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Author Topic: [B18]DESurgeries - 06/12/17  (Read 116240 times)

kaptain_kavern

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[B18]DESurgeries - 06/12/17
« on: July 24, 2016, 04:56:06 PM »


In order to release the 1.0 version I started from :
DESurgeries mod (originally by DarknessEyes) + tweaks from Aristocat's Medical Complication Mod Pack


Quote from: the readme
    Adds new surgeries to Rimworld.
  •         Possibility to sedate patient in order to make him stay in bed Now in the base game
  •         2 cosmetic surgeries: Ear and Nose
  •         9 chronic surgeries: Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma, Cirrhosis and Heart artery blockage
  •         12 injury surgeries: Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite
  •         2 Parasite surgeries : Muscle Parasite, Gut Worms
  •         12 bone/limb surgeries: Finger, Toe, Mandible, Pelvis, Clavicles, Sternum, Ribs, Radius, Humerus, Femur, Tibia and Spine


B18 On Github :
(Click on DESurgeries.zip)



B18 On the Steam Workshop :



Very Important Disclaimer :
In case of updating from a prior version, please be sure to completely erase the DESurgeries folder BEFORE adding the new one




I want to say a big thank you to Kyos - Even if you don't know why ;) - I managed the EPOE compatibility after reading some of your comments and browsing through the code of Mechanite Augmentation Project.

And everyone who participate on the Github Issue/Suggestion tracker. (Bluewinds it is only you for now :p)

A big Thank You! to our translator :
  • RU : Man232 and Desert Rain
  • FR : Jozay
  • JP : Proxyer
« Last Edit: December 06, 2017, 02:46:34 AM by kaptain_kavern »
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kaptain_kavern

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kaptain_kavern

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123nick

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awesome, i didnt realize DEsurgeries was working with A14

edit: is this compatible with ADogSaid?
« Last Edit: July 24, 2016, 06:03:06 PM by 123nick »
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kaptain_kavern

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Yes it is compatible : they will work together but as for now you can't do DESurgeries on animals

I may end up doing another patch for that

segundoblz

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Is it on steam workshop? :x
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kaptain_kavern

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Nope and i won't upload any of my mods on Steamworkshop. Sorry for the brutal answer but i don't support the use of SteamWorkshop at all.

Some of the reasons why.

i can provide other link form, like Dropbox and such if Github is a problem though

Sarelth

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Great work on the mod.
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hagamablabla

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I've been having a problem with a certain type of surgeries, including pinky and toe replacements. I can't do these surgeries because it requires materials, but I have more than enough medicine, and I even spawned in some bionic arms/legs to see if that was the problem. What materials do I need for the surgeries?
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qurffe

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I've been having a problem with a certain type of surgeries, including pinky and toe replacements. I can't do these surgeries because it requires materials, but I have more than enough medicine, and I even spawned in some bionic arms/legs to see if that was the problem. What materials do I need for the surgeries?

There is Full description link check that for what you need. for fingers and toes you need 2 units of medicine (cannot use healroot) and at least lvl 8 in medicine
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kaptain_kavern

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Also are you sure you have turn on powerful-enough medicine in the health tab of the colonist?

I add this to the to-do list : Make the material requirement visible ingame
« Last Edit: July 26, 2016, 05:40:58 AM by kaptain_kavern »
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Warforyou

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Is [sedate] succes chance affected by mood/rest? I had my 16 skill doctor with 102% surgery succes chance fail 8 of 10 attempts destroying ones' lung... Actually he NEVER EVER SUCCEEDED wasting away all of my medicine and letting all my colonists die from plague.

Is it supposed to be that hard?
« Last Edit: July 26, 2016, 03:48:58 PM by Warforyou »
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kaptain_kavern

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what? that's weird.
In the code Sedate is set to be an easy surgery (<RecipeDef ParentName="SurgeryEasy">)
And an easy surgery is set like that :

Code: [Select]
<RecipeDef Name="SurgeryEasy" ParentName="SurgeryFlesh" Abstract="True">
  <surgeonSurgerySuccessChanceExponent>1</surgeonSurgerySuccessChanceExponent>
  <roomSurgerySuccessChanceFactorExponent>2</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>

So as you can read in the code the base chance of success should be of 95%. Also the room stats (cleanliness, brightness, etc) and obviously the skill of the surgeon should matter. In fact on my play i never saw it missed at all. Did you use any other medical mods ? (maybe there is some odd interaction with another mod)
« Last Edit: July 26, 2016, 04:38:50 PM by kaptain_kavern »
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Fluffe

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Ether that or you got the unluckiest doctor in all of rimworld lol
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