[1.0/1.1/1.2] Expanded Prosthetics and Organ Engineering 2.42 (27.08.2020)

Started by Ykara, February 19, 2015, 05:14:28 PM

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Do you like the changes in Version 2.0?

Yes
459 (83.3%)
Not all of them
72 (13.1%)
Not at all (please explain why!)
20 (3.6%)

Total Members Voted: 551

MrBeTrayed

I have an issue with the mod.  It appears that anyone will try to install the prosthetics/bionics.  I only have 2 colonists marked as "Doctor" though any colonist will attempt the surgery, even colonists with traits that disallow "Doctor" abilities.  I've tried this multiple times and sure enough anyone of the colonists (randomly selected) will do the surgery to install the bionics.  Unfortunately those with low doctor skills or that are forbidden from doctor work with traits tend to fail quite often and when they fail, the ones with traits disallowing doctor seems to fail catastrophically.  One time it failed so hard the colonist could no longer move (incapacitated)... lol

Anyhow, not sure if you are properly checking for that role or skill before allowing any colonist to perform it.  Might be beneficial to tap into the Doctor Work role and if they have that checked then they qualify to attempt surgery.

Otherwise, great mod!  My colonist who had his leg shot off thanks you!

killer117

I love this mod so much. Great mod. But ive had a problem recently that when iget a colonist and i wanna replace an organ with synthetic or surragate organ, it dosent come up in operations. It worked before. And in the prepare carefully menu i can still give them the organs, but when actually playing it wont let me implant them. Even when thier in my stockpile. I dont know why, it just dosent work. Pls help
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Ykara

I've tested it and I can't seem to find your bugs :/
Do you have any other mods installed or do you use EPOE in a modpack? I've tried installing organs on colonists and it works just fine. But I have to do further testing.

MrBeTrayed

Quote from: Ykara on July 12, 2015, 05:19:45 PM
I've tested it and I can't seem to find your bugs :/
Do you have any other mods installed or do you use EPOE in a modpack? I've tried installing organs on colonists and it works just fine. But I have to do further testing.

Ykara,  were you talking about my problem or killer117?

Ykara

About both, I couldn't find your described bugs. But I didn't do much testing, so maybe they just didn't want to show ^^

hairlessOrphan

Quote from: killer117 on July 11, 2015, 08:46:53 PM
I love this mod so much. Great mod. But ive had a problem recently that when iget a colonist and i wanna replace an organ with synthetic or surragate organ, it dosent come up in operations. It worked before. And in the prepare carefully menu i can still give them the organs, but when actually playing it wont let me implant them. Even when thier in my stockpile. I dont know why, it just dosent work. Pls help

Wild guess, but are you using the Dermal Regeneration mod? That overwrites the surgeries XML, so it'll conflict with this.

killer117

No its fine. I had another guy tell me when i put another post in help. I also have the zombie apocalypse mod installed, and since they both change people then this mod just stops working mostly. But its fine. Im getting the patch for it. Thnx for the help.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

skullywag

Quote from: hairlessOrphan on July 12, 2015, 07:53:03 PM
Quote from: killer117 on July 11, 2015, 08:46:53 PM
I love this mod so much. Great mod. But ive had a problem recently that when iget a colonist and i wanna replace an organ with synthetic or surragate organ, it dosent come up in operations. It worked before. And in the prepare carefully menu i can still give them the organs, but when actually playing it wont let me implant them. Even when thier in my stockpile. I dont know why, it just dosent work. Pls help

Wild guess, but are you using the Dermal Regeneration mod? That overwrites the surgeries XML, so it'll conflict with this.

Thats actually a mistake, remove that file it does nothingm its exacty the same as the core one I just left it there by mistake...which doesnt explain why the above issue is with my mod, as far as I can tell it wouldnt be. Unless this mod does screw with the surgerys in which case its a mod load order issue (load this after mine), or as stated remove the file. :)

edit - there you go all fixed in latest update on my thread and i threw in a fix for the borked info panel as well.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Schissl

Quote from: Ykara on July 12, 2015, 05:19:45 PM
I've tested it and I can't seem to find your bugs :/
Do you have any other mods installed or do you use EPOE in a modpack? I've tried installing organs on colonists and it works just fine. But I have to do further testing.

Most parts of the Mod are working with 11b, what i can see so far. What is buggrd with me is that i can not install Advanced Bionics to the colonists and also not Bionic Spines.... the options are just not in the menu.


mokonasakura

I've been looking around but cant seem to find a way, is there a way to treat a frail torso?

Ninefinger

My Ultimate Overhaul Modpack has this. all you need to do is:

Add this to Hediffs_BadBack.xml

<HediffDef ParentName="DiseaseBase">
    <defName>Frail</defName>
    <label>frail</label>
    <workerClass>HediffWorker_AgeGainer</workerClass>
    <partsToAffect>
      <li>Spine</li>       <-------- This is just showing you what is changed from vanilla
    </partsToAffect>
    <ageGainCurve>
      <points>
        <li>
          <loc>(50, 0)</loc>
        </li>
        <li>
          <loc>(60, 0.15)</loc>
        </li>
        <li>
          <loc>(70, 0.25)</loc>
        </li>
        <li>
          <loc>(80, 0.5)</loc>
        </li>
        <li>
          <loc>(100, 1)</loc>
        </li>
      </points>
    </ageGainCurve>
    <stages>
        <li>
            <capMods>
              <li>
                <capacity>Moving</capacity>
                <offset>-0.30</offset>
              </li>
              <li>
                <capacity>Manipulation</capacity>
                <offset>-0.30</offset>
              </li>
            </capMods>
        </li>
      </stages>
  </HediffDef>


This will allow you to remove frail / bad back at the same time with replacing the spine.

jal21

Quote from: Ninefinger on July 18, 2015, 10:33:25 AM
My Ultimate Overhaul Modpack has this. all you need to do is:

Add this to Hediffs_BadBack.xml

<HediffDef ParentName="DiseaseBase">
    <defName>Frail</defName>
    <label>frail</label>
    <workerClass>HediffWorker_AgeGainer</workerClass>
    <partsToAffect>
      <li>Spine</li>       <-------- This is just showing you what is changed from vanilla
    </partsToAffect>
    <ageGainCurve>
      <points>
        <li>
          <loc>(50, 0)</loc>
        </li>
        <li>
          <loc>(60, 0.15)</loc>
        </li>
        <li>
          <loc>(70, 0.25)</loc>
        </li>
        <li>
          <loc>(80, 0.5)</loc>
        </li>
        <li>
          <loc>(100, 1)</loc>
        </li>
      </points>
    </ageGainCurve>
    <stages>
        <li>
            <capMods>
              <li>
                <capacity>Moving</capacity>
                <offset>-0.30</offset>
              </li>
              <li>
                <capacity>Manipulation</capacity>
                <offset>-0.30</offset>
              </li>
            </capMods>
        </li>
      </stages>
  </HediffDef>


This will allow you to remove frail / bad back at the same time with replacing the spine.

sould i add this to the end or replace it whith this

Ninefinger

It goes under the other one that is in that file. Dont replace anything this needs to be added to the file.

The whole Hediffs_BadBack.xml file will look like this after:

   <HediffDef Name="DiseaseBase" Abstract="True">
    <hediffClass>Hediff_Staged</hediffClass>
    <defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
  </HediffDef>

  <HediffDef ParentName="DiseaseBase">
    <defName>BadBack</defName>
    <label>bad back</label>
    <workerClass>HediffWorker_AgeGainer</workerClass>
    <partsToAffect>
      <li>Spine</li>
    </partsToAffect>
    <ageGainCurve>
      <points>
        <li>
          <loc>(40, 0)</loc>
        </li>
        <li>
          <loc>(50, 0.05)</loc>
        </li>
        <li>
          <loc>(60, 0.15)</loc>
        </li>
        <li>
          <loc>(70, 0.30)</loc>
        </li>
        <li>
          <loc>(80, 0.45)</loc>
        </li>
        <li>
          <loc>(100, 1)</loc>
        </li>       
      </points>
    </ageGainCurve>
    <stages>
        <li>
            <capMods>
              <li>
                <capacity>Moving</capacity>
                <offset>-0.30</offset>
              </li>
              <li>
                <capacity>Manipulation</capacity>
                <offset>-0.10</offset>
              </li>
            </capMods>
        </li>
      </stages>
  </HediffDef>
 
  <HediffDef ParentName="DiseaseBase">
    <defName>Frail</defName>
    <label>frail</label>
    <workerClass>HediffWorker_AgeGainer</workerClass>
    <partsToAffect>
      <li>Spine</li>
    </partsToAffect>
    <ageGainCurve>
      <points>
        <li>
          <loc>(50, 0)</loc>
        </li>
        <li>
          <loc>(60, 0.15)</loc>
        </li>
        <li>
          <loc>(70, 0.25)</loc>
        </li>
        <li>
          <loc>(80, 0.5)</loc>
        </li>
        <li>
          <loc>(100, 1)</loc>
        </li>
      </points>
    </ageGainCurve>
    <stages>
        <li>
            <capMods>
              <li>
                <capacity>Moving</capacity>
                <offset>-0.30</offset>
              </li>
              <li>
                <capacity>Manipulation</capacity>
                <offset>-0.30</offset>
              </li>
            </capMods>
        </li>
      </stages>
  </HediffDef>

jal21

Quote from: Ninefinger on July 18, 2015, 01:49:09 PM
It goes under the other one that is in that file. Dont replace anything this needs to be added to the file.

The whole Hediffs_BadBack.xml file will look like this after:

   <HediffDef Name="DiseaseBase" Abstract="True">
    <hediffClass>Hediff_Staged</hediffClass>
    <defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
  </HediffDef>

  <HediffDef ParentName="DiseaseBase">
    <defName>BadBack</defName>
    <label>bad back</label>
    <workerClass>HediffWorker_AgeGainer</workerClass>
    <partsToAffect>
      <li>Spine</li>
    </partsToAffect>
    <ageGainCurve>
      <points>
        <li>
          <loc>(40, 0)</loc>
        </li>
        <li>
          <loc>(50, 0.05)</loc>
        </li>
        <li>
          <loc>(60, 0.15)</loc>
        </li>
        <li>
          <loc>(70, 0.30)</loc>
        </li>
        <li>
          <loc>(80, 0.45)</loc>
        </li>
        <li>
          <loc>(100, 1)</loc>
        </li>       
      </points>
    </ageGainCurve>
    <stages>
        <li>
            <capMods>
              <li>
                <capacity>Moving</capacity>
                <offset>-0.30</offset>
              </li>
              <li>
                <capacity>Manipulation</capacity>
                <offset>-0.10</offset>
              </li>
            </capMods>
        </li>
      </stages>
  </HediffDef>
 
  <HediffDef ParentName="DiseaseBase">
    <defName>Frail</defName>
    <label>frail</label>
    <workerClass>HediffWorker_AgeGainer</workerClass>
    <partsToAffect>
      <li>Spine</li>
    </partsToAffect>
    <ageGainCurve>
      <points>
        <li>
          <loc>(50, 0)</loc>
        </li>
        <li>
          <loc>(60, 0.15)</loc>
        </li>
        <li>
          <loc>(70, 0.25)</loc>
        </li>
        <li>
          <loc>(80, 0.5)</loc>
        </li>
        <li>
          <loc>(100, 1)</loc>
        </li>
      </points>
    </ageGainCurve>
    <stages>
        <li>
            <capMods>
              <li>
                <capacity>Moving</capacity>
                <offset>-0.30</offset>
              </li>
              <li>
                <capacity>Manipulation</capacity>
                <offset>-0.30</offset>
              </li>
            </capMods>
        </li>
      </stages>
  </HediffDef>

thank you for the quick resonce :D

mokonasakura

So just one more question then. Do I have to install a new spine because I'm not seeing any option under operations to treat frail after I added your text.