[B18]Power+Medicine - CTS - Complete Tech Solutions

Started by sulusdacor, November 02, 2016, 06:14:22 PM

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sulusdacor

moved this here: https://ludeon.com/forums/index.php?topic=38010

CTS - Complete Tech Solutions




further updates in new topic: https://ludeon.com/forums/index.php?topic=38010



I did not create this mod!

This is just an update of the original CTS mod. the description and all content is taken from there. thanks to the original creator of the mod kexici.


Description:

New high tech power source. (All animated.)
New high tech medical resource.

Add:
POWER SOURCE
Small plasma generator (need charge first - its basic from clutter by mrofra )
- need charge first ( -1000W) after you get 100% free energy :D (+1000W)
- but beware : dont interupt the charge proces - > start from begining :D  and its a loooong time
Big plasma generator (need charge first)
- need charge first ( -10000W) after you get 100% free energy :D (+10000W)
- but beware : dont interupt the charge proces - > start from begining :D  and its a loooong time
Plasma fueled generator ( idea from Glitter Tech)
- work for Uranium  (full tank = 10 = 1 season = 5000W)
- must be build outdoor (nobody want smoking reactor in bedroom) ( maybe Tony Stark :D )

MEDICAL SOURCE
Hi-tech hospital bed
Advanced medicine laboratory (now you can craft all medicines)
Advanced vital monitors
2 new medicines - Bandages (cheap, made from cloth, can be make in tailoring bench)
                         - Nano-tech medicine (better then glliterworld)
1 new operation - TAKE BLOOD :D (use blood bags to make medicine)


Author
kexici

credits for super ideas for code or graphics to mrofa and his Clutter mod

updated by erdelf and sulusdacor

Thx to theubie to use his designator code from his Shutdown All Mod


Download

further updates in new topic: https://ludeon.com/forums/index.php?topic=38010

Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=792364419

Dropbox: https://www.dropbox.com/s/kxfeobbwq5qogzt/CTS_b18.7z?dl=0

source code for modders: https://www.dropbox.com/s/pehfb9efvuj2svl/CTS_b18_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

Compatibility Patches

further updates in new topic: https://ludeon.com/forums/index.php?topic=38010

CTS+vanilla: adds the adv vitals monitor from CTS to all beds in vanilla
CTS+vanilla: https://www.dropbox.com/s/c6wmzjzzk0h98a8/CTS_b18_patch_vanilla.7z?dl=0

CTS+more furniture: adds the linkable stuff in more furniture to the adv hospital bed form CTS
CTS+more furniture: https://www.dropbox.com/s/m6swumtp03nte4p/CTS_b18_patch_morefurniture.7z?dl=0

CTS+[sd]goodnight: adds the adv vitals monitor from CTS to all beds in goodnight
CTS+[sd]goodnight: https://www.dropbox.com/s/0cns6r7um46rs3v/CTS_b18_patch_goodnight.7z?dl=0

CTS+[sd]medicaddons: adds the linkabel stuff form medic adoosn to the adv hospital bed form CTS
CTS+[sd]medicaddons: https://www.dropbox.com/s/8zcm60l5l08lqot/CTS_b18_patch_medicaddons.7z?dl=0

CTS+RIMkea: adds the adv vitals monitor from CTS to all beds in RIMkea
CTS+RIMkea: https://www.dropbox.com/s/2vqf8fdm6rw6869/CTS_b18_patch_RIMkea.7z?dl=0

CTS+[T]MoreBeds: adds the adv vitals monitor from CTS to all beds in MoreBeds (works with both versions)
CTS+[T]MoreBeds: https://www.dropbox.com/s/7s2b81jh6xo22ey/CTS_b18_patch_T_MoreBeds.7z?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Permission:
Free for all with small credits ;)

Changelog
changelog for mod "CTS - Complete Tech Solutions"

- 10/11/2016

- added minifieable furniture tag to power sources, made the big plamsa gen + geoplasma rotatable

- 19/11/2016

- make powergenerators passthroughonly with pathcost 150
- removed blocklight from bigplasmagenerator

- 20/11/2016

- added designator for takeblood in orders menue
- added heatpusher to plasma geothermal

- 05/01/2016

- updated to a16
- updated hediff xml tag comp
- added research def abstract base, requirement hitech bench + multianalyzer was missing
- research position x=17-19, with y=1 and y=2 (2 only for x=17+18)
- added mass to bloodbag (0.25), nanotechmed (0,5) (didnt change the medical potency)
- moved abstract in own xmls
- added trade tag "furniture" to medical equipment
- added new Roomidentifier property to adv hospital bed
- added mass medicine lab (75), adv vital monitor (30), adv hospital bed (65)
- set ai chill destination to false on adv vitals monitor
- adv vitals monitor: set medicaltend+immunity gain speed to double normal vital monitor values on adv one
- adv hospital bed: set medical tend to 0.20 (double vanilla value), immunity gain stayed at 1.3
set bed heal per day to 16 (12 is vanilla hospital bed)
- plasma big gen, set mass to 1250, added ai chill destination to false xml tag line
- plasma gen, set mass to 500, added ai chill destination to false xml tag line
- plasma geothermal gen, set mass to 750, added ai chill destination to false xml tag line

- 13/01/2017

- fixed the worktomake bug in thingdefs to new xml tag worktobuild
- updated the dll file to a16
- added prisoner take blood acceptance to designator, removed the multiple billstack check (couldn't get it to work)
- added own recipe class to make take blood always sucessfull, the medicine 5 skillrequirement is still there. so should be okay

- 05/06/2017

- update to a17

- 06/06/2017

- code updates to changes in core code in a17
- added sellprice factor to buildingbase

- 09/06/2017

- changed deteoration from 10 to 4 (similar other vanilla natural bodyparts)
- updated the thingdef_item xmls for base (added ticker never) and blood (natural bodypart,haulable,tradetag)

- 10/06/2017

- added ingredient medicine to bloodtakerecipe
- added url to forum topic in about file

- 13/06/2017

- added bloodtake designator over patchoperations to order menue to fix a conflict wiht the mod stuffed floors

- 29/12/2017

- update to b18
- code update for recipe, bill missing, added sound for designator, sicne message and sound were split in b18
- added disease severity to abstract for hediff disease
- made extra reseach tab, since mod adds 5 projects
- <Defs> for others stuff like researchprojectdefs
- fixed case sensitive xml tags
- added <prioritizeSustains>true</prioritizeSustains> to workgiver for make medicine
- removed ignore needs power xml tag
- added adv components to stuff:
all medical stuff= 20 comp to 5 comp and 4 adv comp
plasma geo same as above
big plasma= 30 to 10 and for 20 comp same as above
small plasma= 3 comp to 1 adv (didnt wanted to make more then 4 res to build and only 21 wealth incr)
- recipe nano medicine ingredients, replaced 4 components with 1 adv component


moved this here: https://ludeon.com/forums/index.php?topic=38010

Canute

Ahh nice they are back ! :-)
Could you please add to the description if and how many heat they generate.

QuotePlasma fueled generator ( idea from Glitter Tech)
- work for Uranium  (full tank = 10 = 1 season = 5000W)
Why do you call it Plasma fueled when you fuel it with uranium. Call it Small Fission Generator.

TOWC

Just 10 uranium for 5000W of energy per season feels a bit underpriced.

sulusdacor

this is currently just an update of the old mod. the names and values are taken from there. we have only removed the recipe for medicine, since this was ingame and added the vitals monitor to the med bed. since literally every thing looking like a bed can use it. other then that there haven't been any changes.

the generators have no heat pusher in the xml files. there is a gentemp line in the dll for the chargeable generator, but its negative. haven't done the dll coding so can't tell you much there.

as for values/balancing haven't had time to play myself with this mod and would do that before changing any values.

that being said, my current expierience with uranium is: that if you dont use a mod its not that easy to come by. you need to find a deep drilling vein or some in the mountain. traders don't have uranium every time(+ cost silver). you have to supply the uranium every season. so would need a steady supply. A low amount seems reasonable from what i can tell and 5k power is not that much, if you build a bigger base. but as i said haven't played with it yet myself, but on paper it seems okay to me.

erdelf

Quote from: Canute on November 03, 2016, 03:11:53 AM
Could you please add to the description if and how many heat they generate.
So.. during charging the big and small generator cools the room by 0.5 per tick and after that heats it by the same amount.
The boundaries are -100 and 100.

The fueled generator doesn't generate heat... altough we should probably change that.

Smexy_Vampire

can i link the new beds and monitors with more other medical equitment mods ?

sulusdacor

if you edit the xml and add the defnames for the linkable facilites you want to add - yes. otherwise no.

thinkpad

#7
How do I link SD Medic Addons https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452 to this and vice versa?

SuedKAT

Quote from: thinkpad on June 06, 2017, 02:55:31 AM
How do I link SD Medic Addons https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452 to this and vice versa?

Open the CTS folder.
Open the Defs folder.
Open the ThingDefs_Buildings folder

There you'll find CTS_ThingDefs_Buildings_base.xml you might need to enable file endings to see .xml.

Open that with a text editor like Notead (I recommend using Notepad++)

If you scroll down a bit you'll find:
<linkableFacilities>
Under that and between
</linkableFacilities>
You can specify what items are likable to the bed added by this mod.

If you now scroll down a bit you'll find:
<li>CTSAdvanced_Vitals_Monitor</li>
<li>VitalsMonitor</li>

That means that the Advanced Vitals Monitor and the standard Vitals Monitor is linkable to the bed.

There you'll also find mentions about the SD Medic Addons mod:
<!-- sd medicaddons mod
 
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
 
  -->

Since this is in between a  <!-- and a --> it's considered a "comment" and is therefore not read by the game.

So if you remove those as well as "sd medicaddons mod" following the <!-- you'll most likely have it working. Looking like this:

<linkableFacilities>

  <!-- CTS - Complete Tech Solutions mod -->

                  <li>CTSAdvancedVitalsMonitor</li>
 
  <li>VitalsMonitor</li> <!-- vanilla vitals monitor -->
 
  <!-- if you want to add linked buildings to beds pls do it here -->
   
  <!-- more furniture mod
 
  <li>ANON2Dresser</li>
                  <li>ANON2EndTable</li>
                  <li>ANON2EndTableLight</li>
 
   -->
 
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
                  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
 
        </linkableFacilities>


Note that the items from the more furniture mod mentioned ain't correct, they changed in A17 to so if you want to be able to link to them in A17 these are what you need:

<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>

But considering that this is a A16 mod which haven't been updated yet you might still be using A16 and thus instead need to use the names from above earlier.


thinkpad

One more thing, I use Rah's Bionics and Surgery Expansion for A16 and I have a few people with synthetic hearts and I can't draw blood from them.  How can I add synthetic hearts from Rah's Bionics and Surgery Expansion to this mod to be able to draw blood from them. 

Thanks

sulusdacor

in recipe def file (CTS/Defs/RecipeDefs/CTS_Recipes_Surgery.xml) the surgery recipe has the line:
<appliedOnFixedBodyParts>
<li>Heart</li>
</appliedOnFixedBodyParts>

replace Heart with Torso. thats should solve it for most humanlike race mods too if you have these installed.

thinkpad


sulusdacor

#13
updated for a17

added some things as extra patch mods with new patch operations:
- patch to add adv vitals monitor to vanilla beds
- patch to add medicaddons to cts medical bed
- patch to add more furniture linkable facilities to cts bed
(cts + goodnight patch on the goodnight mod site)

Darkmark8910

Let's assume I am a moron, drunk out of my mind, or both (which I am). Should I use both the More Furniture patch and the mod itself, or just the More Furniture patch? IE does the patch include the base mod?

Pardon the stupid question. Thanks for uploading the mod!!