[B18]DESurgeries - 06/12/17

Started by kaptain_kavern, July 24, 2016, 04:56:06 PM

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Do you want/need an A17 version?

Yes
No

Man232

THANK You for this mod!

How to check all variations of Your mod by the developer console?
Just now noticed that You have a new message
The text may not be accurate due to translation from Russian into English.

Unable to chat in facebook (There are a couple of questions)
https://www.facebook.com/profile.php?id=100010969668787

kaptain_kavern

i work on Github, so you can check all changes done files by files even.

Here is a link to the detailed section : https://github.com/kaptain-kavern/DESurgeries/commits/master.

If you learn how Github work you could even add the translated files yourself (it's called a pull request) and all i have to do is click on "accept" button ;-) But as long as i can have the files (here or github) i will add them with pleasure




The in game message i've add should be displayed in the language the game use. But for that we have to add a reference to this in the translated files
<successfullyRemovedHediffMessage>{0} has successfully treated {1}'s burn.</successfullyRemovedHediffMessage>

Man232



Man232

Available Russian translation Dog Said of Desert Rain.


How can I contact You? For discussion mods

Elysium

Hello, I really like this mod but I'm struggling to understand how to calculate success rates of surgery.  What is the formula for calculating the success rate? What does surgeonSurgerySuccessChanceExponent and roomSurgerySuccessChanceFactorExponent do? What factors in to roomSurgerySuccessChanceFactorExponent exactly? I know about cleanliness but what about the size of the room? The beauty of the room? What are the factoring values of the bed qualities? How does surgerySuccessChanceFactor fit in to everything?  Sorry for so many questions but I feel like these are pretty important things to know when deciding to put your colonists under the knife or not.  I typically don't enjoy leaving things up to RNG.  I realize there will almost always be a chance of failure in most scenarios, but it would be really nice if this was a lot more transparent.

Killaim

sooo..
my surgeon just failed 3 times on a pegleg install.

first he accidentally cut the guys kidney out.

then he stabbed him

then he died.

...i did laugh to much

kaptain_kavern

Hi Elysium,
First be sure that i'm struggling too to understand how all of this is computed. In fact i have to say that i am not sure of anything (i only do/know XML modding, and the exact calculation occur in "the C# part" - All i can do is point to this post). And for balancing this mod i have more relied on heavy testing rather than my abilities to understand the C# part of the code.

Anyway here is the value i use in the mod (i incremented the value at each step)

  <!-- 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>

<RecipeDef Name="SurgeryNormal" ParentName="SurgeryFlesh" Abstract="True">

          <!-- The skill of the colonist and quality/cleanliness of the room should matters a bit -->

  <surgeonSurgerySuccessChanceExponent>1</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>2</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.8</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>3000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>8</minLevel>
    </li>
  </skillRequirements>
</RecipeDef>

<RecipeDef Name="SurgeryHard" ParentName="SurgeryFlesh" Abstract="True">

          <!-- The skill of the colonist and quality/cleanliness of the room should matters -->

  <surgeonSurgerySuccessChanceExponent>2</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>3</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.6</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.1</deathOnFailedSurgeryChance>
  <workAmount>4500</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>10</minLevel>
    </li>
  </skillRequirements>
</RecipeDef>

<RecipeDef Name="SurgeryVeryHard" ParentName="SurgeryFlesh" Abstract="True">

          <!-- The skill of the colonist and quality/cleanliness of the room should matters a lot -->

  <surgeonSurgerySuccessChanceExponent>3</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>4</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.5</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.25</deathOnFailedSurgeryChance>
  <workAmount>6000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>15</minLevel>
    </li>
  </skillRequirements>
</RecipeDef>

kaptain_kavern

Quote from: Man232 on August 01, 2016, 02:43:10 PM
Available Russian translation Dog Said of Desert Rain.


How can I contact You? For discussion mods

Hey friend, feel free to send me a PM here on the forum. But what will help me the most will be that you use the github for all of this. The issue/suggestion tracker (here for DESurgeries). But if you can't it's ok to contact me here, on the forum (in the threads or via PM)

Man232

RU: https://yadi.sk/d/5T2xaxuItphUA (<-- All changes will be at this link.) (Man232 and Desert Rain)

version: 0.1 for version mods 1.1.1

-------------
About github have not yet figured out)

kaptain_kavern

I had it via Github directly. So you manage that too. You guys are real pro !
Thanks a lot

I hope it will inspire people from other countries, thanks to you

Man232


kaptain_kavern


Man232

Quote from: kaptain_kavern on August 02, 2016, 03:52:24 AM
added to the release via Github. Thank you

By the way, Our translations can use as a base for their translations.
Change the words from Russian.

kaptain_kavern

Yes that what i hope. That's why i'm so happy you two have done it