Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1552455241
I checked again and it's more than possible I accidentally loaded the A17 version, since on second glance, I was subscribed to both. Seems that the problem has vanished now. Thanks for your prompt response! You're doing excellent work!
""Matthew Canada Williams 17 Mar @ 2:07am
How do you lose a head by trying to install a bionic leg?"
Obviously, they have been taking the smokeleaf, mon!"
Nah, it's that Luciferium withdrawl. I hear it's absolute HELL!
How do you lose a head by trying to install a bionic leg?"
Obviously, they have been taking the smokeleaf, mon!
Reload game without this mod running, reload just-before-surgery save, let the doc try again. Works perfectly, he goes to bed and now I only need to fix a couple fingers on the patient from a previous fight.
I dunno, kinda weird. If the success roll is decided at the beginning of the day or something like that, then I don't know why it would change when I remove the mod, and if it's decided when the surgery actually happens and it's not a bug, mildly amusing coincidence that it succeeded without a hitch the one time I run it without the mod.
Hope my flood of information helps. ;)
Process used:
(Pre-adding mod back in) A colonist with high medicine skill has the inspired trait for the next surgery, and someone needs a foot replacement. Save for the day, come back tomorrow.
(Add mod back in) Load up, let crafting bill for foot finish being filled, make bill to replace foot, save before surgery happens so I can reload and test quickly. Also there's a vitals monitor from another mod next to the hospital bed (all sitting on sterile tile), but it's not turned on. Normal vanilla medicine is used each time, and a bionic foot is being attached.
I always get infections and stab wounds, sometimes even perminate scars with my level 20 surgeon who could previously install organs like nobodies buisness.
I'm fine with the infection/wounds, it should take some time to get over major surgery, but the scars are a bit too much. I installed an eye and it ended up getting a scratch scar, which defeated the purpose. This wasn't considered a failure.
Didn't realize that it was succeeding, but this explains a lot. Thanks!
This was tested with a colonist with 20 med, in a normal hospital bed with an attached vitals monitor, so it's unlikely it has anything to do with the pawns skill.