RimWorld

RimWorld

83 ratings
Scar Removal Plus
   
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Mod, 1.5
File Size
Posted
145.325 KB
15 May, 2024 @ 8:38pm
1 Change Note ( view )

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Scar Removal Plus

Description
Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.

Allows removing of scars, healing of ailments and regrowing of tiny body parts for glitterworld medicine

Main Features
This mod allows the fixing of scars and regrowing of small body parts with glitterworld medicine and gives alternatives to Luciferum and Healer Mech Serum for health conditions that cannot be fixed otherwise.

Summary
Brain scars need additional materials since they have a much greater effect on pawns. Small body parts include:
  • Fingers
  • Toes
  • Ears
  • Noses
  • Tails (for alien pawns that use vanilla tail BodypartDef)
It gives alternative ways to fix the issues that can usually only be fixed with Luciferum or a Healer Mech Serum. Health issues like "Bad Back" or "Asthma" can be fixed by replacing the corresponding part and thus are not included.
  • Alzheimers
  • Dementia
  • Frail
Incompatibilities & Interactions:
Pharmacist - make sure to enable glitterworld meds for surgeries or it will say (need material)
Rah's Bionics and Surgery Expansion - This mod will remote the RBSE scar removal recipes and slot in it's own (gated behind the appropriate research)

Credits
Originally written by Syrchalis v1.0 - 1.4

Github link for non-steam users[github.com]

FAQ
Q: Is it save game compatible?
A: Should be safe to add to existing game saves. Like most mods, remove at your own risk.

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: If it's not listed above, I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Popular Discussions View All (1)
2
1 Apr @ 3:55am
PINNED: Bug Reports
Alias
36 Comments
ephemeraltoast 11 Jul @ 11:56am 
Thank you for maintaining this and for the update info. I use this mod exclusively to grow back noses that have been shot off, because I don't have Royalty and I think everyone deserves a nose. So I hope everyone's nose stays safe until the update :D
Alias  [author] 10 Jul @ 10:05pm 
@All, I'm a bit behind on my mod updates, 1.6 is planned and in the works, but may take some time to get everything fully tested and rolled out. Unicorns and rainbows, probably looking at the end of the weekend. Worst case, the end of the month (I'm notoriously bad at estimating theses sorts of things, so take that with some salt).
For Scar Removal I'd like to dig more into the reports of the bill not showing up, otherwise it should just be a simple recompile/ version update.
Alias  [author] 2 Jul @ 12:59pm 
@Rea, uhh, the type of medicine is technically changeable by editing the mod's files (or more ideally an xpath patch mod), but at the moment there isn't a mod setting (it's only ever been hard coded to use glitter world medicine).

I'm not opposed to adding a setting if there's a general consensus that the mod needs it, but I've always felt that glitter worlds meds were a fair price for scar removal (especially since many vanilla mechanisms for scar removal have a similar price).
Rea 2 Jul @ 9:06am 
sorry to ask but where can i change de medik needed to heal scar ?
cause i want to remove some scar from my slave cause they can't stop complaining about scarf on their chests and it's bloody enervous
where can i change that scar can be remove with medicinal herb ? or m,edicine ?
you shold add the possibility to edit in the mod option
ty for your reply
Alias  [author] 25 Jun @ 9:30pm 
@Tifir, I've seen that issue mentioned once or twice, but have yet to get an actionable bug report/ reproduction steps, so that I can pin down a root cause an fix the issue. Even an (ideally, minimally modded) save with a note on which colonist to look at would help a bunch...
Tifir 25 Jun @ 7:26pm 
If anybody is having issues with the regrow options not appearing in the operation bill list, apparently the option to regrow doesn't appear unless the colonist is fully healed (Or perhaps, a part associated with the scar/missing part is healed, such as the hand for fingers or the head for the nose.)

I thought it was maybe a mod incompatibility, but once my character (with a damaged head and a missing nose) fully healed, the option to regrow was present regardless of the mutations I had on him.
lucky_one 🍀 1 Jun @ 5:24am 
@Alias lmao Thanks mate, really appreciate it :er_heart:
Alias  [author] 30 May @ 8:27pm 
@RedstoneRevolution, uhh... like many things, it's theoretically possible with enough coding hackery, but mucking with the game's logic for picking stuff up is a bit more than I'd like to take on at the moment. Looks like it is a feature of Uuugggg's Smart Medicine though.

@lucky_one, well that was easy, turns out that functionality is already built into the mod and I just forgot it was there. Just enable it in the mod settings.
RedstoneRevolution 30 May @ 5:46pm 
@Alias Ah, that's the issue. They are not allowed to use glitterworld medicine currently. Is there a way to let the mod work while still keeping it so patients can't normally use glitterworld medicine? I don't want to blow through my small amount of GW meds every time there's a raid or someone stubs their toe.
lucky_one 🍀 30 May @ 3:52am 
@Alias I would love this mod to work for animals too, less bloat in my modlist if you do so! Thanks for the consideration. :er_heart: