[A13] DE Surgeries v1.06 [20-April-2016]

Started by DarknessEyes, April 15, 2016, 07:41:06 PM

Previous topic - Next topic

Glitterworld pills (cure flu, malaria, muscle parasites, etc) should be? (please discuss)

ONLY sold by Caravans and Trade ships.
77 (43.3%)
ONLY crafted at stove (Medicine + human meat).
10 (5.6%)
Both of the above.
82 (46.1%)
I dont like the idea.
9 (5.1%)

Total Members Voted: 178

Mathenaut

Nose and ear surgery having a kill chance seems awkward. Chances of someone getting killed for that are statistically 0.

You may also have gone a little overboard with the brain transplant bit. I'm not sure why you're gating this with an arbitrary failure rate. Seems more sensible to simply require Glitterworld medicine.

DarknessEyes

#16
Quote from: Mathenaut on April 16, 2016, 08:41:00 PM
Nose and ear surgery having a kill chance seems awkward. Chances of someone getting killed for that are statistically 0.

You may also have gone a little overboard with the brain transplant bit. I'm not sure why you're gating this with an arbitrary failure rate. Seems more sensible to simply require Glitterworld medicine.

Thanks for your feedback.
Nose and ear surgery chance to kill have been removed in previous version.
Brain surgery is not a transplant. In next update I'm gonna decrease the kill rate on failure from 50% to 25% chance and keep the success chance at 60% (the same values of "Excises carcinoma" already in core game). Please be aware that success chance is also affected by your colonist medical skill.

In a feature update i will release surgeries for all or most injuries and chornic diseases, this ones will overwrite the brain surgery.

Im also gonna unlock the usage of healroots in all medical surgeries since the trader are very rare.
Healroots reduce success chance by 25%.
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

DarknessEyes

De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

DarknessEyes

New surgery to repair spine.
Requires 33 plasteel.
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

duduluu

A nice mod, i found a compatibility problem between your mod and Ykara's EPOE mod.
DE Surgeries mod must be activited after EPOE mod, for avoiding the rib surgery list  repeating.
You might tell other players by a note.
RimTrans translation tool for RimWorld
RimWorld-English original text for translating RimWorld
RimWorld-zh.com my translation team website

DarknessEyes

Quote from: duduluu on April 17, 2016, 08:35:44 PM
A nice mod, i found a compatibility problem between your mod and Ykara's EPOE mod.
DE Surgeries mod must be activited after EPOE mod, for avoiding the rib surgery list  repeating.
You might tell other players by a note.

This mod have no rib surgery, what you have is the ability to "heal" any injury (Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite and Brain damage) in any organ/bone. So if you get a rib Crushed you will see Cure crush (rib).

Can you post a screenshot?
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

Tormound


DarknessEyes

Added a new surgery: Repair rib cage!

Quote from: Tormound on April 18, 2016, 02:25:09 PM
Is it compatible to EPOE mod by Ykara?

I think so. This mod have no implants, only surgeries to "heal" natural body parts.
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

zloitermit

Нужный мод ,так держать и СПАСИБО!

Gibson8088

Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.

duduluu

it just need a corret order for DE Surgeries and EPOE

active after EPOE to avoid the "rib replacement" repeating in the bill.
(rib replacement is unique to EPOE)

[attachment deleted by admin - too old]
RimTrans translation tool for RimWorld
RimWorld-English original text for translating RimWorld
RimWorld-zh.com my translation team website

DarknessEyes

Quote from: Gibson8088 on April 18, 2016, 11:19:08 PM
Well, just tested this out with EPOE and so far haven't noticed any conflicts or big issues.  Just a XML error about a researchPrerequisite for CMedicines not corresponding to any field in type ThingDef.  Otherwise, it works just fine.

Out of curiosity, will you be adding in any surgeries for fingers and toes?  One of my colonists just lost a little toe to a rhino and so far the only fix is to replace the whole foot.

Im not sure, since you have bionic legs and bionic arms its not something very needed.
After this poll i will make a new one asking if people want to heal lost fingers.

v1.0.6 will be stomach surgery. Waiting for poll to end :)
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

hector212121

Might I suggest having multiple options? Human 'leather' being superior to or inferior to(as the mood strikes you) devilstrand?

DarknessEyes

Quote from: hector212121 on April 19, 2016, 12:58:42 PM
Might I suggest having multiple options? Human 'leather' being superior to or inferior to(as the mood strikes you) devilstrand?

If both options in poll have low % diference i will add both. One with less % to kill colonist.

But i also voted human leather. For a reason:
If you harvest a kidney or any other organ you get a mood debuff "Someone organs harvested". If human leather is required to "heal" organs you will replace one mood debuff with another mood debuff keeping it balanced (unless you have a canibal) =P
You can also set human meat to be hauled to dumping stockpile.
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

DamionFoster

first and foremost, I want to say I really enjoy your mod! I do seem to have a problem though. My main crafting person has completed a Bionic leg, but will not "finish" it. UNfortunately, I'm not sure if this is a "mod" issue, or a game issue. I've included a screen shot of the error log.



[attachment deleted by admin - too old]