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Author Topic: [A11] Extended Surgery and Bionics V1.9  (Read 205682 times)

Minus

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[A11] Extended Surgery and Bionics V1.9
« on: October 21, 2014, 04:18:34 PM »

    Release 1.8B

    This version does not need the recipe nurse

    Hello fellow Rimworlders! Here's a big mod to rebalance surgery and protsthetics. Graphics are courtesy of jabbamonkey!


    The dream lab you've always wanted.

    What does it do?

    This mod gives you the ability to craft prosthetics yourself through the included prosthetic table.
    Advanced prosthetics, such as Bionic Eyes require a high crafting skill and quite some plasteel. This way, the prosthetics are still somewhat expensive and hopefully balanced.
    A second table can be researched afterwords that allows for organic body parts to be improved with materials, giving you bionic organs!

    Plus, don't you hate it when your colonists take brain damage? Look no further, this mod adds the option to mend the brain with an AI persona core to restore your colonist beyond full capacity. I chose the AI core since it makes sense and the recipe gets really expensive so you don't do it all the time. Also turns out brains are REALLY important and improve everything you do, so the price feels just right balance-wise.

    And now, finally! Stomachs and limbs can be transplanted too! Weather you just want to stop prisoners running away, or can't afford a synthetic limb, or your colonist's a prostophobe, OR your colonist can't eat anymore, now your problems are solved! Ears and jaws can be pulled on and off too as well.

    On top of that, you can even grow your own limbs! Not that you'll ever be in need of spare parts with all the harvesting you can do now, but if you need a specific limb then the Organ Vats can be used to break uneeded parts down into meat, and then reform them into the part you need!

    Oh and ever had to pick between the power claw and the bionic arm? Not sure which to go with? Screw it, go with both! The new power arm is a combination of the two!

    Before you start, you will of course need to research prosthetics, and then later research synthetics.

    Current features
    • Research Prosthetics and Synthetics
    • Build prosthetics table and synthetics table
    • Craft vanilla bionics, 120% efficency
    • Craft bionic organs, 120% efficency
    • Craft vanilla simple prosthetics, leg 85%, arm 50%
    • Missing eyes now make your colonists less beautiful, debuff to talking
    • Craft glass eyes, 0% sight, gives talking buff to counter talking debuff
    • Craft eye patch, 0% sight, gives weaker talking buff (e.g. with both eyes gone and two eye patches 80% talking)
    • Craft crystal eyes, 0% sight, 120% talking buff
    • Craft hook hand, 50% efficency, improves melee damage
    • Motorized Treads as a leg attachment. Couldn't make it a single object sadly. 180% speed, 80% talking and hearing
    • Remove arms and legs
    • Stomachs!
    • Ears and jaws can now be harvested too
    • Power Claw + Bionic Arm = Power Arm
    • All the above can be surgically attached to your colonists!
    • All surgery gives XP
    • Craftable cheaper brain replacement
    • New organ vats added for part growing
    • Can use the vats to turn bodyparts into meat
    • Apothacarius compatable stomach life-suppor.
    • Brain removal mod is also compatible with vat mincing
    • Noses can be grown and attached too now


    Planned features
    • Make the bionic shoulders still allow bionic arms to be attached.
    • Make the motorized tracks a single item that applies to both legs at once.
    • More silly and useful prosthetics.
    • A full body harvesting option.
    • Give bionic parts increased health.
    • Adding a groin mounted gun. Coding this correctly is gonna take some time.
    • Torso upgrades.

    Changelog 1.2
    • Missing eyes have talking debuff
    • Addes glass eyes
    • Added eye patch
    • Added hook hand
    • Eye prosthetics counter talking debuff

    Changelog 1.3
    • Transferred mod ownership to Minus
    • Arms, Legs, and Stomachs can now be removed
    • Extra recipes for bionic limbs
    • Power Arm combo item added

    Changelog 1.4
    • Merged the More Bionic Parts! mod with this one.
    • Also merged the Medical XP gain mod with this.
    • Fixed bionic arm upgrade's 11 arm cost.
    • Fixed bionic jaw's description
    • Gave the hook hand a damage boost.
    • Added pretty crystal eyes which improve socialising
    • Added motorized tracks to make some really fast colonists.
    • Added bionic shoulders. They sadly replace bionic arms.

    Changelog 1.5
    • Fixed costs of crystal eyes and motorized tracks being only a 3rd of what they should be.
    • Fixed a few typos and corrected "moterized" to "motorized".
    • Changed research text.
    • Jostled the HP values of the benches about. Likely not noticeble.
    • Seperated which bench makes what based on if they require body parts in the recipe. It was kinda random before.
    • Craftable cheaper brain replacement.
    • New organ vats added for part growing.
    • Can use the vats to turn bodyparts into meat.
    • Apothacarius compatable stomach life-support.
    • Brain removal mod is also compatible with vat mincing.
    • Ears and jaws can now be harvested too.
    • More organic to bionic recipes.
    • Might have caused problems with Apothacarius by trying to add eye harvesting myself...

    Changelog 1.6
    • Alpha 8 compatible.
    • Eye compatibility with Apothacarius.
    • AI Chip no longer gives AI Core bonus.
    • Minor text fix to the vats turning brains into meat.
    • Bionic shoulders removed.
    • Noses added.

    Changelog 1.7
    • Alpha 9 compatible.
    • Which means surgery can be done with any grade medical kit.
    • Surgery time increased to match vanilla.
    • The risks of failed surgery balance the heck out of this mod!
    • Bionic arms and shoulders fiasco finally sorted!

    Changelog 1.8
    • Alpha 10 compatible.
    • Natural arms and legs can be attached again
    • Synthetic organs now give their 20% boosts like they should have been doing again
    • Couple eye changes. Should be 100% compatible with Apothecarius again
    • Changed gold cost for AI Chip from 500 to 20, close to how it used to be 25

    Changelog 1.8B
    • Crafting bionics now gives XP to crafting
    • Vanilla surgery XP gain reduced by 90%
    • The non vanilla surgeries now give 60% more XP though

    Incompatability

    Compatability
    (It goes well with this mod)
    (Yes, it does work fine)

    Download
    Check the attachment below, and remember to delete old versions.
    If you can't see the attachement then make sure you're logged in!

    PS: I'm very open to discussion regarding balancing or possible future features. Also, please let me know of any bugs and/or conflicts with other mods.

    Have fun! :)[/list]

    [attachment deleted by admin: too old]
    https://dl.dropboxusercontent.com/u/9164057/Rimworld/SurgeryExtendedAndBionics1.9.zip
    A11 update by Cefwyn
    « Last Edit: June 12, 2016, 03:27:44 AM by Minus »
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    Mods: Extended Surgery and Bionics, Brain Surgery, Medical XP Balance

    Nimr_Tiger

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #1 on: October 21, 2014, 04:24:46 PM »

    How is this different from the *other* extended surgery mod?
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    Igabod

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #2 on: October 21, 2014, 04:27:37 PM »

    How is this different from the *other* extended surgery mod?

    Read the change log in the OP under 1.3. Also, that mod is no longer being maintained by the original creator apparently.

    Minus

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #3 on: October 21, 2014, 04:28:56 PM »

    How is this different from the *other* extended surgery mod?
    You could scroll up and look at the Version 1.3 changelog to find out.
    Or if you're wondering why this is a new topic, it's because I can't edit the first post in the other one, which I need to be able to do.
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    Shinzy

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #4 on: October 21, 2014, 04:36:30 PM »

    How is this different from the *other* extended surgery mod?
    Changelog 1.3
    • Transferred mod ownership to Minus
    • Arms, Legs, and Stomachs can now be removed
    • Extra recipes for bionic limbs
    • Power Arm combo item added

    Likely just the mod creator and whatever is coming in the future and all the 1.3 changes
    So aside all the new stuff there's one definite big minus to all this compared to the other one gheehehehehe hehe he hee

    The hook hand could use some damage boost I think
    I don't know but atleast it feels like a friendly pat on the cheek with that kinda thing would be more fatal than without a hook
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    Minus

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #5 on: October 21, 2014, 04:49:53 PM »

    The hook hand could use some damage boost I think
    I don't know but atleast it feels like a friendly pat on the cheek with that kinda thing would be more fatal than without a hook
    I like this idea! Given how there's no real point making a hook hand when you can make a prosthetic arm, it should have some bonus to it. So it'll be the weaker equivalent to the power claw! I'll wait for a few more ideas before I update it again though, as I updated this like only 10 minutes ago. Keep the ideas coming if you can!
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    Matthiasagreen

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #6 on: October 21, 2014, 04:59:10 PM »

    since you are looking for ideas, I will throw out my crazy one. I was thinking of something that would replace legs and resembles (in my mind, doesnt necessarily need to be in the game.) the wheels of a tank. It should give a fairly good increase on speed, but maybe give a debuff on something to even it out. Pressy much something to give to haulers and cleaners to make them go faster, but wouldn't want in on everyone. Not sure what the debuff would be, but it was just a thought.
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    Emottaja

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #7 on: October 21, 2014, 06:02:23 PM »

    Here's some ideas.
    How about hypno-eyes which could give a buff to convincing prisoners to join the colony?  :o
    Or maybe hyperweave skin with an armor bonus?
    A lesser version could be implanted iron plates with slight armor bonus but slow down movement?
    Why not throw in bioluminescent hair implant to have glowing miners? =P
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    Commander Beanbag

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #8 on: October 21, 2014, 06:21:57 PM »

    since you are looking for ideas, I will throw out my crazy one. I was thinking of something that would replace legs and resembles (in my mind, doesnt necessarily need to be in the game.) the wheels of a tank. It should give a fairly good increase on speed, but maybe give a debuff on something to even it out. Pressy much something to give to haulers and cleaners to make them go faster, but wouldn't want in on everyone. Not sure what the debuff would be, but it was just a thought.

    Slightly lower speed than normal, but terrain does not affect speed? It might require a dll though.
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    Minus

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #9 on: October 21, 2014, 06:34:08 PM »

    Doing good guys! Liking these ideas!

    I was thinking of something that would replace legs and resembles (in my mind, doesnt necessarily need to be in the game.) the wheels of a tank. It should give a fairly good increase on speed, but maybe give a debuff on something to even it out.
    Hmm, can't think of any debuffs I could add to that. It'd also use up both leg slots, which hopefully won't cause any issues.
    First debuff that comes to mind is a reduction to speech and hearing, as a result of loud moters going off constantly.

    Here's some ideas.
    How about hypno-eyes which could give a buff to convincing prisoners to join the colony?  :o
    Or maybe hyperweave skin with an armor bonus?
    A lesser version could be implanted iron plates with slight armor bonus but slow down movement?
    Why not throw in bioluminescent hair implant to have glowing miners? =P
    Hypno eyes, yeah, I could do that. I've also designed a bionic jaw to improve speach, but that has to wait for a bit, so this would be a good alternative.
    As for skin, I am not sure you can even make skin transplants in this game. But I will look into it and see what can be done.
    Glowing hair though, I've no clue where to even start! Also I'd probably just make it a mining helmet item. But the coding for glowing, I really don't know how to apply that to a person.
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    Mods: Extended Surgery and Bionics, Brain Surgery, Medical XP Balance

    rchaves007

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #10 on: October 21, 2014, 06:40:36 PM »

    cn anyone tell me whats the diference between thsi mod and the "More bionics Parts"? not to make advertisement or anything... just want to know what mods is the most complete on the number of limbs u cn replace and if u cn go all bionic and all that good stuff... cuz bionic is the way to go! :D
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    Minus

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #11 on: October 21, 2014, 07:00:10 PM »

    cn anyone tell me whats the diference between thsi mod and the "More bionics Parts"? not to make advertisement or anything... just want to know what mods is the most complete on the number of limbs u cn replace and if u cn go all bionic and all that good stuff... cuz bionic is the way to go! :D
    This mod is compatible with that mod. Both mods focus on different areas and work well together. Although I've not tried it with the latest version of MBP. This mod focuses more on exterior parts. Arms and eyes and legs. MBP focuses on the organs and such instead. I hope for the two mods to become one at some point.
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    rchaves007

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #12 on: October 21, 2014, 07:47:47 PM »

    cn anyone tell me whats the diference between thsi mod and the "More bionics Parts"? not to make advertisement or anything... just want to know what mods is the most complete on the number of limbs u cn replace and if u cn go all bionic and all that good stuff... cuz bionic is the way to go! :D
    This mod is compatible with that mod. Both mods focus on different areas and work well together. Although I've not tried it with the latest version of MBP. This mod focuses more on exterior parts. Arms and eyes and legs. MBP focuses on the organs and such instead. I hope for the two mods to become one at some point.

    nice... one more thing... if i place this mod now... with MBP and all do i need to restart the world?
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    Minus

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #13 on: October 21, 2014, 08:02:03 PM »

    nice... one more thing... if i place this mod now... with MBP and all do i need to restart the world?
    I don't think so. Pretty sure it'll work with any saved game. Though I have not tested it with the latest version of MBP so I can't say for sure. You'll just have to test it out. Post here again afterwords letting me know how it went.

    EDIT: might wanna look at this first: https://ludeon.com/forums/index.php?topic=7036
    « Last Edit: October 21, 2014, 08:03:56 PM by Minus »
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    DracoGriffin

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    Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
    « Reply #14 on: October 21, 2014, 11:45:06 PM »

    I'd like to use this mod but... could you combine your other Medical surgery XP gain mod into this one?
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    Current Mods (A-Z):
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