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Topics - Aristocat

Pages: [1] 2 3 4
1
Mods / Game stutters every time pawn finishes a hauling job.
« on: April 30, 2018, 12:25:12 PM »
Also stutters when a pawn hauling things to the buildings.

I also noticed this yellow error message is spammed every few second on the log.

Any ideas?

Code: [Select]
TryFindBestBillIngredients.Postfix __result: False
Verse.Log:Warning(String)
WeaponStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch2(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob_Patch0(Object, Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
PrisonLabor.HarmonyPatches.<>c__DisplayClass1_0:<CreatePredicate>b__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch5(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
TickMultiThread.SpecialInjector_TickMultiThreadDetour2:_Tick(TickList)
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1722</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>MOD-E-A18</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.7</li>
    <li>AdvancedAnimalFramework</li>
    <li>ModSwitch</li>
    <li>AllowDeadMansApparel</li>
    <li>Locks</li>
    <li>AnimalArmor</li>
    <li>AnimalsLogic</li>
    <li>AnimalTab</li>
    <li>AntiAutoUnload</li>
    <li>ArchitectSense</li>
    <li>AreaUnlocker</li>
    <li>AssignPrisonerBed</li>
    <li>AvoidFriendlyFire</li>
    <li>A_Dog_Said-B18.2</li>
    <li>BetterPawnControl</li>
    <li>Better_Sandbags-1.1</li>
    <li>Blueprints</li>
    <li>Bulk Stone Cutting</li>
    <li>CentralizedClimateControl</li>
    <li>CaravanOptions</li>
    <li>CleaningArea</li>
    <li>Clutter Furniture</li>
    <li>Clutter Structure</li>
    <li>Clutter Structure_Windows</li>
    <li>ColonistBar_KF</li>
    <li>ColonyManager</li>
    <li>ColorCodedMoodBar-1.1-Alpha-0.18.1722</li>
    <li>Cooks Can Refuel</li>
    <li>CustomDeathRandomness</li>
    <li>Deep Ore Identifier</li>
    <li>DefensivePositions</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ExemptedStockpiles B18v2</li>
    <li>FashionRIMsta -A18</li>
    <li>Dubs Skylight</li>
    <li>Doors-Expanded</li>
    <li>DESurgeries</li>
    <li>Five Second Rule - Release</li>
    <li>FluffyBreakdowns</li>
    <li>FreshStockpileFilter-B18</li>
    <li>GiddyUpCore-18.7.6</li>
    <li>battlemounts-18.7.2</li>
    <li>GiddyUpCaravan-18.3.2</li>
    <li>GiddyUpRideAndRoll-18.1.7</li>
    <li>Grenade Fix Rearmed</li>
    <li>FoodAlert-0.18.0.1</li>
    <li>ForbiddableDebris</li>
    <li>Hand Me That Brick</li>
    <li>Hospitality</li>
    <li>How-Much-Longer-My-Muse-0.18.0.1</li>
    <li>Hunting Alert</li>
    <li>ICanFixIt</li>
    <li>ImprovedWorkbenches</li>
    <li>JecsHuntingWithTraps</li>
    <li>JTExport</li>
    <li>JTZoneButtons</li>
    <li>Locks.DoorsExpanded</li>
    <li>Logistics</li>
    <li>ManhunterPacksRebalanced</li>
    <li>Meals On Wheels - Release</li>
    <li>MedicalTab</li>
    <li>Medieval Times (v. 1.94.B18)</li>
    <li>Mending</li>
    <li>MinifyEverything-a18</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. DrillTurret</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Moody</li>
    <li>MorePlanning</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>New Zone Tools</li>
    <li>P-Music</li>
    <li>Pandora Dark</li>
    <li>ParasiteTendsMatter</li>
    <li>Patient Sanity</li>
    <li>PickUpAndHaul-0.18.1.8</li>
    <li>PlantCuttingIsForGrowers</li>
    <li>PrepareLanding</li>
    <li>PrisonLabor</li>
    <li>Psychology</li>
    <li>QualityBuilder</li>
    <li>QualityCooldown</li>
    <li>QualitySurgeon</li>
    <li>RelationsTab</li>
    <li>ResearchableStatUpgrades-master</li>
    <li>ResearchTree</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Configurable Maps</li>
    <li>RF - Faction Control</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Smooth Stone Walls</li>
    <li>Rim-of-Madness---Bones</li>
    <li>RimFridge</li>
    <li>RimQuest</li>
    <li>RimSearch</li>
    <li>RimWorld-Achtung-Mod-master</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>Room Food - Release</li>
    <li>RT_Fuse-B18-1.1.1</li>
    <li>RT_PowerSwitch-B18-1.0.8</li>
    <li>RT_SolarFlareShield-B18-1.2.2</li>
    <li>RunAndGun-0.18.3.4</li>
    <li>RunandHide</li>
    <li>RWAutoSell</li>
    <li>rwtemperature</li>
    <li>RW_RefugeeStats</li>
    <li>SF [B18] Rain Removes All Filth</li>
    <li>SaveStorageSettings</li>
    <li>Share The Load - Release</li>
    <li>ShootingSkillEnhanced</li>
    <li>ShowHair</li>
    <li>Signs_and_Memorials</li>
    <li>SkillOverhead</li>
    <li>Spoons Hair Mod -A18</li>
    <li>StackMerger</li>
    <li>StackXXL</li>
    <li>static_quality_plus_B18</li>
    <li>StuffedFloors</li>
    <li>StuffFilter</li>
    <li>SunTzu-RaiderTactics-0.18.0.1</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>TD Enhancement Pack - Release</li>
    <li>TraderDismissal-0.18.0.2</li>
    <li>TradingSpot</li>
    <li>VisiblePants</li>
    <li>WildlifeTab</li>
    <li>W_ClearWay</li>
    <li>ZhentarsSunLampDesignator</li>
    <li>[B18] JernfalkStandaloneHorses</li>
    <li>[B18]ConduitDeconstruct</li>
    <li>WildAnimalSex 2.2</li>
    <li>WorkTab</li>
    <li>EdBPrepareCarefully</li>
    <li>ChangeDresser</li>
    <li>ED-EnhancedOptions</li>
    <li>Slave Outfits</li>
    <li>RealFoW</li>
    <li>More Furniture</li>
    <li>Storyteller hair B18</li>
    <li>SmartMedicine - Release</li>
    <li>WhileYoureUp</li>
    <li>FinishTheDamnThing B18v1</li>
    <li>VE-CO Better Body Damage Distribution EPOE</li>
    <li>VE-CO Blood and Pain 200%</li>
    <li>VE-CO Tougher Body</li>
    <li>RuntimeGC</li>
    <li>RotTickFix</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>WorkFlex</li>
    <li>FollowMe</li>
    <li>ProjectRimFactory-master</li>
    <li>MiningCo. Spaceship</li>
    <li>Shuttlecraft</li>
    <li>SSNoRogueRobots-master</li>
    <li>TickMultiThread</li>
    <li>Slower Infestation</li>
    <li>Orbital-Trade-Transponder-0.18.0.3</li>
    <li>Faction Discovery</li>
    <li>ExtendedInspectData-1.1.18.5</li>
    <li>artfulRobot</li>
    <li>DissectionMod-1.1.2</li>
    <li>Exotic Joy</li>
    <li>EPOERebalanced-1.4.2</li>
    <li>Dubs Bad Hygiene</li>
    <li>Carbon</li>
    <li>ButchersCanCountMeat-18.1.0</li>
    <li>SnapOut-B18</li>
    <li>RoomSense</li>
    <li>RimRoads-1.18.0.0</li>
    <li>TechnologyBlueprints</li>
    <li>OHU-Dropships-1.57</li>
    <li>GlitterWorldPrime [B18]</li>
    <li>Fences And Floors</li>
    <li>RF - Rainbeau Flambe - Storyteller</li>
    <li>RF - Editable Pawn Titles</li>
    <li>Lush Meadow</li>
    <li>B[18] MoreParka</li>
    <li>Days_Matter</li>
    <li>WeaponStorage</li>
    <li>LT-DoorMat</li>
    <li>Miscellaneous_TrainingFacility</li>
  </activeMods>
</ModsConfigData>

2
Help / [help] Game stops respond on attacking crashed ship.
« on: April 15, 2018, 01:24:01 PM »
I think I should try remove mod one by one but I have about 170 mods installed so I think asking here might be faster in case someone had same issue.

It also seems stops responds when I build something near the ship, so I imagine it has something to do with robots.

here's mod list.

Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>

-<ModsConfigData>

<buildNumber>1722</buildNumber>


-<activeMods>

<li>Core</li>

<li>MOD-E-A18</li>

<li>HugsLib</li>

<li>JecsTools-1.0.9.7</li>

<li>ModSwitch</li>

<li>AdvancedAnimalFramework</li>

<li>AllowDeadMansApparel</li>

<li>Locks</li>

<li>AnimalArmor</li>

<li>AnimalsLogic</li>

<li>AnimalTab</li>

<li>AntiAutoUnload</li>

<li>ArchitectSense</li>

<li>AreaUnlocker</li>

<li>AssignPrisonerBed</li>

<li>AvoidFriendlyFire</li>

<li>A_Dog_Said-B18.2</li>

<li>BetterMiniMap-0.18.0.1</li>

<li>BetterPawnControl</li>

<li>Better_Sandbags-1.1</li>

<li>Blueprints</li>

<li>Bulk Stone Cutting</li>

<li>CentralizedClimateControl</li>

<li>CaravanOptions</li>

<li>Carbon</li>

<li>CleaningArea</li>

<li>Clutter Furniture</li>

<li>Clutter Structure</li>

<li>Clutter Structure_Windows</li>

<li>ColonistBar_KF</li>

<li>ColonyManager</li>

<li>ColorCodedMoodBar-1.1-Alpha-0.18.1722</li>

<li>Cooks Can Refuel</li>

<li>CustomDeathRandomness</li>

<li>Deep Ore Identifier</li>

<li>DefensivePositions</li>

<li>ExpandedProsthetics&OrganEngineering</li>

<li>EPOERebalanced-1.4.2</li>

<li>ExemptedStockpiles B18v2</li>

<li>Exotic Joy</li>

<li>Faction Discovery</li>

<li>FashionRIMsta -A18</li>

<li>Dubs Skylight</li>

<li>Dubs Bad Hygiene</li>

<li>Doors-Expanded</li>

<li>DESurgeries</li>

<li>DissectionMod-1.1.2</li>

<li>Five Second Rule - Release</li>

<li>FluffyBreakdowns</li>

<li>FollowMe</li>

<li>FreshStockpileFilter-B18</li>

<li>GiddyUpCore-18.7.6</li>

<li>battlemounts-18.7.2</li>

<li>GiddyUpCaravan-18.3.2</li>

<li>GiddyUpRideAndRoll-18.1.7</li>

<li>Grenade Fix Rearmed</li>

<li>FoodAlert-0.18.0.1</li>

<li>ForbiddableDebris</li>

<li>Hand Me That Brick</li>

<li>Hospitality</li>

<li>How-Much-Longer-My-Muse-0.18.0.1</li>

<li>Hunting Alert</li>

<li>ICanFixIt</li>

<li>ImprovedAnesthetic</li>

<li>ImprovedWorkbenches</li>

<li>JecsHuntingWithTraps</li>

<li>JTExport</li>

<li>JTZoneButtons</li>

<li>Locks.DoorsExpanded</li>

<li>Logistics</li>

<li>ManhunterPacksRebalanced</li>

<li>Meals On Wheels - Release</li>

<li>MedicalTab</li>

<li>Medieval Times (v. 1.94.B18)</li>

<li>Mending</li>

<li>MinifyEverything-a18</li>

<li>MiningCo. AlertSpeaker</li>

<li>MiningCo. DrillTurret</li>

<li>MiningCo. Spaceship</li>

<li>MiningCo. SpotlightTurret</li>

<li>Miscellaneous_Core</li>

<li>Miscellaneous_BeeAndHoney</li>

<li>Miscellaneous_Incidents</li>

<li>Miscellaneous_MAI</li>

<li>Miscellaneous_Robots</li>

<li>artfulRobot</li>

<li>Moody</li>

<li>MorePlanning</li>

<li>Nandonalt - Set-up Camp</li>

<li>New Zone Tools</li>

<li>P-Music</li>

<li>Pandora Dark</li>

<li>ParasiteTendsMatter</li>

<li>Patient Sanity</li>

<li>PickUpAndHaul-0.18.1.8</li>

<li>PlantCuttingIsForGrowers</li>

<li>PrepareLanding</li>

<li>PrisonLabor</li>

<li>ProjectRimFactory-master</li>

<li>Psychology</li>

<li>QualityBuilder</li>

<li>QualityCooldown</li>

<li>QualitySurgeon</li>

<li>RelationsTab</li>

<li>ResearchableStatUpgrades-master</li>

<li>ResearchTree</li>

<li>RF - Basic Bridges</li>

<li>RF - Configurable Maps</li>

<li>RF - Faction Control</li>

<li>RF - Fertile Fields</li>

<li>RF - Fishing</li>

<li>RF - Pawns are Capable!</li>

<li>RF - Smooth Stone Walls</li>

<li>Rim-of-Madness---Bones</li>

<li>RimFridge</li>

<li>RimQuest</li>

<li>RimSearch</li>

<li>RimWorld-Achtung-Mod-master</li>

<li>Rimworld_IndustrialRoller</li>

<li>Room Food - Release</li>

<li>RotTickFix</li>

<li>RT_Fuse-B18-1.1.1</li>

<li>RT_PowerSwitch-B18-1.0.8</li>

<li>RT_SolarFlareShield-B18-1.2.2</li>

<li>RunAndGun-0.18.3.4</li>

<li>RunandHide</li>

<li>RuntimeGC</li>

<li>RWAutoSell</li>

<li>rwtemperature</li>

<li>RW_RefugeeStats</li>

<li>SF [B18] Rain Removes All Filth</li>

<li>SaveStorageSettings</li>

<li>Share The Load - Release</li>

<li>ShootingSkillEnhanced</li>

<li>ShowHair</li>

<li>Shuttlecraft</li>

<li>Signs_and_Memorials</li>

<li>SkillOverhead</li>

<li>Slower Infestation</li>

<li>Spoons Hair Mod -A18</li>

<li>StackMerger</li>

<li>StackXXL</li>

<li>static_quality_plus_B18</li>

<li>StuffedFloors</li>

<li>StuffFilter</li>

<li>SunTzu-RaiderTactics-0.18.0.1</li>

<li>T-ExpandedCloth</li>

<li>T-ExpandedCrops</li>

<li>T-MiscStuff</li>

<li>T-MoreBedsCloth</li>

<li>T-MoreFloors</li>

<li>T-RawCropThoughts</li>

<li>TD Enhancement Pack - Release</li>

<li>TraderDismissal-0.18.0.2</li>

<li>TradingSpot</li>

<li>VE-CO Better Body Damage Distribution EPOE</li>

<li>VE-CO Blood and Pain 200%</li>

<li>VE-CO Tougher Body</li>

<li>VisiblePants</li>

<li>WildlifeTab</li>

<li>WorkFlex</li>

<li>W_ClearWay</li>

<li>ZhentarsSunLampDesignator</li>

<li>[B18] JernfalkStandaloneHorses</li>

<li>[B18]ConduitDeconstruct</li>

<li>WildAnimalSex 2.2</li>

<li>WorkTab</li>

<li>EdBPrepareCarefully</li>

<li>ChangeDresser</li>

<li>ED-EnhancedOptions</li>

<li>Slave Outfits</li>

<li>RealFoW</li>

<li>More Furniture</li>

<li>Storyteller hair B18</li>

<li>SmartMedicine - Release</li>

<li>WhileYoureUp</li>

<li>FinishTheDamnThing B18v1</li>

</activeMods>

</ModsConfigData>

3
Mods / [help] Game stops respond on attacking crashed ship.
« on: April 15, 2018, 11:16:02 AM »
I think I should try remove mod one by one but I have about 170 mods installed so I think asking here might be faster in case someone had same issue.

It also seems stops responds when I build something near the ship, so I imagine it has something to do with robots.

here's mod list.

Edit: I think the topic was more suited for help section, but I can't delete the topic.

Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>

-<ModsConfigData>

<buildNumber>1722</buildNumber>


-<activeMods>

<li>Core</li>

<li>MOD-E-A18</li>

<li>HugsLib</li>

<li>JecsTools-1.0.9.7</li>

<li>ModSwitch</li>

<li>AdvancedAnimalFramework</li>

<li>AllowDeadMansApparel</li>

<li>Locks</li>

<li>AnimalArmor</li>

<li>AnimalsLogic</li>

<li>AnimalTab</li>

<li>AntiAutoUnload</li>

<li>ArchitectSense</li>

<li>AreaUnlocker</li>

<li>AssignPrisonerBed</li>

<li>AvoidFriendlyFire</li>

<li>A_Dog_Said-B18.2</li>

<li>BetterMiniMap-0.18.0.1</li>

<li>BetterPawnControl</li>

<li>Better_Sandbags-1.1</li>

<li>Blueprints</li>

<li>Bulk Stone Cutting</li>

<li>CentralizedClimateControl</li>

<li>CaravanOptions</li>

<li>Carbon</li>

<li>CleaningArea</li>

<li>Clutter Furniture</li>

<li>Clutter Structure</li>

<li>Clutter Structure_Windows</li>

<li>ColonistBar_KF</li>

<li>ColonyManager</li>

<li>ColorCodedMoodBar-1.1-Alpha-0.18.1722</li>

<li>Cooks Can Refuel</li>

<li>CustomDeathRandomness</li>

<li>Deep Ore Identifier</li>

<li>DefensivePositions</li>

<li>ExpandedProsthetics&OrganEngineering</li>

<li>EPOERebalanced-1.4.2</li>

<li>ExemptedStockpiles B18v2</li>

<li>Exotic Joy</li>

<li>Faction Discovery</li>

<li>FashionRIMsta -A18</li>

<li>Dubs Skylight</li>

<li>Dubs Bad Hygiene</li>

<li>Doors-Expanded</li>

<li>DESurgeries</li>

<li>DissectionMod-1.1.2</li>

<li>Five Second Rule - Release</li>

<li>FluffyBreakdowns</li>

<li>FollowMe</li>

<li>FreshStockpileFilter-B18</li>

<li>GiddyUpCore-18.7.6</li>

<li>battlemounts-18.7.2</li>

<li>GiddyUpCaravan-18.3.2</li>

<li>GiddyUpRideAndRoll-18.1.7</li>

<li>Grenade Fix Rearmed</li>

<li>FoodAlert-0.18.0.1</li>

<li>ForbiddableDebris</li>

<li>Hand Me That Brick</li>

<li>Hospitality</li>

<li>How-Much-Longer-My-Muse-0.18.0.1</li>

<li>Hunting Alert</li>

<li>ICanFixIt</li>

<li>ImprovedAnesthetic</li>

<li>ImprovedWorkbenches</li>

<li>JecsHuntingWithTraps</li>

<li>JTExport</li>

<li>JTZoneButtons</li>

<li>Locks.DoorsExpanded</li>

<li>Logistics</li>

<li>ManhunterPacksRebalanced</li>

<li>Meals On Wheels - Release</li>

<li>MedicalTab</li>

<li>Medieval Times (v. 1.94.B18)</li>

<li>Mending</li>

<li>MinifyEverything-a18</li>

<li>MiningCo. AlertSpeaker</li>

<li>MiningCo. DrillTurret</li>

<li>MiningCo. Spaceship</li>

<li>MiningCo. SpotlightTurret</li>

<li>Miscellaneous_Core</li>

<li>Miscellaneous_BeeAndHoney</li>

<li>Miscellaneous_Incidents</li>

<li>Miscellaneous_MAI</li>

<li>Miscellaneous_Robots</li>

<li>artfulRobot</li>

<li>Moody</li>

<li>MorePlanning</li>

<li>Nandonalt - Set-up Camp</li>

<li>New Zone Tools</li>

<li>P-Music</li>

<li>Pandora Dark</li>

<li>ParasiteTendsMatter</li>

<li>Patient Sanity</li>

<li>PickUpAndHaul-0.18.1.8</li>

<li>PlantCuttingIsForGrowers</li>

<li>PrepareLanding</li>

<li>PrisonLabor</li>

<li>ProjectRimFactory-master</li>

<li>Psychology</li>

<li>QualityBuilder</li>

<li>QualityCooldown</li>

<li>QualitySurgeon</li>

<li>RelationsTab</li>

<li>ResearchableStatUpgrades-master</li>

<li>ResearchTree</li>

<li>RF - Basic Bridges</li>

<li>RF - Configurable Maps</li>

<li>RF - Faction Control</li>

<li>RF - Fertile Fields</li>

<li>RF - Fishing</li>

<li>RF - Pawns are Capable!</li>

<li>RF - Smooth Stone Walls</li>

<li>Rim-of-Madness---Bones</li>

<li>RimFridge</li>

<li>RimQuest</li>

<li>RimSearch</li>

<li>RimWorld-Achtung-Mod-master</li>

<li>Rimworld_IndustrialRoller</li>

<li>Room Food - Release</li>

<li>RotTickFix</li>

<li>RT_Fuse-B18-1.1.1</li>

<li>RT_PowerSwitch-B18-1.0.8</li>

<li>RT_SolarFlareShield-B18-1.2.2</li>

<li>RunAndGun-0.18.3.4</li>

<li>RunandHide</li>

<li>RuntimeGC</li>

<li>RWAutoSell</li>

<li>rwtemperature</li>

<li>RW_RefugeeStats</li>

<li>SF [B18] Rain Removes All Filth</li>

<li>SaveStorageSettings</li>

<li>Share The Load - Release</li>

<li>ShootingSkillEnhanced</li>

<li>ShowHair</li>

<li>Shuttlecraft</li>

<li>Signs_and_Memorials</li>

<li>SkillOverhead</li>

<li>Slower Infestation</li>

<li>Spoons Hair Mod -A18</li>

<li>StackMerger</li>

<li>StackXXL</li>

<li>static_quality_plus_B18</li>

<li>StuffedFloors</li>

<li>StuffFilter</li>

<li>SunTzu-RaiderTactics-0.18.0.1</li>

<li>T-ExpandedCloth</li>

<li>T-ExpandedCrops</li>

<li>T-MiscStuff</li>

<li>T-MoreBedsCloth</li>

<li>T-MoreFloors</li>

<li>T-RawCropThoughts</li>

<li>TD Enhancement Pack - Release</li>

<li>TraderDismissal-0.18.0.2</li>

<li>TradingSpot</li>

<li>VE-CO Better Body Damage Distribution EPOE</li>

<li>VE-CO Blood and Pain 200%</li>

<li>VE-CO Tougher Body</li>

<li>VisiblePants</li>

<li>WildlifeTab</li>

<li>WorkFlex</li>

<li>W_ClearWay</li>

<li>ZhentarsSunLampDesignator</li>

<li>[B18] JernfalkStandaloneHorses</li>

<li>[B18]ConduitDeconstruct</li>

<li>WildAnimalSex 2.2</li>

<li>WorkTab</li>

<li>EdBPrepareCarefully</li>

<li>ChangeDresser</li>

<li>ED-EnhancedOptions</li>

<li>Slave Outfits</li>

<li>RealFoW</li>

<li>More Furniture</li>

<li>Storyteller hair B18</li>

<li>SmartMedicine - Release</li>

<li>WhileYoureUp</li>

<li>FinishTheDamnThing B18v1</li>

</activeMods>

</ModsConfigData>

4
Help / How do you use patch(Xpath) with bodies?
« on: May 31, 2017, 08:14:49 AM »
I want to change only coverage of some parts but it changes coverage of all parts. How do you use patch in such cases?

5
Make it Harder, Better, Faster, Stronger



(Click to enlarge image)

Description:

Make quality of weapon decrease cooldown of melee and ranged weapons. Increases melee damage factor.

Create ultimate desperado with legendary pistol! Beat that bitch centipede into pulp with legendary warhammer!

Warning: legendary/masterwork weapons may not be balanced.

        Melee damage (+ 15% increased/decreased from vanilla)
        Awful      0.4
        Shoddy     0.7
        Poor       0.85
        Normal     1
        Good       1.1
        Superior   1.35
        Excellent  1.5
        Masterwork 1.6
        Legendary  1.7

        Cooldown ranged and melee     
        Awful      1.5
        Shoddy     1.3
        Poor       1.1
        Normal     1
        Good       0.9
        Superior   0.75
        Excellent  0.6
        Masterwork 0.45
        Legendary  0.3



Download:

Make it Harder, Better, Faster, Stronger v1.1




Recommended mods:
Shooting Skill Rebalanced


Known issues:

Please report any bugs, oddities or suggestions.







6
Outdated / [A16] Get Over It - More reasonable mood debuff duration
« on: March 09, 2017, 06:38:33 AM »
Get Over It

Description:

Get Over It decrease ridiculously long mood debuff to more reasonable hours. Also make a scar no longer permanent - 5 mood debuff. Prisoner part is separated due to OPness.


Features:

- Ate without table thought duration decreased to 30 minutes from 12 hours.
- Disturbed sleep thought duration decreased to 30 minutes from 12 hours.
- Was imprisoned thought duration decreased to 1 day from 5 days.
- Observed rotting/corpse thought duration decreased to 1 hour from 5 hours.
- Innocent prisoner died thought duration decreased to 2 days from 6 days.
- Rebuffed by/Had to rebuff thought duration decreased to 2 hours from 3 days.
- Little pain mood debuff decreased to 0 from 5.
- Moderate pain mood debuff decreased to 2 from 10.

Get Over It - Prisoner

- Someone's organ harvested thought duration decreased to 1 day from 7.5 days.
- Know guest/colonist/prisoner died thought duration decreased to 1 day from 7.5 days.
- Prisoner sold thought duration decreased to 1 day from 7.5 days.

Download:

Get Over It  v1.0

Get Over It - Prisoner  v1.0


Known issues:

Please report any bugs, oddities or suggestions.

Incompatibilities:

It should be save compatible and can be removed from save.

Please report any incompatibilities.

LICENSE :

You can do whatever you want with mods as long as you credit the original author.


7
Outdated / [A17] Priority Treatment
« on: March 04, 2017, 09:02:58 AM »
Priority Treatment

Description:

Colonists priority treating wounds over sleeping, eating and joy.

This mod set doctoring as same priority as firefighting, as in emergency. Doctoring should be set as priority 1.

Example :

Click to see larger image.

Vanilla





W/ Priority Treatment


Ludmila and Wallace woke up from bed to treat patients.




Download:

Priority Treatment  v1.1


Known issues:

Please report any bugs, oddities or suggestions.


Incompatibilities:

It should be save compatible and can be removed from save.

Please report any incompatibilities.


LICENSE :

You can do whatever you want with mods as long as you credit the original author.


Change log :
Code: [Select]
1.1
Updated to A17
Now self treatment, animal treatment are also emergency.
1.0
Released.

8
Even if you give your colonists most advanced stuff you can imagine pawns doesn't really feel that powerful, and in fact fragile as ever. They don't provide any more hp than their flesh counterparts. (Some people seems believe bionics provide additional hp, they don't. http://i.imgur.com/5JsBgFt.jpg)

So I've got the idea : Why not make pain and bleeding more significant.

Changes would be something like these.

Increase bleed injury cause by 2 or 3 times.

Increase bleed punctured organ cause by 2 or 3 times.

Increase chance each hit puncturing organs by 2 times.

Decrease pain and bleeding torso cause by 1/3. (This is necessary as there is no way to replace torso without replacing entire body.)

Increase pain pawns receive by 2 times.

Increase every body parts hp by 6 times.

Now body parts has 6 times more hp so you might think this is going to be too easy, but since they'll just drop down from pain and will die within one or two hours it's not any easier than vanilla, and in fact provide more challenges, and a bit realistic. It's also kind of like FPS or RPG games in that you die if you reach 100% blood loss.

Now that's unless you don't have bionics. Synthetic organs will no longer bleed or feel pain. Brain injury is automatically healed and the heart doesn't bleed. The only way to kill these pawns are destroying practically every single body parts, and they don't even drop and incapped since they don't feel pain, and with having 6 times more hp they're practically centipedes that can be controlled. It's also not really overpowered since you could just build 30 turrets with the resources.

At least this is what I see the only way to implant without C#, and in fact pretty easy.

Thoughts?

9
General Discussion / I think shooting target priority need to be fixed.
« on: February 27, 2017, 11:56:06 AM »
The problem, is simply that game doesn't really have any attack priority, they just attack nearest target. This is problematic because this means a) Your colonists will overkill one raider at a time. b) Raiders will overkill your colonist.

Experiment :

1. 10 assault rifle, 10 snipers, 5 melees, armored bunker vs Raiders 16 gunners, 10 slashers, without any defense. Around 35 tiles away.

http://i.imgur.com/iAgdG7a.jpg

http://i.imgur.com/TX16vix.jpg


It would make sense that gunners focus on gunners and melee fight against melee right?

Nope. They attack only one target that's closest to them and overkill it.


Allowing raiders to :

a) Completely overrun the bunker. 20 guns should be enough to slaughter 10 personal shield slashers but they kill only one or two at a time(Notice second picture, most raiders are practically unharmed while around 3 slashers are dead. Again, why stone-chunk-killbox is important so raiders can't even reach in the first place.)

b) Enemy gunmen are completely unharmed because colonists are only attacking slashers. This is especially problematic if they have rocket launcher. You have to manually select and attack who to who or the colonists go complete retard.

c) If that's not stupid enough, they unload everything onto your melee guys and themselves trying to shoot at slasher.

d) Sniper rifle has low accuracy in close range, which means guaranteed to miss and hit your colonist!

---

http://i.imgur.com/S5R846T.jpg

Result in almost slaughtered colony. Please don't go "It failed because inefficient defense" because this is purely done to show the flaw of AI, not optimal defense.

---

This is also why infests are huge problem. around 5 bursts of assault rifle is enough to kill a megaspider, except they'll fire everything onto a target(usually smaller and faster bug.) and rest of bugs can reach colonists mostly unharmed, and then colonists will fire guns at themselves and kill each other.

---

This is also why melee play(and short range guns) is harder, the closer to raiders the more likely get focus fired and lose colonist.

---

This AI is actually extremely beneficial for storyteller because they have unlimited amount of raiders. It doesn't matter if they win or not as long as they can kill at least one colonist or body part per raid, to make colony eventually become too unstable it fell itself. All they need to do is unload everything onto a colonist so he would die.

---

I think this is also why killboxes prevalent. Split or kill them without allowing them to take a single shot. Because as they send more raiders the more retarded AI become, this become necessary.

---

Solution : Make pawns shoot targets based on factors.

If a target is targeted by more than x allies, change target. X scales to target health, so creatures like thrumbos get focus fired while small bugs targeted by only one colonist.

If shooting at target might hit allies, change target or don't shoot.

If the gun loses significant accuracy, change target.

---

X-com 1 also had a similar problem that's fixed in the sequel. If you make 6 soldiers overwatch and 3 enemy moves they fire everything on the first target that moves and rest of aliens are completely unharmed.

Even realistically, if 10 soldier is in trench and 10 enemies are charging they would fire at whatever is front of them, not 8 out of 10 soldiers shoot at an unlucky guy that ran 0.10 c/s faster than others.

10
Outdated / [A17] VE-CO. Vanilla Friendly Combat Overhaul - Updated to A17
« on: February 25, 2017, 04:18:56 AM »
Vanilla Enhanced - Combat Overhaul. VE-CO



Description:

VE-CO try to reduce frustratingness of combat by increasing survival rate of colonists while decreasing ever tedious permanent injury.

Although goal of this mod isn't realism, realistically a person wouldn't fight until their torso is completely destroyed, bleeding out is most common cause of death and I think these mods archived realism fairly well.

In a way this is basically mini-Combat Realism mod except these mods doesn't touch weapons and should be compatible with almost everything.



All four are separated independent mods and you can play as you like.



Features:

Blood and Pain 300%/200%/Vanilla:

- Injuries cause bleeding + 200%/100%/0%(No change) more severe. Total 300%/200%/100%(Vanilla).

- Injuries cause twice more pain and thrice for blunt wounds. (ex, bruises).

- Blood loss causes pain and more severe conscious lose.

- Punctured organs now cause 200%/100%/0%(No change) more severe bleeding. (In vanilla, punctured kidney, lungs and liver etc doesn't cause additional blood loss, only heart and neck does.)

- Less bleeding and vanilla bleeding versions are also available. I recommend 200% or vanilla version as A17 made bleed recover slower and 300% version gets quite hardcore.



Click to see large image.



Better Body Damage Distribution :

- Hit chance(coverage) of the torso has been increased.

- Legs and arms are less likely hit and shoulders are more likely hit.

- Shoulders are now considered torso by armor and protected by bullet vest.

- Attacks that hit body are more likely puncture organs and bones.

- Coverage of eyes, hands, feet, fingers and toes has been significantly decreased.




Tougher Body :

- Hit point of most body parts has been increased by 30% to 50% exception to head and organs.

- Torso 40 to 60. Arms and Legs 30 to 40. Hands and feet 20 to 30. Bones(Radius, pelvis, femur and tibia.) 25 to 35.


Tougher Animals :

- Hit point of most body parts of animals has been increased except head and organs.

- Body 40 to 70. Legs 30 to 50. Paws and hoofs 10 to 40. Further modified by health scale.

- Healthscale, Bodysize and Drawsize of Wolves and Wargs increased.

- Insects does not benefit from changes above.







Feature Overview :

- Colonists are more likely survive and less likely lose body parts, but more likely dies from blood loss if not treated quick enough. Most dies within 2 to 4 hours depend on injuries(3 to 8 hours with 200%).

- Aggressive tactic is more encouraged as dragged out fight become more and more dangerous as your colonists will bleed out to death while you will less likely capture prisoners.

- Attacks that hit body are more likely puncture and deal additional damage to organs and bones, cause more pain and therefore less likely dies, but cause more bleeding.

- As bleeding and pain are caused by the damage an injury dealt, having armor such as bullet vest are incredibly important.

- Battles are shorter and more decisive. Pawns are no longer bullet sponges that can soak up dozens of bullets before goes down.

- Melee is more viable as the risk of permanent injury is lower and raiders go down quicker, thus take less hit. Also, Personal Shield is relatively stronger, or rather everyone(except mechs) are weaker.

- Raiders are more likely incapped if you can capture them before they bleed out.

- Relatively, mechanoids are stronger as they don't feel pain or bleed. Tribes, insects, and manhunter packs are somewhat weaker, although they are still deadly if you let them engage in close range without the melee weapons.

- Hunts are shorter as most things go down with 2 to 5 bursts, depend on the gun.

- If you have full bionic colonist or any mod that allows you to craft mechs they make incredible fighters as they don't bleed nor feel pain.

- Go juice makes extremely deadly soldiers, but beware it does not save them from death, only pain.

- If you want the challenge start with the scenario that spawns raiders with high on go-juice in the Forced health condition. Even 30% of drugged raiders will make the game extremely difficult.

- Trained animals are more useful as they are less likely die as well. Animals trained to rescue will prove to be very valuable(Though honestly, I found animals AI doesn't rescue well, and rather useless.). Wolves are bigger.

Comparison :



Vanilla : Pawns are basically bullet sponges and take dozens of shot to down. Permanent injury is far too common. Bleeding is pretty much none existence.


Download:

Load order : Load these mods last.

Please download only one Blood and pain, either 300%/200%/Vanilla bleeding version.

Blood and Pain 300%  v1.03

Blood and Pain 200%  v1.03

Blood and Pain Vanilla bleeding  v1.03

Download only one BBDD, either EPOE or None EPOE version.

Better Body Damage Distribution  v1.01

Better Body Damage Distribution EPOE Compatible  v1.01


Tougher Body  v1.01

Tougher Animals  v1.0 Not updated yet.

Github

Known issues:

Please report any bugs, oddities or suggestions.

Incompatibilities:

It should be save compatible and can be removed from save.

Please report any incompatibilities.

LICENSE :

You can do whatever you want with mods as long as you credit the original author.


Change log :
Code: [Select]
Updated to A17.
Chance to hit bones i.e. pelvis has been increased.

Blood and Pain 1.02
Fixed : Blood loss no longer kills pawn with conscious loss debuff i.e. diseases.
Decreased blood loss rate of missing body part a bit.

Blood and Pain 1.01
Reverted go-juice

11
Help / How do I use MFO in Bodies?
« on: February 22, 2017, 02:45:08 AM »
How do I reduce coverage of body parts?

Code: [Select]
<Override.Def Filter="Name" Type="Def" Target="LeftLeg">
  <coverage>0.7</coverage>
</Override.Def>

---


<Override.Def Filter="Name" Target="Human">
    <corePart>
          <def>RightShoulder</def>
          <coverage>0.1</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
    </corePart>
<corePartResolved>
          <def>RightShoulder</def>
          <coverage>0.7</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
    </corePartResolved>
</Override.Def>

This seems actually "work", it just make game unloadable though.

---


<Override.Def Filter="Name" Target="Human">
          <def>RightShoulder</def>
          <coverage>0.9</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
</Override.Def>

Nothing seems work, anyone?

12
Mods / .
« on: August 10, 2016, 12:52:55 PM »
This is my Medical Complication mod pack I uploaded a month ago for A13(06/7/1).

https://www.dropbox.com/s/wl1i3ao3jwfn6ff/Medical%20complication%20v0.2.1.rar?dl=1

And this is his version for A14

https://github.com/kaptain-kavern/DESurgeries/releases/latest

Now : Some of the code are straight up copy and paste. Do note that original DESurgeries from Darkness Eyes doesn't have parasite removal or sedate.

Mine : A13

Code: [Select]

  <HediffDef Name="ImplantHediffBase" Abstract="True">
    <hediffClass>HediffWithComps</hediffClass>
    <defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor>
  </HediffDef>


  <HediffDef ParentName="ImplantHediffBase">
    <defName>AnestheticInjected</defName>
    <label>anesthetic</label>
    <comps>
      <li>
        <compClass>HediffComp_Disappears</compClass>
        <disappearsAfterTicks>
          <min>140000</min>
          <max>140000</max>
        </disappearsAfterTicks>
      </li>
    </comps>
    <stages>
      <li>
        <painFactor>0</painFactor>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <setMax>0.1</setMax>
          </li>
            <li>
               <capacity>BloodFiltration</capacity>
               <offset>0.3</offset>
            </li>
            <li>
               <capacity>BloodPumping</capacity>
               <offset>0.3</offset>
            </li>
        </capMods>
      </li>
    </stages>
  </HediffDef>





    <RecipeDef ParentName="SurgeryFlesh">
        <defName>CureMuscleParasites</defName>
        <label>cure muscle parasites</label>
        <description>Cure muscle parasites.</description>
        <workerClass>Recipe_RemoveHediff</workerClass>
        <jobString>Curing muscle parasites.</jobString>
        <workAmount>6000</workAmount>
        <ingredients>
            <li>
                <filter>
                    <categories>
                        <li>Medicine</li>
                    </categories>
                </filter>
                <count>5</count>
            </li>
        </ingredients>
        <fixedIngredientFilter>
            <categories>
                <li>Medicine</li>
            </categories>
      <exceptedThingDefs>
        <li>HerbalMedicine</li>
      </exceptedThingDefs>
        </fixedIngredientFilter>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>12</minLevel>
            </li>
        </skillRequirements>
        <removesHediff>MuscleParasites</removesHediff>
    </RecipeDef>


    <RecipeDef ParentName="SurgeryFlesh">
        <defName>CureGutWorms</defName>
        <label>cure gut worms</label>
        <description>Cure gut worms.</description>
        <workerClass>Recipe_RemoveHediff</workerClass>
        <jobString>Curing gut worms.</jobString>
        <workAmount>6000</workAmount>
        <ingredients>
            <li>
                <filter>
                    <categories>
                        <li>Medicine</li>
                    </categories>
                </filter>
                <count>5</count>
            </li>
        </ingredients>
        <fixedIngredientFilter>
            <categories>
                <li>Medicine</li>
            </categories>
      <exceptedThingDefs>
        <li>HerbalMedicine</li>
      </exceptedThingDefs>
        </fixedIngredientFilter>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>12</minLevel>
            </li>
        </skillRequirements>
        <removesHediff>GutWorms</removesHediff>
    </RecipeDef>



  <RecipeDef ParentName="SurgeryFlesh">
<defName>InjectMedicine</defName>
<label>Sedate</label>
<description>Anesthetize patient.</description>
<workerClass>Recipe_InstallImplant</workerClass>
<jobString>Sedating.</jobString>
<workAmount>2000</workAmount>
<ingredients>
<li>
<filter>
          <categories>
<li>Medicine</li>
</categories>
</filter>
<count>3</count>
</li>
</ingredients>
<fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Torso</li>
</appliedOnFixedBodyParts>
<addsHediff>AnestheticInjected</addsHediff>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>5</minLevel>
            </li>
        </skillRequirements>
</RecipeDef>


  <IncidentDef ParentName="DiseaseIncident">
    <defName>Disease_MuscleParasites</defName>
    <diseaseIncident>MuscleParasites</diseaseIncident>
    <diseaseVictimFractionRange>
      <min>0.1</min>
      <max>0.25</max>
    </diseaseVictimFractionRange>
    <diseasePartsToAffect>
      <li>Torso</li>
    </diseasePartsToAffect>
  </IncidentDef>



Kavern's

Code: [Select]
  <HediffDef Name="ImplantHediffBase" Abstract="True">
    <hediffClass>HediffWithComps</hediffClass>
    <defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor>
  </HediffDef>


  <HediffDef ParentName="ImplantHediffBase">
    <defName>AnestheticInjected</defName>
    <label>anesthetic</label>
    <comps>
      <li>
        <compClass>HediffComp_Disappears</compClass>
        <disappearsAfterTicks>
          <min>140000</min>
          <max>140000</max>
        </disappearsAfterTicks>
      </li>
    </comps>
    <stages>
      <li>
        <painFactor>0</painFactor>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <setMax>0.1</setMax>
          </li>
            <li>
               <capacity>BloodFiltration</capacity>
               <offset>0.3</offset>
            </li>
            <li>
               <capacity>BloodPumping</capacity>
               <offset>0.3</offset>
            </li>
        </capMods>
      </li>
    </stages>
  </HediffDef>





    <!-- Cure Muscle Parasites -->
<RecipeDef ParentName="SurgeryHard">
  <defName>CureMuscleParasites</defName>
  <label>cure muscle parasites (5 med - no herb)</label>
  <description>Cure muscle parasites in one pass. More risky but heal fast</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s muscle parasites.</successfullyRemovedHediffMessage>
  <jobString>Curing muscle parasites.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>5</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>MuscleParasites</removesHediff>
</RecipeDef>

    <!-- Cure Gut Worms -->
<RecipeDef ParentName="SurgeryHard">
  <defName>CureGutWorms</defName>
  <label>cure gut worms (5 med - no herb)</label>
  <description>Cure gut worms in one pass. More risky but heal fast</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s gut worms.</successfullyRemovedHediffMessage>
  <jobString>Curing gut worms.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>5</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>GutWorms</removesHediff>
</RecipeDef>



<RecipeDef ParentName="SurgeryEasy">
  <defName>InjectMedicine</defName>
  <label>Sedate (3 med)</label>
  <description>Anesthetize patient for him to recover faster</description>
  <workerClass>Recipe_InstallImplant</workerClass>
  <jobString>Sedating.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
  </fixedIngredientFilter>
  <appliedOnFixedBodyParts>
    <li>Torso</li>
  </appliedOnFixedBodyParts>
  <addsHediff>AnestheticInjected</addsHediff>
</RecipeDef>


  <IncidentDef ParentName="DiseaseIncident">
    <defName>Disease_MuscleParasites</defName>
    <diseaseIncident>MuscleParasites</diseaseIncident>
    <diseaseVictimFractionRange>
      <min>0.1</min>
      <max>0.25</max>
    </diseaseVictimFractionRange>
    <diseasePartsToAffect>
      <li>Torso</li>
    </diseasePartsToAffect>
  </IncidentDef>



Code: [Select]
(x med - no herb),

  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>

 and <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s gut worms.</successfullyRemovedHediffMessage>

He did added few lines but otherwise they're mostly same code with exactly same values. Cost same medicine, same workaround make parasite affect torso to make it removable, use exceptedThingDefs to force use certain medicine, etc.

In the A14 version disease muscle parasite affect min 0.25 and max 0.5, in his mod it's same as mine - 0.1, 0.25. And sedate lasts exactly 140000 tick which is 5 days not 3. And obviously same defnames.





He also insists he fixed compatibility problem

Quote
This would require to move all "Recipes users" definition from the Races_Humanlike.xml file to recipes_xxx.xml files (recipes_surgery.xml per example).

That's how i've done with DESurgeries to stop messing with Races definitions and keep compatibilities  (for EPOE compatibility in fact :p ). Also what we've done in ADogSaid

Quote
Now you understand why it was hard to manage EPOE compatibility for my others medical mods ^^


Except, if you look at DE surgeries 1.0.6 version there's no races humanlike or race file(And already using <recipeUsers>). And if you look at mine It doesn't even have BodyPartDefs. I don't know what he fixed.





https://ludeon.com/forums/index.php?topic=22120.msg240429#msg240429
So yeah you're right JesusKreist, but that is not the effect i had in mind for this particular surgery. It should be the most easy of them in fact : it should just represent a normal everyday injection.

You may know or not, that all the code isn't mine, i updated it from A13 and i barely touch the easy surgeries. But i start to think that those values are not balanced enough. I think for this easy one the  <roomSurgerySuccessChanceFactorExponent> shouldn't be so high.

But when i tested it i never saw anyone failed on this one ...


He even admitted code isn't his.




Code: [Select]
  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>

Kind of off topic. He's spamming these codes on every single surgeries even though it's only used in hardest surgery on vanilla.

It seems he think SurgerySuccessFactor is base value for success chance. It's factor, which means if you set it to 0.95 it will decreases the  success chance by 5%(multiply 95%). Result in even sedate fails with near 40% chance(Although this isn't why surgeries fail. If you use herbal medicine it decrease chance by 40%. I countered this by adding <surgerySuccessChanceFactor>9.15</surgerySuccessChanceFactor> line. While he set it at 0.95 to make it even more likely fail.).

Comparison: http://imgur.com/a/Py07U


Mine : A14

Code: [Select]
  <RecipeDef ParentName="SurgeryFlesh">
<defName>InjectMedicine</defName>
<label>Sedate</label>
<description>Sedate patient.</description>
<workerClass>Recipe_InstallImplant</workerClass>
<jobString>Sedating.</jobString>
<workAmount>300</workAmount>
  <surgerySuccessChanceFactor>9.15</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
          <categories>
<li>Medicine</li>
</categories>
</filter>
<count>2</count>
</li>
</ingredients>
<fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Torso</li>
</appliedOnFixedBodyParts>
<addsHediff>AnestheticInjected</addsHediff>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>5</minLevel>
            </li>
        </skillRequirements>
      <researchPrerequisite>Sedate</researchPrerequisite>
</RecipeDef>

Kavern's

Code: [Select]
  <!-- Define 4 different difficulties -->
<RecipeDef Name="SurgeryEasy" ParentName="SurgeryFlesh" Abstract="True">
          <!-- Easy recipe the skill of the colonist and quality/cleanliness of the room should not matters that much -->
  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>2000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>5</minLevel>
    </li>
  </skillRequirements>
  </RecipeDef>



    <!-- Sedate -->
<RecipeDef ParentName="SurgeryEasy">
  <defName>InjectMedicineKevern</defName>
  <label>Sedate (3 med)</label>
  <description>Anesthetize patient for him to recover faster</description>
  <workerClass>Recipe_InstallImplant</workerClass>
  <jobString>Sedating.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
  </fixedIngredientFilter>
  <appliedOnFixedBodyParts>
    <li>Torso</li>
  </appliedOnFixedBodyParts>
  <addsHediff>AnestheticInjected</addsHediff>
</RecipeDef>



Do note that his DESurgeries doesn't have curable plague, flu, malaria, sleeping sickness, cure or injectable mechanites, injectable drug that soothes pain or researches, but I'll admit he did made code looks fancier.[/s]

13
I'm trying to make bear act like human, so I added
Code: [Select]
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>

They work fine, attacks with paws and bite, scream like a bear, can work and sleep, has bodyparts of bear, except this change texture into human for some unknown reason.


Code: [Select]
      <intelligence>ToolUser</intelligence>
      <thinkTreeMain>Mechanoid</thinkTreeMain>

This make them looks like bear but they act like mechanoids.

Whole code
Code: [Select]
<PawnKindDef Name="TribalWarrior">
<defName>TribalBearMan</defName>
<label>Bear</label>
<race>GrizzlyBearMan</race>
    <combatPower>220</combatPower>
    <defaultFactionType>Tribe</defaultFactionType>
<baseRecruitDifficulty>90</baseRecruitDifficulty>
    <invMealCount>3</invMealCount>
    <backstoryCryptosleepCommonality>0.01</backstoryCryptosleepCommonality>
    <maxGenerationAge>40</maxGenerationAge>
    <gearHealthRange>
      <min>0.5</min>
      <max>1.8</max>
    </gearHealthRange>
    <apparelMoney>
      <min>0</min>
      <max>0</max>
    </apparelMoney>
    <apparelTags>
    </apparelTags>
<weaponMoney>
<min>0</min>
<max>0</max>
</weaponMoney>
<weaponTags>
</weaponTags>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Bear</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>3</drawSize>
<shadowData>
<volume>(0.4, 0.8, 0.4)</volume>
<offset>(0,0,0)</offset>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>

  <ThingDef Abstract="True" ParentName="BasePawn" Name="BaseBearMan">
    <statBases>
      <MoveSpeed>4.3</MoveSpeed>
      <ComfyTemperatureMin>-40</ComfyTemperatureMin>
      <MarketValue>700</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>120</defaultCooldownTicks>
        <meleeDamageBaseAmount>17</meleeDamageBaseAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
        <linkedBodyPartsGroup>FrontLeftPaw</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>120</defaultCooldownTicks>
        <meleeDamageBaseAmount>17</meleeDamageBaseAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
        <linkedBodyPartsGroup>FrontRightPaw</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>15</meleeDamageBaseAmount>
        <meleeDamageDef>Bite</meleeDamageDef>
        <linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
        <surpriseAttack>
          <extraMeleeDamages>
            <li>
              <def>Stun</def>
              <amount>21</amount>
            </li>
          </extraMeleeDamages>
        </surpriseAttack>
      </li>
    </verbs>
    <race>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <body>QuadrupedAnimalWithPaws</body>
      <baseHungerRate>0.35</baseHungerRate>
      <baseBodySize>0.9</baseBodySize>
      <baseHealthScale>2.5</baseHealthScale>
      <foodType>OmnivoreAnimal, OvivoreAnimal</foodType>
      <gestationPeriodDays>30</gestationPeriodDays>
      <lifeExpectancy>22</lifeExpectancy>
      <lifeStageAges>
        <li>
          <def>AnimalAdult</def>
          <minAge>0</minAge>
          <soundWounded>Pawn_Bear_Injured</soundWounded>
          <soundDeath>Pawn_Bear_Death</soundDeath>
          <soundCall>Pawn_Bear_Call</soundCall>
          <soundAngry>Pawn_Bear_Angry</soundAngry>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss>
    </race>
    <tradeTags>
      <li>StandardAnimal</li>
      <li>BadassAnimal</li>
    </tradeTags>
  </ThingDef>


  <ThingDef ParentName="BaseBearMan">
    <defName>GrizzlyBearMan</defName>
    <label>grizzly bearMan</label>
    <description>Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter.\n\nWhile their usual diet consists of fish, berries, honey, and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.</description>
    <race>
      <leatherColor>(112,82,65)</leatherColor>
      <leatherInsulation>1.45</leatherInsulation>
      <leatherLabel>bearskin</leatherLabel>
    </race>
  </ThingDef>




tl;dr : Any way to make bear act like human(colonists and raiders) while retain bear texture?

14
Is it possible to change where muscle parasite go?

And how do I make to make surgery target whole body?

15
Outdated / [A15/A14/A13] Aristocat's mods
« on: June 10, 2016, 04:28:00 AM »
Medical Complication Mod Pack





Perfect Harvest

(Click to enlarge)


Features:

DESurgeries

* New features in Medical Complication mod :

* Repair fingers and toes.
* Repair clavicle and sternum
* Cure sleeping sickness, gut worms, and muscle parasites.
* Cure malaria, plague, and flu.
* Cure or inject sensory and fibrous mechanites.
* Use glitterworld medicine to cure chronic diseases.
* Sedate patient. Increase immunity gaining speed. lasts around 3 days.
* All new surgeries require researched first and require skilled doctor.
* Increased surgery success chance.


EPOE

* New features in Medical Complication :

* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses gold and plasteel instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* Choppable limbs hasn't removed.

ADogSaid

* New features in Medical Complication :

* All animal prosthetics and organs are craftable in animal prosthetics workbench. Unlocks new recipes via researches.
* All workbenches can be moved.
* Animal bionic arm, leg, lung, heart and brain, everything is craftable.
* Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
* Inject medicine to put animal into sleep and increase immunity gaining speed.
* Use glitterworld medicine to cure chronic diseases.



EmergencyTreatment

* This mod set doctoring as same priority as firefighting, as in emergency.
Just draft-undraft them they will forgo every need and job and make sure everyone is tended. Recommended to set doctoring as priority 1.




Improved Surgery and Compatibility Patches

- Failures no longer automatically destroy prosthetics/bionics/implants being installed. The item that was being installed will be returned, but with less health. This means that if you are installing an item that is worn out or damaged, failing too many times will destroy it.

- Failures no longer damage or remove random body parts, and will prioritize adding surgical cuts on body parts that are near the part being operated on.

- Minor failures now have a small chance to cause an infection on the body part being operated on. Major failures have a higher chance.



Chemicals & Neutroamine crafting

Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine.

 • Adds Item: Neutroglycerin
 • Adds Recipe: Neutroamine (to Drug Lab)
 • Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

Boomrats now drop two chemicals every two days.



Realistic Medical System

Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
[EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run

No new features yet.



Rim PhD

 Adds various new drugs and medicine. Feedback on balance and such would be very appriciated!

Every update requires you remake your drug policies for the new drugs to appear. I appologies for this inconvenience.

* Pepto : Helps cure Food Poisoning and Cryosickness
* Chloroform : Puts consumer to sleep. ( I will try and make opperations so you can use these drugs on other people at some point).
* Made custom assemblies for custom drugs and overdose effects.
* Suripu-Block : Prevents the Plague and Sleeping Sickness.
* Worm-Burn : Kills pesky Gut Worms.
* Isotono : Helps treat Carcinoma.
* Vitamin C : Boosts your immune system!
* Pain Away : Reduces pain, two pills recommended maximum per day.

New features in Medical Complication :

* Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to be loaded last.) I afraid this make sedate too hard to acuire.
* Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
* Research cost for Simple Drug has been greatly decreased(2500 to 1000.).





Quote
New operations:
  • All scars including brain injury can be removed.
  • All destroyed fingers, toes, noses, mandible and ears are now repairable.
  • Surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.
  • Muscle parasites and gut worms can be removed by skilled doctor.
  • All chronic diseases such as bed back or Alzheimer's can be cured with glitterworld medicine and highly skilled doctor, with low chance to kill patient on failed surgery.
  • New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
  • Herbal medicine cannot be used on most new surgeries.
  • New surgeries takes many medicines to perform.


Every artificial body parts are now manufacturable, from rudimentary steel arms and peg legs to simple prostheses to exoskeleton suit and power arm.

  • New operations that remove limbs.
  • Finally prostheses for the animal, from simple prostheses to rampaging bionic beast, all craftable.
  • Medicine is craftable.
  • Dreaded 6 tables be gone, it is now all merged into a single table, unlocks new recipes with researches.
New breakthrough in neurotrainer technology allows neurotrainers to rewrites neural pathways and change personality traits.
    Build your all masochistic psychopath army.
    Remove depressive, or volatile, all unworthy. Rimworld is no place for the weak.
    Craft the neurotriners through new workbench, unlocked via research. Not updated.
    • Dozens of new researches.
    • Many tweaks to each mods.




    Download:

    NOTE : If you used EPOE, please remove all vancidium and advanced component before update. If that still break save try place items_Vancidium into ACM EPOE Thingdefs.

    v0.4.2

    NOTE : 0.4.2 will break your save if you have used 0.4.1 version.




    Old versions :


    v0.4.1




    v0.3.2


    v0.3.1




    v0.2.1


    v0.2


    v0.1





    Please remove old mods before install new version.
    Probably will not break your save.




    Credits:
    Expanded Prosthetics and Organ Engineering by Ykara.
    A Dog Said by Latta.
    De surgeries by DarknessEyes.
    BrainMod by CuproPanda.
    Improved Surgery by Twoski.
    Chemecals Extraction and Neutroamine Crafting by ShadowTani.
    Realistic Medical System by Ykara.
    Rim PhD by general223.
    Renamed Folders & About by Adventurer.



    Load order



    Installation:
    • Unzip the mod in the Rimworld\Mods folder and play.
    [/quote]

    Change Log:
    Quote
      v0.4.2 2016.9.23
      * Folder and mod name changes : Uses Adventurer's Renamed Folders & About.
      * Rim PhD has been removed.
      * Advanced prosthetics now require hyperweave.
      * Fixed Vegetable Garden compatibility issue. NOTE : Please remove all neutroamine from map and inventories before update, otherwise it will break your save.
      * Medical training has been added to the pack.
      * Painkiller and adrenaline ribs now require go-juice and yayo.


      v0.4.1 2016.9.19
      Fixed : Ingredient for sedate using Chloroform properly set.

    • v0.4 2016.9.19

    * Changes in 0.4

    * Updated to A15.

    * Improved Surgery and compatibility patches has been added to pack.

    * Chemicals extraction & Neutroamine crafting has been added to pack.

    Boomrats now drop two chemicals every two days.

    Realistic Medical System has been added to pack.

    No new features yet.

    Rim PhD has been added to pack.

    * Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to be loaded last.) I afraid this make sedate too hard to acuire.
    * Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
    * Research cost for Simple Drug has been greatly decreased(2500 to 1000.).

    .

    * Added bone surgery and advanced bone surgery research. Fingers and toes require bone surgery and sternum, clavicle, rib cage and spine require advanced bone surgery research.
    * Advanced prosthetics require plasteel and gold instead of silver(vancidium has been removed.).
    * Fixed : Minimap bug, work amount has been properly set.
    * Surgeries that require glitterworld medicine now has label.
    * Sedate no longer require research.
    * Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to loaded last.) I afraid this make sedate too hard to acuire.
    * Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.

    To do list : Maybe make curing plague require Suripu-Block, gut worm require worm burn, mechanite-block to add or remove mechanite?


    • v0.3.2 2016.8.10
    Increased sucess chance of natural and basic surgery.
    Price tweaks.


    • v0.3.1 2016.8.10
    • Natural organ can be hauled again.
    • Arm can be attached to shoulder.
    • v0.3 Updated to A14. 2016.8.9
    • All workbenches can be moved.
    • Removed Vancidium and advanced component. Uses silver instead.
    • Increased surgery success chance. A lot.
    • Increased compatibility. Hopefully.
    • I forgot to remove choppable limbs, but there might be bugs so beware.
    • Tidied up About.xmls.
    • Brain mod hasn't updated yet. Emergency Treatment is integrated instead.
    • Repair clavicle and sternum
    • Cure sleeping sickness, gut worms, and muscle parasites.
    • Cure malaria, plague, and flu.
    • Cure or inject sensory and fibrous Mechanites.
    • Inject medicine to put patients into drugged state, reduces pain by 70% and increases mood by 30.
    • All new surgeries require researched first and require skilled doctor(Lots of new researches. Your tribes people can't just cure dementia and  do plasteel surgery.).
    • Animal bionic arm, leg, lung, heart and brain, everything is craftable.
    • Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
    • Stole some code from Nattiejim's code for Adogsaid.

    [/list][/list]
    Code: [Select]
    v0.2.1
    [li]Glitterworld medicine is craftable.[/li]
    [li]Opreration to remove muscle parasite now properly show up.[/li]
    [li]I think there was more, but I forgot it.[/li]

    [li]v 0.1 06/11/2016
    [/li][li]Removed dependency - All separated![/li]
    [li]Eternal anesthesia fixed. (No, it wasn't "feature") If someone doesn't wake up, try use global restore body parts on torso in dev mode.[/li]
    [li]Added surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.[/li]
    [li]Anesthesia, curable chronic diseases, etc, for animals.[/li]
    [li]Neurotrainers for beauty and ugly trait.[/li]
    [li]Price adjustments and small tweaks. Lung is now cheaper than heart. Generally, most prosthetics sell slightly cheaper.[/li]
    [li]Prosthetic bench for animal now require research to unlock.[/li]
    [li]Small tweaks.[/li]



    Known issues:

    Please report any bugs, oddities or suggestions.


    Incompatibilities:
    Please report any incompatibilities.


    TO DO:
    Would github useful?
    More researches, lock surgeries with research
    Drugs, maybe.
    Cookable healoot that boosts immunity gaining speed.

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