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Messages - sumghai

#166
Quote from: Codexehow on June 20, 2020, 03:06:12 PM• This thing should require some kind of consumable. You seem really against that for some reason, and that's cool. But...yeah. It should consume medicine or some biological raw materials.
I have no plans to add any item/raw material consumable requirement to the MedPod. Please do not make such a request again.

The "some reason" is because I am aiming to replicate what was seen in Elysium - the MedPod in the film did not require any consumables other than electrical power, and it could be argued that the machine was stimulating/guiding/directing the body's natural healing process to healing major injuries or restore missing parts, rather than the misconception of pure energy-to-mass transfer that some folks here seem to believe in.

Quote from: Codexehow on June 20, 2020, 03:06:12 PM• Power consumption is imo too low.
The latest revised idle/diagnosis/treatment power consumption level is 125/500/2000 W for the MedPod, and 125/750/3000 W for the MedPod Lux.

This is comparable to the Food Terminals from my Replimat mod, which uses 125/1500 W in idle/replicating modes.

Quote from: Codexehow on June 20, 2020, 03:06:12 PM• The building requirements are too cheap for what this mod does. Needs more gold, plasteel and advanced components, imo.
The research required behind the MedPod is locked at a high level in the tech tree, and constructing each MedPod requires a rare, uncraftable Isolinear Processor item.

I have already received far too many complaints for my Replimat mod that its buildings' constructions costs were far too high compared with the vanilla spaceship parts, and that the mod's own Isolinear Computing Module was far too rare and difficult to obtain.

Quote from: Codexehow on June 20, 2020, 03:06:12 PM...delta wave induced coma. But that could pose a problem if someone is using this mod with Real Ruins and naked brutality. If they find this thing and run out of power... Can remove with dev console but still.
This shouldn't be an issue.

I coded the MedPod so that if it runs out of power halfway during treatment, it will apply an "improper" cortical stimulation to wake the patient up.
#167
Quote from: Zaki on June 20, 2020, 05:02:45 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015
Sorry for not confirming the mod, but this one is in question.
So it was the Androids mod, then.

Quote from: Zaki on June 20, 2020, 05:02:45 AMHow to duplicate the test: apply any kind of modifier that are native to the no body part suffix of androids (Fighter module, construction module, Agile/Hulk/perfect physique, Archotech module upgrade, techprof upgrade etc), have them get any form of injury, the injury is healed first and they still stay in the pod until all the upgrades are gone too, making the upgraded android equal to an regular pawn at that point.
I took a look at all the Hediffs associated with the upgrade modules - none of them or the abstract classes they are based on have the <isBad> parameter specified. As such, RimWorld internally considers them to be <isBad>true</isBad> by default. So in theory, ChJees could fix this by to specifying <isBad>false</isBad> for the HediffDefs associated with the upgrades, and the MedPod will automatically ignore those Hediffs in its treatment plan.

However, taking a step back, aren't these androids artificial mechanical lifeforms? If so, I should blacklist Androids completely from using MedPods, as MedPods are only meant to treat organic lifeforms.

(I've already blacklisted all the Android Tiers androids, so that they will never use MedPods)
#168
Quote from: Zaki on June 19, 2020, 02:28:46 AMEPOE seems to be culprit here, the bionics from there cause an prolonged duration of the treatment.
This seems to happen with vanilla bionic arms and legs as well.

I think I have an good idea as to what's causing this problem:

  • An installed bionic arm or leg causes the corresponding child parts (e.g. hands, fingers, toes) to be marked as missing/destroyed
  • The current implementation of MedPod treats all body parts with "bad" hediffs, including missing body parts
  • So the MedPod skips the bionic arm or leg (as intended), but ends up regenerating organic fingers and toes on it

I definitely need to add some more logic to deal with this edge case.

Quote from: Zaki on June 19, 2020, 02:28:46 AM
On another note.
Androids mod, that has the module upgrades that affect whole body, they seem to get cleansed completely from the pawns if they use the medpod. And these are ones that cannot really be replaced without manually adding the hediff's back to the characters via development mode.

Is this the Androids mod by ChJees, or Android Tiers by Atlas & co.?

Quote from: Zaki on June 19, 2020, 02:28:46 AMDoes the Medpod work on cleansing the nobodypart affected hediffs?
Yes, but no-body-part hediffs (i.e. whole body hediffs) are handled last.

Quote from: Zaki on June 19, 2020, 02:28:46 AM
Would it be possible to instead add an filter option to the coding that would just include the diseases that can affect the whole body (Malaria, Sleeping Sickness, Mechanites and such), that would probably work as an workaround to not "curing" the beneficial hediffs that affect the pawn. At least that is with my rudimentary understanding of coding.
My current implementation of the MedPod mod actually has hediff whitelists (i.e. always treat, even if not bad) and blacklists (i.e. never treat, even if bad), which can be tweaked using xpath patches for XML.

The quick and dirty solution is for me to write a xpath patch to add the Android/Android Tiers (which?) hediffs from the module upgrades to the whitelist, so that the MedPod will skip those. There's no need to also whitelist the vanilla whole-body conditions, since they are usually bad and get marked for treatment anyway.

The proper solution would be to check to see if module upgrade hediffs in the actual the Android/Android Tiers (?) mod have been set as isBad = true, even if they're supposed to be beneficial module upgrades.

Clear as mud?
#169
Addendum for Zaki - I just installed a Death Acidifier on a pawn, downed it via dev mode, and had it healed up with a MedPod. The pawn hops right out as soon as treatment is finished, so no problems there.

Let me know when you narrow down the issue to CE or EPOE.
#170
Dev Build Update:
- Add races blacklist feature
  - This prevents pawns of certain races from ever using the MedPod
  - An example implementation can be found in the Android Tiers patch, which blocks all five tiers of Androids from using the MedPod bed

Quote from: Zaki on June 18, 2020, 07:26:02 AMI'm unsure if this is a conflict with EPOE and/or CE, but I find my pawns resting on the medpod much longer than needed, if they have bionics installed.
Firstly, can you confirm that the issue does not occur without EPOE and CE?

Secondly, can you run two separate test saves?:
- MedPod and CE only
- MedPod and EPOE only

Quote from: Zaki on June 18, 2020, 07:26:02 AMThis seems to even happen if a pawn has an Death acidifier on them, causing it to be needed to turn the power off on the medpod, move the pawn to a regular bed and with dev mode, remove the hediff for the delta wave induced coma.
That's bizarre. I'll need to test a pawn with Death Acidifier, although not with CE or EPOE yet.

Quote from: Zaki on June 18, 2020, 07:26:02 AMCould it be possible to have the delta wave induced coma dissipate after like 1 ingame hour or so, if not connected to the medpod? At least then we'd have a temporary workaround for the pawns that get stuck on the pod.
I probably should make the delta-wave induced coma fade after one hour.

FYI, the reason for the coma in the first place is because partly-healed pawns have a habit of running off during treatment, as soon as they are capable of walking (rather than waiting to be fully healed)

#171
Canute, after reading your latest response, I have decided to disregard your suggestions.
#172
Dev Build Update:
- Fixed power consumption (I forgot to flip a sign in the power consumption code, meaning that the MedPods were actually generating rather than consuming power while in use)
- Increased power usage and diagnosis/treatment times:
    - MedPod: 500/2000 W for 5/10 s during diagnosis/treatment mode
    - MedPod Lux: 750/3000 W for 3.75/7.5 s during diagnosis/treatment mode
    - Both beds still only consume 125 W while idle

I've also decided against adding further difficulty scaling options, so I'm scrapping the tentative plan to implement the Mod Settings dialog.
#173
Quote from: Chicken Plucker on June 14, 2020, 07:18:22 AM
Hey sumghai! VERY AWESOME, with the animation and everything! This'll make a fine addition to my collection
Much appreciated! By the way, best of luck with Basic Training!

Quote from: Canute on June 14, 2020, 09:37:20 AM
But energy is cheap, i didn't test it yet, but 125W don't sound much for "but consumes large amounts of power while in use" or is that just the idle consum ?
125W is indeed just the idle power consumption - much more power is consumed when the MedPod is actually running.

Quote from: Canute on June 14, 2020, 09:37:20 AM
Since it even can replace lost part's it would be an energy to matter process,
The reatomization process is not an energy-to-matter conversion. Rather, it rearranges any remaining damaged tissue and accelerates the body's natural healing process to make up for the short fall.

Although the MedPod is late-Glittertech tier technology, it still observes conservation of mass.

Quote from: Canute on June 14, 2020, 09:37:20 AM
then 10kW is the min. requirement for the treatment !
10kW is too high, even as a scaled difficulty setting set to max in a hypothetical Mod Settings dialog.

Quote from: Canute on June 14, 2020, 09:37:20 AM
:-)
>:(

Quote from: Canute on June 14, 2020, 09:37:20 AM
So i suggest to add a fuel source, a medigel/medfuel that you create from organic matter (meat or human meat) together with herbal med.
That get used 1 each treatment, 2+ each scar, and depend on the missing part.
I have no plans to add consumable requirements to the MedPod.
#174
Here's another sci-fi themed mod I've been developing, which is mostly ready for public playtesting.

Overview



This mod adds a new type of medical bed called a MedPod (left), capable of automatically healing injuries, diseases, scars and missing body parts on any pawn lying on them, but consumes large amounts of power while in use.

For players with the Royalty expansion installed, an additional MedPod Lux variant (right) is also available, with faster treatment times at the cost of even higher power consumption.

Both beds were inspired by their namesakes from Neill Blomkamp's 2013 sci-fi film Elysium.

Usage

  • Complete the Atomic Cellular Regeneration research project, which unlocks the MedPod(s) in the Architect Menu's Furniture category
  • Obtain an Isolinear Processor item from orbital/caravan exotic traders, quest rewards or salvaging components from an AI Persona Core
  • Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components
Features

  • Pawns will automatically use the MedPod to treat injuries and diseases
  • Pawns can be made to use the MedPod to treat scars, permanent injuries and missing body parts, using the right-click Float Menu
  • Pawns will not use MedPods that have insufficient power
  • MedPods will not remove prosthetics and bionics
  • Doctors/Wardens will rescue downed colonists/prisoners to MedPods
  • Doctors will avoid performing scheduled operations on patients currently using MedPods (the scanner/reatomizer gantry arm would smack them in the face if they tried to do so)
Compatibility

  • Safe to add to existing savegames
  • Works with most mods that add new prosthetics, implants or non-bad hediffs
  • Third-party modders can easily patch the built-in whitelist and blacklist, to always or never treat specific hediffs
  • Humanoid Alien Races - Non-human colonists should be able to use MedPods
  • Combat Extended - Will ignore the gasmask hediffs, if the colonist is wearing a gasmask
  • Replimat - Will share the same Disassemble AI persona core bill at the Machining Table, so that the same bill will produce both Isolinear chips/modules required by both Replimat and MedPod


Known Issues

  • Pawns should prioritize using (powered) MedPods, but may sometimes choose to use vanilla hospital beds if they are closer Fixed
  • Low frame rates (10~15 FPS) when running the game at 4x speed while also treating pawns with a large number of injuries/diseases/hediffs Disregarding for now, as issue only occurs sporadically
  • MedPods will heal robots and androids implemented using the Humanoid Alien Races framework (e.g. Android Tiers); a race-type blacklist is required Fixed
Download
Download Playable WIP
Source on GitHub repository

Acknowledgements
LWM, Dubwise, PeteTimesSix, Jamaican Castle, Fluffy, Drowsy Corgi, Madara Uchida, dninemfive, Garthor, Wiri - assistance with Harmony patches and other code snippets

License
This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:

  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit Robin "sumghai" Chang (author, MedPod) when publishing your derivatives in the download and forum posts
#175
RimNGE has been updated for RimWorld 1.1.2654- see first post for download link.


Version 2.3.0 - 7 June 2020
---------------------
- Updated for 1.1.2654
- Add hair alpha masks so that hair accessories aren't tinted by hair base color
    - This requires Hair Modding Plus as a dependency

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
#176
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.1.2654 - see first post for download link.


Version 1.6.2 - 7 June 2020
---------------------
- Updated for 1.1.2654
- Rebalance ranges for DP-28 and M134 Minigun turrets

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
#177
Looking great as always, CP.

My apologies for being out of the loop lately - things are getting pretty scary where I'm currently located, but the less said about that, the better.




Now, as some of you may be aware, CE: FastTrack previously bundled support for many of Chicken Plucker's mods. Now that CE:FT has merged with the original CE mod, these patches have also been migrated. So essentially - you can now use the original Combat Extended mods with your favorite Project Red Horse mods!

The full list of supported mods can be found here.

For All Users
Obviously, some (newer) Red Horse mods haven't been patched for CE yet, or the patches have become outdated due to recent updates to the original mods.

You can submit your patch requests here. Try to open one issue for each mod, so that it is easier for people to work on patches separately.

For Chicken Plucker
Please include the following official badges on your Steam mods that are CE compatible:


[img]https://raw.githubusercontent.com/CombatExtended-Continued/CombatExtended/master/Media/Badge_CE_compatible.png[/img]
(use the above image URL directly)
#178
Replimat has been updated for RimWorld 1.1.2610 - see first post for download link.


Version 1.1.2 - 22 April 2020
---------------------
- Updated for 1.1.2610
- Set third-party Common Sense mod to load after Replimat in mod order
- Add an option in Mod Settings to adjust the refilling threshold percentage for Hoppers
  - This resolves an issue where pawns would be stuck in a loop, constantly trying to top up Hoppers that were almost full due to their high storage priority
  - Note that if Replimat is used with SatisfiedStorage, the actual refilling threshold will be the lower of the two mods
- Updated missing Japanese translations

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
#179
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.1.2589 - see first post for download link.


Version 1.6.1 - 6 April 2020
---------------------
- Updated for 1.1.2589
- Shift Recoil Operation research position to not overlap other vanilla projects in Research tab
- Add Placeworkers to turrets to display turret tops and ranges during placement/blueprint mode, as well as preventing manned turret interaction spots from being blocked

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
#180
Replimat has been updated for RimWorld 1.1.2589 - see first post for download link.


Version 1.1.1 - 5 April 2020
---------------------
- Updated for 1.1.2589
- Fix Fertile Fields compatibility patch to also look for alternative 1.1 release by Jamaican Castle
- Remove some unnecessary debug log messages left over from development

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.