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Messages - grifo

#1
Outdated / Re: [A16] DE surgeries (GE)
February 16, 2017, 12:04:48 PM
Ah, that what I was talking about. Using narcosis to sedate desperados, an all those evil CIA experiments with consience  :D

Really ketamine ( true narcosis) as most other psychedelics is somewhat usefull in dealing with chronic alcoholism IRL. This can be added as heddiffs as well but I dont sure I have a skill or where to look... Once upon a time I saw a anesthesologist used ketamine to sedate patient and defibrillator to STOP his heart and then he restared it. WTF i said to my self. He registered all 10 ml in ledger, probably wanted to steal 5 ml, but I took 2ml  from him to freak out myself. Good old times!  :D

Ok, I dont really have much time, but maybe I should put anesthesia back? And if you have some good fresh realistic surgery\medication tweaks or content which I can add, then lets do it together, co-authors are always welcome  :D!

P.S. Madman, are you sure its a BONUS to blood pumping in stock mod, not a MALUS?
#2
Outdated / Re: [A16] DE surgeries (GE)
February 14, 2017, 09:44:04 PM
Quote from: faltonico on February 09, 2017, 01:53:02 PM
Hello there!
Did you forget to include the anesthetize bill or did you purposely removed it?

Hi!

Yeah, I removed it basically bcz I noticed that narcosis is already a stock feature in vanilla and I dont see a point in having it as a stand alone bill. If you think its still useful or have any other ideas please let me know! 
#3
Unfinished / Re: Children and Pregnancy
January 31, 2017, 07:53:17 AM
Quote from: easedel on January 29, 2017, 01:59:44 PM
Had my one pawn get pregnant 4 seconds after being married...while in the "celebration" with everyone.

Why not?  :D
#4
Outdated / Re: [A16] DE surgeries (GE)
January 29, 2017, 06:19:09 PM
Здорово, чуваки!  :D
#5
Outdated / Re: [A16] DE surgeries (GE)
January 25, 2017, 09:51:07 AM
Quote from: Madman666 on January 23, 2017, 09:27:54 AM
Hey, @grifo, found some typos there in research project descriptions:
microsurgery def - punctuation = variety of complex surgeries, using microscopes
PostIndustrialSurgery def = Advance in microengineering - (replace Advancements)
PostIndustrialSurgery def = age makes medecine more powerfull
PostIndustrialSurgery def = use DNA codes -> use complex DNA manipulations
PostIndustrialSurgery def = most kinds of wounds


Hope that helps. I am parttiming as an editor - so if you need the help - I'll gladly provide. For balancing - no suggestions for now, I didn't go that far into the game for now) Will post something if it comes up

Thanks, Madman!

Keep it up! Since (I hope) these are not game breaking I will wait until some more feedback on design uppears and will update everything at once at spare time.
#6
Outdated / Re: [A16] DE surgeries (GE)
January 25, 2017, 09:39:38 AM
Quote from: deathstar on January 23, 2017, 09:13:46 AM
Hi, first of all thank you very much for taking the time to keep this mod relevant in the absence of the original authors. It's one of my all-time favourites.

I've noticed that, unlike the original mod, you can see all the medical bills as soon as you research them - as opposed to only seeing them when they are applicable. Example: Pretty sure in the original mod you could only see "Repair Spine" if the spine was actually injured somehow. Incidentally, it also showed the resources needed ("3 plasteel no herb" something along those lines).
I know nothing about modding, so I can't tell you how - but is it possible to hide those surgical bills that are not needed for a patient? It gets a bit overwhelming.

Hi, deathstar!

I know nothing about modding as you., maybe your skill is 1 and mine is 3. In simple words, one of the mod files contains surgeries list and their descriptions, you can add "links" in these descriptions to another file which contains post-surgery effects and events. Here i met unpleasant limitation of vanilla game. It work with lnks for artificial parts but doesnt work with links for natural parts. Since I really wanted to add post-surgery effects and shattered bone sounds like something that need steel and mechanic repair i decided to design these surgeries as prosthetic. This helps to avoid limitations and sounds plausible.

Next it looks like game lists all prosthetic operations as available as soon as you have target, resources and knowledge for it. So you can break any of your healthy bones and reconstruct it if you are sado-masochist :). In case with natural body parts game lists only damaged organs (body parts). Stock mod uses natural body part mechanic, my edition uses artificial body part mechanic. Im sure EPOE users see overhelming lists as well since that mod relies on artificial stuff. Of course I dont like how it looks as well.

All additional fine tuning and creation of new content for medical part of the game is currently limited by vanilla. Maybe its possible for guys who working on "combat realism" ( just compare file structure of combat realism and DEsurgeries). Definetely its possible for developer and I hope he is looking into this. I see he designed game around idea of fragile human body and weakness and vulnerability of human in such circumstances but any limitation is a kind of bad design imo, especially when game can be played in prolonged sandbox mode.

Yeah I probably deleted required resources description (maybe to make a list at least a bit less overhelming). I will think how to put them back with more charm, maybe in research descriptions? Just make sure your surgery block equiped with industrial medicine, steel and some palsteel for penis enlargement :)
#7
Quote from: Madman666 on January 21, 2017, 03:45:54 PM
Quote from: grifo on January 21, 2017, 03:09:00 PM
Check it out!
https://ludeon.com/forums/index.php?topic=29816.0

Cool, grabbin it) By the way is it compatible with EPOE? Original is if I am not mistaken.

To be honest, Im not 100% sure about it :)
As I understand it, it should be, if original is. They adress different areas of gameplay. Make a test savegame and load it with both mods If game doesnt produce weird errors on loadup should be good to go in my opinion.
#8
Outdated / Re: [A16] DE surgeries (GE)
January 22, 2017, 09:09:16 AM
Quote from: Rah on January 21, 2017, 09:58:07 PM
Hi grifo, it looks interesting, I'll check it out later. Good luck with it !

This would be most welcomed, since you can have some solid suggestions and ideas on design and find some insects with your experienced eye! :)
#9
Quote from: Madman666 on January 16, 2017, 10:21:50 AM
Quote from: grifo on January 15, 2017, 07:30:39 PM
I tweaking files from this mod for myself and planing to increase difficulty in every possible way and remove abilities to cure some diceases and parasites. Who cures flu with surgery anyway? I can post edited version somewhere or mail it to you when im done.

Cool, the mod itself is real nice, especially that sedate option. But curing unhealed wounds completely with a surgery is way OP. Since A16 all meds but glitter one are crap, so a rebalance is badly needed. I'll appreciate it very much if you let me try your own balanced version, when its ready.

Check it out!
https://ludeon.com/forums/index.php?topic=29816.0
#10
Releases / Re: [A16] EPOE Hardcore Version 1.54
January 21, 2017, 03:06:25 PM
Hi, Rah! I decided to give it go!

https://ludeon.com/forums/index.php?topic=29816.0

Maybe we could think how to make our releases to work together flawlessly if you interested (research trees and cost balance and some overlap in content). Let me know! :)

Good luck!
#11
Outdated / [A16] DE surgeries (GE)
January 21, 2017, 02:59:00 PM
Hi, guys and girls!

INTRODUCTION (Skip it if you dont like to read)

Im a veteran gamer and realism freak and I always install mods that increase challenge, improve realism and add common sense. ACE on ARMA, GWX on Silent Hunter, SS on Total War, Black Ice on HOI3.. Rimworld is a good game it asks for mods, but these mods are not always what we want them to be. First I increased costs in RimFridge and Programmable vents, like it was not enough I took Sozzy`s Deadly Vanilla Weapon Rebalance and rebalanced it to be more realistic and deadly and next I finished up tweaking DE surgery for myself. Since I did some job to put things together I would like to share it with community.  Let me introduce to you a Grifo`s Edition.

DESCRIPTION

This version of DE Surgeries tries to add more sense to research chain and realism level of original mod. It uses all best ideas accumulated in mods like DE Surgeries itself, EPOE and RMS. It removes some content from original mod, adds some new and rebalance an redesign things a bit. Take a look further if you are interested.

FEATURES


  • Research tree redesigned to represent industrial era (with branches) and post-industrial era (gliterworld) surgery
  • Some features from original mod, like cure for common illness and parasites were removed
  • New features like surgeries to repairl all major destroyed bones and post-surgery effects were added. These are semi-prosthetic in nature
  • Surgery costs like required time and resources were rebalanced for most surgeries (less resources, more medkits and time)
  • Surgery success chances were rebalanced to represent the difficulty (restoration of hand bone is less demanding than surgery on spine)
  • Fast removal of permanent and fresh injuries is a post-industrial (smart-drug and nanorobotic) operation now. Its costly in medicine.
Continue if you like the idea..

ON DIFFICULTY


  • All surgeries require some steel or plasteel, plan your facilities accordingly.
  • Most modern surgeries are designed to be carried out by skilled surgeon with industrial level of medicine in mind, but you are not restricted to it.
Doing surgery with non-skilled surgeon and herbal medicine is an ATTEMPTED MURDER!
Doing surgery with skilled surgeon but herbal medicine is a GAMBLING, like its 1890 behind the window!
Doing surgery with post-industrial medicine is a huge boost to success in any situation!
  • Some surgeries are more dangerous than others, closer to vitals and spinal cord = more danger. Always use skilled, healthy, well-rested and well-equiped surgeon if you are not sure.
  • Most post-industrial surgeries are not even surgires themselves and can be carried out by less skilled personnel but post-industrial medicine is a must!
Mechanite manipulations are still risky and skill demanding.
  • Generally avoid surgeries if you doctor is below level 7-8 and you dont have at least industrial medicine.
  • Dont expect your patients to wake up like new right after surgery. Long post-surgery recovery and some disability is ahead!

COMPATIBILITY AND STABILITY


  • For a tweaks of unnoficial update to tweaked out version of abandoned mod made by a modding noob this one should be really stable. Shows no errors in log. Some basic beta testing went without issues
  • Should be A16 compatible as it states
  • Should be old save game compatible
  • Should be compatible with most mods which are not about medicine\surgery. Probably compatible with stock EPOE, since orginal mod is. I would love to collaborate with Rah to make it fully compatible (merge) with his EPOE hardcore edition. I suppose these mods can complement each other perfectly, but currently they can overlap, create plotholes and balance issues and maybe conflicts. Let me know if you have some usefull knowledge on compatibility

POSSIBLE ISSUES

This is my first release and Im not going to be surprised if I messed (missed) something. I really tried out to check and test all major things out, but such a repetitive and time consuming job as modding is asking for small errors. Should not be a big problem if you save your games from time to time. Let me know if you think something works not like it should be.

  • Very small possibility for error when surgeon cant operate and wastes his resources right before surgery, probably some vanilla bug.
  • Permadeth players should use it on their own risk ;)
  • BACK UP your savegame before installing this! Just in case!
  • Bad English (not my native language)


CREDITS

Ludeon Studios - for the game
DarknessEyes, Captain_kavern, Aristocat - for the original mod and tweaks. Stock version of mod here! -  https://ludeon.com/forums/index.php?topic=22120.0
Ykara - for his mods and ideas
Dingo - for the XML database
Various forum members - for their time to share some knowledge
Me - Im not even sure what to post here

DISCLAIMER


  • If this release offends someone, let me know. I decided to share my work with community with best intentions in mind
  • This release is not supposed to please anyone. It was made for personal use in the first place. If you want more casual experience and more options please download original version, if you want more
    prosthetic options please download EPOE
  • Feel free to post your feedback and suggestions

DOWNLOAD

https://yadi.sk/d/bndxSdLJ3AD4wT - Use "Скачать" button (small with white background one) to hack your congressman PC download

This is a Russian hosting\email\SE giant similar to Google. Let me know if you have trouble with it.
#12
Quote from: Zhentar on January 19, 2017, 01:13:53 PM
The factor exponent is only applied when the factor is less than 1, so it makes operating in a dirty room much worse but doesn't make sterile rooms any better.

Thank you very much!

Well, all that system makes little sense anyway and I just decided to avoid any additional parameters in my tweaking. Dirty rooms should result in infections but not in torn off legs.
Destroyed body part should cause pain
Natural added body parts should have option for heddiffs like implants

Looking at the quality and quantity of medical mods I suppose that this part of game is really in ALPHA state  :D
Health system need some serious overhaul and more modding firendly nature.

Good luck!
#13
Quote from: XeoNovaDan on January 04, 2017, 04:06:35 PM
Success chance is effectively the surgeon's base surgery success chance multiplied by the medical potency of the medicine they're using.

Breakdown

For example, a perfectly healthy level 10 doctor has a 93% chance of success before factoring in medicine. Say he/she uses ordinary medicine; that has a medical potency of 0.7. The surgeon's surgery success chance is now a much less attractive 65.1% (although not explicitly displayed), and that's in a clean, but not sterile room.

Now to move onto how room cleanliness affects surgery: A clean room is neutral in terms of surgery success chance (i.e. it has a surgery success chance factor of 1.00). For every 0.2 cleanliness, the factor is changed by 0.01, or 1%. This effectively means that for every 0.2 cleanliness below 0 the room is, surgery success chance is dropped by 1% - and conversely chances increase by 1% for every 0.2 cleanliness above 0 the room is. This means that a fully sterile room improves surgery success chance by a mere 3% proportionate to what it is.

So this is effectively the formula when calculating room cleanliness surgery success chance factor:
S = 1+((C/0.2)/100)

Where S is the surgery success chance factor, and C is room cleanliness (I don't know how to do that fancy, proper formula formatting thing)

So these 3 rooms would affect the doctor's surgery success chance in the following ways...
A room with Wood Flooring (for example) - 0 cleanliness: Surgery success chance will remain at 65.1%
A room with Sterile Tiles - 0.6 cleanliness: Surgery success chance will be 67.053% (65.1 * 1.03)
A room with Dirt or Sand flooring - -1 cleanliness: Surgery success chance will be 61.845% (65.1 * 0.95)

TL;DR

Conclusion: The actual surgery success chance can therefore be calculated using the following formula...
S = (D*M)*(1+((C/0.2)/100))

Where S is overall surgery success chance, D is the doctor's base surgery success chance, M is medical potency of medicine used, and C is room cleanliness

You're welcome

Maybe I got a little carried away?

Hi, XeoNovaDan!

What can you say about roomSurgerySuccessChanceFactorExponent? Lets say Ill set this factor to 10..

Doest it mean that every 0.2 cleanliness will now provide 10% multiplier intead of 1%?
What are hell "exponent" means? I looks like I need to study in MIT to tweak out surgery chance in this game ))
Can you please hint me how different value of this "exponent" will alter the final value for room success?

Thanks in advance, good luck!
#14
Help / Re: Surgery Fact Sheet
January 19, 2017, 08:29:10 AM
And I found this one..
roomSurgerySuccessChanceFactorExponent

How this affects a formula? Maybe thats the way to achieve those large bonuses and maluses for room cleanliness? Is there a way to actually see how formula works in development mode? More questions then before. To be honest i like the formula even if  I dont understand how it works  :D. It clearly allows to configure surgery chances in any possible way, but if someone who created it can post an exact example how it works like AXBXC where are A is..., B is... and C is... it will save a lot of nerves and time for modders. I have a feeling that currently all surgery modders are confused and tend to avoid using whole power of formula, just bcz they are not sure about outcome.
#15
Help / Re: Surgery Fact Sheet
January 18, 2017, 02:15:44 PM
Quote from: Caraise Link on January 03, 2017, 08:55:45 AM
The success rate (hereafter SR) is then multiplied by 100% + 5% of the room's cleanliness, to a minimum of 60% or a maximum of 150%. (I.E., a room with a cleanliness of -1 would multiply the SR by 95%.)

Sorry to bother you again, but im trying to check things out before Ill balance out all SR for my surgeries. So you say -1 cleanliness is 95% multiplier, doest it mean that 1 unit of cleanliness is worth of 5%? I suppose its a cleanliness value we can observe in enviroinment display overlay?

How then its possible to have -40% or +50% malus or bonus in calculation? My dirtiest room, where cook butchering animals is at -1.94 cleanliness. Does it mean that if I do a surgery there, my intial 100% success rate will lose only about 10% after cleanliness kicks in?

And I dont have a room with cleanliness more than zero. I imagine that even If Ill construct a totally sterile room its cleanliness  will not go higher than 0.5-1.00 values, how I can have 150% multiplier in this case? Now if every 0.1 unit of cleanliness  is worth of 5% then it totally make sense. Then my average rooms will produce a instant 40% malus and sterile room will produce that exact 50% bonus for formula.

Maybe its  cleanliness of -0.1 would multiply the SR by 95%? Im really confused on this one.

Sorry if it was a dumb question but it seems like I got you wrong or you mistaken something or this formula is totally useless.