RimWorld

RimWorld

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Medical System Expansion 2
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.658 MB
11 Apr, 2020 @ 4:20am
19 Jul @ 3:09am
85 Change Notes ( view )

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Medical System Expansion 2

Description
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.
Popular Discussions View All (15)
130
23 Jul @ 2:54pm
PINNED: Compatibility
Abraxas
121
18 Jul @ 10:52am
PINNED: Bug Reports
Abraxas
7
29 Oct, 2020 @ 4:12am
Bionics with module slots and modules
megabot
768 Comments
Vibing14 5 hours ago 
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 5 hours ago 
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.
I have the same exact issue as kd8lvt
kd8lvt 21 Jul @ 11:26am 
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 20 Jul @ 2:47pm 
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 20 Jul @ 1:04pm 
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".
Hemplas 20 Jul @ 8:22am 
So I have a bionic arm (segment version) but it says I'm missing the arm when I try to operate on the pawn. I'd rather not have to install a whole complete arm just to have to uninstall the various parts so that I can install individual parts for the module slots
Filipino Goku 20 Jul @ 12:03am 
Can confirm that the mod no longer gives me the faction generation problem. Thank you for your hard work!
horologium 19 Jul @ 7:21pm 
So it does seem that steam is being picky about giving me updates. finally got the update to fix world gen and it very much does! thanks a ton! also re-added it to my save with around ~490 mods, no errors so far.
torchlyte 19 Jul @ 2:54pm 
I resub for each update, and it certainly isn't fixed for me. I'm not using windows so here's a manual copy of my log data:
https://pastebin.com/raw/NYHG7ZQz