RimWorld
604 értékelés
Medical System Expansion 2
3
2
4
2
   
Díjazás
Kedvenc
Kedvenc
Törlés
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
Fájlméret:
Közzétéve:
Frissítve:
1.658 MB
2020. ápr. 11., 4:20
júl. 19., 3:09
85 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Medical System Expansion 2

Leírás
Features
Improves how the game handles prosthetics by not discarding the sub-parts of added prostheses. This makes it so adding bionic parts doesn't reduce the total health of the pawn, and the sub-parts can be damaged.
  • Items keep track of the other prostheses they include
  • Prosthesis parts can be damaged, and will need to be replaced when destroyed
  • Prosthesis versions to support multiple races
  • Modules can be added to parts to expand on their functionality (extra weapons, stat boosts...)
This mod only adds the minimum prostheses necessary to make vanilla work with the new system, so we suggest using it together with one of the following supported mods (to be loaded before MSE2):

Compatibility
Requires HugsLib only on 1.5 and below.
Patched mods:
Known incompatibilities:
  • EdB Prepare Carefully and Character Editor: minor issues when adding limb hediffs
  • Archotech Expanded breaks some stuff on game load.
  • Bulk Stonecutting breaks crafting of complete protheses.
If a mod not explicitly listed here adds limb prostheses, they will behave like vanilla (it will show a warning in the debug log after the game is loaded).
If a mod adds races with limbs that have different parts from normal humans, human prostheses will not work properly on them; if they have the same kinds of parts but in different numbers (i.e. 3 fingers instead of 5), or if they have been patched, MSE2 will generate a new limb version.
If you wish for a mod to be patched, you can request it in the Compatibility discussion below (no promises).


FAQ
What happened to my advanced bionics?
MSE2 removes the advanced bionic tier of limbs, because they are made redundant by installing an Advanced processing module on a normal bionic limb.
What modules can I install on my prosthesis?
The description of prosthetics contains an entry indicating how many module slots it contains, as well as the list of modules that can be installed on it.
What is a segment?
A segment is a piece of a prosthesis, for example a hand without fingers, or just the shoulder part of an arm. In the crafting menu you can find different recipes to craft both a segment or an entire limb; if you have race mods with slightly different limbs you will also find recipes for prostheses compatible with their body.
I can't install a prosthesis?!?
Only limbs that are compatible with a pawn will be installable. You can check the entry labelled "Compatible versions" in a prosthesis's description to see what races it can be installed on, and you can use the "Add part" buttons to add the missing parts.
Why so much clutter in the health tab?
In the mod settings you can find options to hide empty module slots, and options to always hide sub-parts or only when they are clean or only have modules.


Adding to pre-existing saves
You can load this mod on an existing save.
If you wish to remove this mod from a save you should first set to allow all special thing filters MSE2 introduces ("Allow complete" and "Allow incomplete" in the BodyParts category) from any storage zone and crafting bill.


Translations
  • Korean by Y1NaLin


Other info
GitHub repo[github.com]
Discord Server[discord.gg]
This mod was inspired by Medical System Expansion by Oreno (1.1 port). They are quite different from MSE2, and at this point in development all MSE2 source code is original.
Népszerű témák Összes megnézése (15)
130
júl. 23., 14:54
KIEMELVE: Compatibility
Abraxas
122
júl. 27., 19:25
KIEMELVE: Bug Reports
Abraxas
7
2020. okt. 29., 4:12
Bionics with module slots and modules
megabot
772 megjegyzés
Argus von Stein 10 órája 
This mod is decisively irreplaceable. The missing hediffs with lower total HP plagues the game and every other solution focuses solely on the apparel part of the problem. I wish I could do something to help with the development or compatibility patching, but have 0 experience with coding, have 0 exeperience with making mods for rimworld and in a too financially unstable situation to hire someone to solve this...
Princess Katsume júl. 28., 17:40 
not getting option to add power claw module
Greev júl. 27., 9:12 
Upon further investigation it seems like this mod removes the surgery recipe to add extra limbs entirely. Not sure how or why.
Greev júl. 27., 9:08 
Couple minor things: Alpha Thrumbos cannot have modules added to their bionic limbs, looks like you just forgot to add them to the list of allowed workbenches on the surgery recipe. Second, the mod Integrated Implants adds the ability to implant extra arms on colonists, but unfortunately with this mod it seems like it doesn't recognize the modified limbs as valid ingredients for the surgery. Unsure whether that's something you'd need to fix in your mod, or if it's something the mod author of Integrated Implants would need to fix.
Vibing14 júl. 26., 13:37 
To update, I also made a prosthetic Clavicle and I wasn't able to install that on the left side of my colonist either.
Vibing14 júl. 26., 12:55 
So I have a colonist that is missing their left arm, I made a bionic shoulder segment with the forearm, hand, and fingers segments attached. (For reference, I use EPOE forked.) However, I seem to be unable to attach the plasteel humerus, radius, and clavicle to it, even though I have them ready. I also can't install them on my colonist after I add the arm, the option isn't there. It shows that those left bones are missing. I even installed the clavicle first, as the other two bones couldn't be installed on the left side at all, but when I attached the bionic arm, the clavicle got removed and placed on the ground. Is this a bug or intentional? The colonist is a human sanguophage. There also doesn't seem to be any incompatible problems.
DuckGoosebear PrairieDogLover júl. 25., 17:59 
I have the same exact issue as kd8lvt
kd8lvt júl. 21., 11:26 
Decided to do a detailed breakdown of MSE2's compatibilty with each DLC, and I'm glad I did! It looks like both Royalty and Odyssey cause the faction generation bug independently. Here's a gist with more details, which I've also put in an issue on Github: https://gist.github.com/kd8lvt/6a7f7a0d01941090d0dbecacc655b808
horologium júl. 20., 14:47 
mine was also 4.13.1, if you're running the game outside of steam keep in mind the base game itself had a tiny update recently so make sure rimworld itself is up to date if its not auto-updating. I also know in the past this has had some minor conflicts with the big & small mod series so you may need to see if you have those mods on your list/up to date or not.

please note i have not updated the mod past 4.13.1
torchlyte júl. 20., 13:04 
For those who have it working, what version number does the mod state ingame? For me, even after deleting the local files to force a new download, it says "4.13.1".