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Author Topic: [A15/A14/A13] Aristocat's mods  (Read 78813 times)

Aristocat

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[A15/A14/A13] Aristocat's mods
« on: June 10, 2016, 04:28:00 AM »

Medical Complication Mod Pack





Perfect Harvest

(Click to enlarge)


Features:

DESurgeries

* New features in Medical Complication mod :

* Repair fingers and toes.
* Repair clavicle and sternum
* Cure sleeping sickness, gut worms, and muscle parasites.
* Cure malaria, plague, and flu.
* Cure or inject sensory and fibrous mechanites.
* Use glitterworld medicine to cure chronic diseases.
* Sedate patient. Increase immunity gaining speed. lasts around 3 days.
* All new surgeries require researched first and require skilled doctor.
* Increased surgery success chance.


EPOE

* New features in Medical Complication :

* All tables merged into one. Unlocks new recipes via researches. Old tables can still be unlocked with research.
* All workbenches can be moved.
* Removed vancidium and advanced component. Uses gold and plasteel instead.
* Increased surgery success chance.
* Medicine and glitter medicines can be crafted.
* Price tweaks.
* Increased compatibility. Hopefully.
* Choppable limbs hasn't removed.

ADogSaid

* New features in Medical Complication :

* All animal prosthetics and organs are craftable in animal prosthetics workbench. Unlocks new recipes via researches.
* All workbenches can be moved.
* Animal bionic arm, leg, lung, heart and brain, everything is craftable.
* Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
* Inject medicine to put animal into sleep and increase immunity gaining speed.
* Use glitterworld medicine to cure chronic diseases.



EmergencyTreatment

* This mod set doctoring as same priority as firefighting, as in emergency.
Just draft-undraft them they will forgo every need and job and make sure everyone is tended. Recommended to set doctoring as priority 1.




Improved Surgery and Compatibility Patches

- Failures no longer automatically destroy prosthetics/bionics/implants being installed. The item that was being installed will be returned, but with less health. This means that if you are installing an item that is worn out or damaged, failing too many times will destroy it.

- Failures no longer damage or remove random body parts, and will prioritize adding surgical cuts on body parts that are near the part being operated on.

- Minor failures now have a small chance to cause an infection on the body part being operated on. Major failures have a higher chance.



Chemicals & Neutroamine crafting

Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine.

 • Adds Item: Neutroglycerin
 • Adds Recipe: Neutroamine (to Drug Lab)
 • Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

Boomrats now drop two chemicals every two days.



Realistic Medical System

Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
[EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run

No new features yet.



Rim PhD

 Adds various new drugs and medicine. Feedback on balance and such would be very appriciated!

Every update requires you remake your drug policies for the new drugs to appear. I appologies for this inconvenience.

* Pepto : Helps cure Food Poisoning and Cryosickness
* Chloroform : Puts consumer to sleep. ( I will try and make opperations so you can use these drugs on other people at some point).
* Made custom assemblies for custom drugs and overdose effects.
* Suripu-Block : Prevents the Plague and Sleeping Sickness.
* Worm-Burn : Kills pesky Gut Worms.
* Isotono : Helps treat Carcinoma.
* Vitamin C : Boosts your immune system!
* Pain Away : Reduces pain, two pills recommended maximum per day.

New features in Medical Complication :

* Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to be loaded last.) I afraid this make sedate too hard to acuire.
* Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
* Research cost for Simple Drug has been greatly decreased(2500 to 1000.).





Quote
New operations:
  • All scars including brain injury can be removed.
  • All destroyed fingers, toes, noses, mandible and ears are now repairable.
  • Surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.
  • Muscle parasites and gut worms can be removed by skilled doctor.
  • All chronic diseases such as bed back or Alzheimer's can be cured with glitterworld medicine and highly skilled doctor, with low chance to kill patient on failed surgery.
  • New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
  • Herbal medicine cannot be used on most new surgeries.
  • New surgeries takes many medicines to perform.


Every artificial body parts are now manufacturable, from rudimentary steel arms and peg legs to simple prostheses to exoskeleton suit and power arm.

  • New operations that remove limbs.
  • Finally prostheses for the animal, from simple prostheses to rampaging bionic beast, all craftable.
  • Medicine is craftable.
  • Dreaded 6 tables be gone, it is now all merged into a single table, unlocks new recipes with researches.
New breakthrough in neurotrainer technology allows neurotrainers to rewrites neural pathways and change personality traits.
    Build your all masochistic psychopath army.
    Remove depressive, or volatile, all unworthy. Rimworld is no place for the weak.
    Craft the neurotriners through new workbench, unlocked via research. Not updated.
    • Dozens of new researches.
    • Many tweaks to each mods.




    Download:

    NOTE : If you used EPOE, please remove all vancidium and advanced component before update. If that still break save try place items_Vancidium into ACM EPOE Thingdefs.

    v0.4.2

    NOTE : 0.4.2 will break your save if you have used 0.4.1 version.




    Old versions :


    v0.4.1




    v0.3.2


    v0.3.1




    v0.2.1


    v0.2


    v0.1





    Please remove old mods before install new version.
    Probably will not break your save.




    Credits:
    Expanded Prosthetics and Organ Engineering by Ykara.
    A Dog Said by Latta.
    De surgeries by DarknessEyes.
    BrainMod by CuproPanda.
    Improved Surgery by Twoski.
    Chemecals Extraction and Neutroamine Crafting by ShadowTani.
    Realistic Medical System by Ykara.
    Rim PhD by general223.
    Renamed Folders & About by Adventurer.



    Load order



    Installation:
    • Unzip the mod in the Rimworld\Mods folder and play.
    [/quote]

    Change Log:
    Quote
      v0.4.2 2016.9.23
      * Folder and mod name changes : Uses Adventurer's Renamed Folders & About.
      * Rim PhD has been removed.
      * Advanced prosthetics now require hyperweave.
      * Fixed Vegetable Garden compatibility issue. NOTE : Please remove all neutroamine from map and inventories before update, otherwise it will break your save.
      * Medical training has been added to the pack.
      * Painkiller and adrenaline ribs now require go-juice and yayo.


      v0.4.1 2016.9.19
      Fixed : Ingredient for sedate using Chloroform properly set.

    • v0.4 2016.9.19

    * Changes in 0.4

    * Updated to A15.

    * Improved Surgery and compatibility patches has been added to pack.

    * Chemicals extraction & Neutroamine crafting has been added to pack.

    Boomrats now drop two chemicals every two days.

    Realistic Medical System has been added to pack.

    No new features yet.

    Rim PhD has been added to pack.

    * Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to be loaded last.) I afraid this make sedate too hard to acuire.
    * Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.
    * Research cost for Simple Drug has been greatly decreased(2500 to 1000.).

    .

    * Added bone surgery and advanced bone surgery research. Fingers and toes require bone surgery and sternum, clavicle, rib cage and spine require advanced bone surgery research.
    * Advanced prosthetics require plasteel and gold instead of silver(vancidium has been removed.).
    * Fixed : Minimap bug, work amount has been properly set.
    * Surgeries that require glitterworld medicine now has label.
    * Sedate no longer require research.
    * Sedate now require Chloroform(If you use Rim PhD. require Rim PhD to loaded last.) I afraid this make sedate too hard to acuire.
    * Crafting Chloroform require 2 neutroamine instead of 10. Also price has been decreased.

    To do list : Maybe make curing plague require Suripu-Block, gut worm require worm burn, mechanite-block to add or remove mechanite?


    • v0.3.2 2016.8.10
    Increased sucess chance of natural and basic surgery.
    Price tweaks.


    • v0.3.1 2016.8.10
    • Natural organ can be hauled again.
    • Arm can be attached to shoulder.
    • v0.3 Updated to A14. 2016.8.9
    • All workbenches can be moved.
    • Removed Vancidium and advanced component. Uses silver instead.
    • Increased surgery success chance. A lot.
    • Increased compatibility. Hopefully.
    • I forgot to remove choppable limbs, but there might be bugs so beware.
    • Tidied up About.xmls.
    • Brain mod hasn't updated yet. Emergency Treatment is integrated instead.
    • Repair clavicle and sternum
    • Cure sleeping sickness, gut worms, and muscle parasites.
    • Cure malaria, plague, and flu.
    • Cure or inject sensory and fibrous Mechanites.
    • Inject medicine to put patients into drugged state, reduces pain by 70% and increases mood by 30.
    • All new surgeries require researched first and require skilled doctor(Lots of new researches. Your tribes people can't just cure dementia and  do plasteel surgery.).
    • Animal bionic arm, leg, lung, heart and brain, everything is craftable.
    • Paws, jaws, tusks etc can be repaired using plasteel, without using replacement.
    • Stole some code from Nattiejim's code for Adogsaid.

    [/list][/list]
    Code: [Select]
    v0.2.1
    [li]Glitterworld medicine is craftable.[/li]
    [li]Opreration to remove muscle parasite now properly show up.[/li]
    [li]I think there was more, but I forgot it.[/li]

    [li]v 0.1 06/11/2016
    [/li][li]Removed dependency - All separated![/li]
    [li]Eternal anesthesia fixed. (No, it wasn't "feature") If someone doesn't wake up, try use global restore body parts on torso in dev mode.[/li]
    [li]Added surgeries for animals, everything should be repairable, from claws to paws, tail, beak, scars, and even brain injury.[/li]
    [li]Anesthesia, curable chronic diseases, etc, for animals.[/li]
    [li]Neurotrainers for beauty and ugly trait.[/li]
    [li]Price adjustments and small tweaks. Lung is now cheaper than heart. Generally, most prosthetics sell slightly cheaper.[/li]
    [li]Prosthetic bench for animal now require research to unlock.[/li]
    [li]Small tweaks.[/li]



    Known issues:

    Please report any bugs, oddities or suggestions.


    Incompatibilities:
    Please report any incompatibilities.


    TO DO:
    Would github useful?
    More researches, lock surgeries with research
    Drugs, maybe.
    Cookable healoot that boosts immunity gaining speed.
    « Last Edit: March 04, 2017, 09:26:05 AM by Aristocat »
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    Aristocat

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    Aristocat's mod
    « Reply #1 on: June 10, 2016, 04:30:43 AM »

    Education
    Not updated!



    Description:
    Educate your colonists!

    New resource paper can be brewed in the brewery with wood or cloth and skilled colonists can write guides and test papers using paper.

    Colonists can study test papers to gain experience with reading table, each 1 research skill increase study speed by 10%.

    Guide can be used to gain new traits which increase skill, work speed, and efficiency.

    14 new traits : Negotiator, Sharp Shooter, Animal Trainer and more!

    Download:




    Known issues:

    Please report any bugs, oddities or suggestions.


    Credits:
    BrainMod and textures from AdditionalJoyObject by CuproPanda.

    TO DO:







    Make it Harder, Better, Faster, Stronger



    (Click to enlarge image)

    Description:

    Make quality of weapon decrease cooldown of melee and ranged weapons. Increases melee damage factor.

            Melee damage
            Awful      0.4
            Shoddy     0.7
            Poor       0.85
            Normal     1
            Good       1.1
            Superior   1.35
            Excellent  1.5
            Masterwork 1.6
            Legendary  1.7

            Cooldown ranged and melee     
            Awful      1.5
            Shoddy     1.3
            Poor       1.1
            Normal     1
            Good       0.9
            Superior   0.75
            Excellent  0.6
            Masterwork 0.45
            Legendary  0.3


    Updated to A15. Minor tweaks.

    Download:




    Known issues:

    Please report any bugs, oddities or suggestions.









    Better Trader


    Description:
    Orbital traders and caravans visit more often and caravans bring more goods.


    Updated to A15. Now with 4 times more neutroamine!
    Download:




    Known issues:

    Please report any bugs, oddities or suggestions.






    Horn & Tusk Weapons



    Description:

    This is my modification of Encode's mod

    Makes Horns & Tusks usable as material for making melee weapons and sculpture, also make mace craftable with stone.

    Elephant Tusk : +25% damage and -10% cooldown.
    Thrumbo Horn : +40% damage and -10% cooldown.

    Download:




    Credits:
    Horn & Tusk Weapons by Encode.


    Known issues:

    Please report any bugs, oddities or suggestions.





    Filthy Pirates
    Not updated!


    Description:

    Make pirates wear worn out equipment, arrrgh!

    This mod is created to make craft more meaningful and to make economy less dependent on raid.

    Download:





    Known issues:

    Please report any bugs, oddities or suggestions.


    TO:DO
    I think this mod require some more work, I don't know.






    EmergencyTreatment
    Intergrated to medical complication.!


    Description:

    Someone need treatment but all of your colonists are sleeping? Just draft-undraft them, they'll forgo the sleep and start doctoring.

    This mod make giving treatment emergency so they skip everything and do only doctoring.


    Download:



    Known issues:

    Please report any bugs, oddities or suggestions.


    « Last Edit: September 19, 2016, 07:27:15 AM by Aristocat »
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    Aristocat

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #2 on: June 10, 2016, 04:30:53 AM »

    --Reserved--

    Aristocat

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #3 on: June 10, 2016, 04:34:30 AM »

    --Reserved just in case--

    Garr1971

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    joaonunes

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #5 on: June 10, 2016, 04:51:56 AM »

    I have those 4 mods installed...

    What is the difference between having them all separated and using your mod? Do you add any functionalities?
    « Last Edit: June 10, 2016, 04:56:55 AM by joaonunes »
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    Defection

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #6 on: June 10, 2016, 05:00:49 AM »

    Is this mod incompatible with any mod? It looks good, i would like to try it but i'm not sure if it will brake my save.
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    Aristocat

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #7 on: June 10, 2016, 05:03:25 AM »

    I have those 4 mods installed...

    What is the difference between having them all separated and using your mod? Do you add any functionalities?

    New features including :

    Repairable fingers and toes.
    Curable muscle parasites and gut worms.
    All chronic diseases require glitterworld medicine.
    New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
    Craftable brain mods and neurotrainers.
    Craftable medicine.
    Small tweaks.

    joaonunes

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #8 on: June 10, 2016, 05:06:02 AM »

    I have those 4 mods installed...

    What is the difference between having them all separated and using your mod? Do you add any functionalities?

    New features including :

    Repairable fingers and toes.
    Curable muscle parasites and gut worms.
    All chronic diseases require glitterworld medicine.
    New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
    Craftable brain mods and neurotrainers.
    Craftable medicine.
    Small tweaks.

    And regarding EPOE, how will it handle Combat Realism? Will the EPOE-CR patch still work?
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    Aristocat

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #9 on: June 10, 2016, 07:33:11 AM »

    And regarding EPOE, how will it handle Combat Realism? Will the EPOE-CR patch still work?

    It should be, this mod doesn't touch body parts.

    joaonunes

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #10 on: June 10, 2016, 08:33:01 AM »

    And regarding EPOE, how will it handle Combat Realism? Will the EPOE-CR patch still work?

    It should be, this mod doesn't touch body parts.

    OK, I'll give this mod a try then :D
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    II7II LOCKDOWN

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #11 on: June 10, 2016, 01:27:27 PM »

    Looks like a great mod, will surely use this in my playthrough
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    BlueWinds

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #12 on: June 10, 2016, 07:34:47 PM »

    New features including :

    Repairable fingers and toes.
    Curable muscle parasites and gut worms.
    All chronic diseases require glitterworld medicine.
    New operation to put patient into anesthesia for three days; forcing patient into resting, remove pain and increase immunity gaining speed.
    Craftable brain mods and neurotrainers.
    Craftable medicine.
    Small tweaks.

    These all sound excellent - any chance I could get these without EPOE? I already use the other three mods mentioned, but EPOE contains a lot of extra content that I don't want to add.
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    Anoff

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #13 on: June 11, 2016, 12:49:07 AM »

    So I started a Colony with this mod, and I used the anesthesia on my colonists who would have died without it (Probably). 
    But its been 2 almost 3 weeks since i used it on him and he's still a vegetable. Is this a bug or does it really take that long?

    EDIT* Just tried it on a prisoner in the same game, worked perfectly as she awoke ~3 days later, Henri is still a vegetable though.

    EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.
    « Last Edit: June 11, 2016, 01:46:58 AM by Anoff »
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    Havocprime

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    Re: [A13] Medical Complication Beta - Medical overhaul
    « Reply #14 on: June 11, 2016, 02:35:32 AM »

    EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.

    LOL.... poor henri...
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