a new topic about this considering the last post date, but its not my mod sooo...

*edit: typo

[attachment deleted due to age]
#15
Outdated / Re: [MOD] (Alpha 7) Synthmeat
December 20, 2014, 07:39:11 PM
Updated this to Alpha 8, uses the medicine skill though, only because it's hard to level, unless you beat your prisoners.
Just a heads up, you need at least 5 medicine skill to make Sythmeat.

Edit: Fixed work priority starvation problem

[attachment deleted due to age]