RimWorld

RimWorld

[B18] Less Arbitrary Surgery
52 Comments
AaronUK 28 Oct, 2018 @ 11:06am 
please update mod
AaronUK 28 Oct, 2018 @ 11:06am 
sod b19 we need 1.0 because most mods dont work wit hb19
Toast 7 Sep, 2018 @ 10:13pm 
thank you @admiralspark
Teximus Maximus 3 Sep, 2018 @ 3:29pm 
@admiralspark the real mvp
IceMaverick 2 Sep, 2018 @ 12:33am 
@maxxmillian Check his workshop tab. He quietly uploaded a separate file for B19.
Maxxmillian 28 Aug, 2018 @ 10:49pm 
B19 was pushed out to everyone today as the current version, love your mod, will you be updating it?
Vellis 10 Jul, 2018 @ 10:39am 
1.0 hypu?
JMG 16 May, 2018 @ 1:50am 
Sure. Didn't mean to say that it came after a new update--worded that a little ambiguously.

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!
The Word-Mule  [author] 14 May, 2018 @ 5:45pm 
This mod has not been updated since it was fixed.
JMG 14 May, 2018 @ 11:05am 
100% infection rate bug popping up again, it seems.
Seriously Unserious 5 May, 2018 @ 12:00am 
androouk 25 Mar @ 8:24am
""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!
AndrooUK 25 Mar, 2018 @ 8:24am 
"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!
Kwynn 16 Mar, 2018 @ 7:07pm 
How do you lose a head by trying to install a bionic leg?
Valerian 20 Feb, 2018 @ 6:09am 
@Joshua Raven I would like to know as well
Joshua Raven 2 Feb, 2018 @ 9:33am 
Do you have any idea if this is compatible with Rah's Bionics and Surgery Expansion (RBSE)?
StreamLined 26 Dec, 2017 @ 9:20pm 
Thanks
The Word-Mule  [author] 26 Dec, 2017 @ 4:20pm 
Fixed now.
StreamLined 26 Dec, 2017 @ 3:28pm 
Having same problem with surgery causing cuts and infections every time.
EvilChef 16 Dec, 2017 @ 5:47pm 
Yep, im having the same issue. lvl 20 surgeon with bionics still unable to do a single surgery without failing every time.
Sorrydough 16 Dec, 2017 @ 3:21pm 
Mod seems to be misbehaving for me. Every single surgery without fail, even with glitterworld medicine skill 15 doctor in sterile hospital has an infection and multitude of cuts, often to the eyes and brain. It succeeds nearly every time when I uninstall the mod.
Triss 14 Dec, 2017 @ 4:54am 
Attempt the surgery three times, reloading save after first two. Always the same outcome, foot is attached, but in addition there's a stab, a cut, and an infection.
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. ;)
Triss 14 Dec, 2017 @ 4:54am 
Alright, depending on when the success chance for any instance of surgery is calculated, it looks like (at least on my save file I added the mod back into once the update finished loading today, Dec 14th) that surgeries will succeed, but they might now always result in an injury no matter what, at least while using an inspired modifier?
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.
LiterallyZara 10 Dec, 2017 @ 10:11pm 
Alright, maybe I used to run a mod that increased surgery chance or something. Thanks for the reply. ^^
The Word-Mule  [author] 10 Dec, 2017 @ 2:20pm 
Surgery is exactly as likely to succeed as it is in vanilla.
LiterallyZara 10 Dec, 2017 @ 1:28pm 
I'm also getting this issue after the recent update. My level 15 surgeon appears to be incapable of doing any surgery (I had 5 lined up on 2 different patients) without doing some damage in addition to sometimes completing the surgery. I never used to run into this kind of issue in A17.
AaronUK 9 Dec, 2017 @ 2:58pm 
meh stick to vannila and rah expanded bionics nice mod tho
The Word-Mule  [author] 9 Dec, 2017 @ 1:24pm 
No, it makes it so a surgery can succeed with injuries even if you would normally fail.
Pamparampampamparam 9 Dec, 2017 @ 8:56am 
So this mod makes it so surgeries will always result in some damage being done after the surgery, correct?

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.
The Word-Mule  [author] 8 Dec, 2017 @ 6:43pm 
Should be fixed now. Give it a try.
Taichi22 8 Dec, 2017 @ 10:04am 
Having the same issues myself.
Didn't realize that it was succeeding, but this explains a lot. Thanks!
LoSboccacc 8 Dec, 2017 @ 9:47am 
same here, surgeon installed part, part disappeared, surgeon got the happy for helping message and all that, patient has no part and received just the infection - here's the mod list https://imgur.com/a/3ePkp
Sorrydough 7 Dec, 2017 @ 3:51pm 
I am also experiencing the problem that is being experienced by the problem experiencers
ToddNI 7 Dec, 2017 @ 8:06am 
I am experincing the same problem as Vantrhys, the surgery when putting a body part on a person seems to be successful ( no failue message ) and the part gets totaly ate by the game.
Vanthrys 7 Dec, 2017 @ 3:48am 
Adding on to this, my doctor still received the negative social remark "Botched my surgery" from the patient, further showing that it wasn't actually successful.
Vanthrys 7 Dec, 2017 @ 3:44am 
I'm also have the issue of a surgery being seemingly successful (EG. no message saying a failure or anything), and the body part being consumed, but the patient still gets an infection instead of receiving the new bodypart (In this case a pegleg, and she got an infection in her torso)
LoSboccacc 7 Dec, 2017 @ 1:24am 
is this compatible with combat extended stabilization mechanic? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=960196012
The Word-Mule  [author] 6 Dec, 2017 @ 12:14pm 
Death Rattle isn't a surgery mod. I'll look into the partial failures.
13Prost37 6 Dec, 2017 @ 12:09am 
Also having "successful" surgeries, even having infections from partial failure, but no part installed. It was fixed by removing this mod.
LiterallyZara 5 Dec, 2017 @ 10:41pm 
Additionally I'm running into an issue where I can't use the bionics bench at all. I can create a bill, but I can't force a colonist to work on it, and even when I set their priorities so that all they can do is work on it, they just go idle. Now I'm not sure if it's related to the main bug or if that's a conflict. Anyone back me on this?
LiterallyZara 5 Dec, 2017 @ 10:34pm 
I've run into the same issue. I'm also using Death Rattle, but since there are issue coming from people using no other surgery mods, I imagine that doesn't matter much.
Graymann 5 Dec, 2017 @ 9:49pm 
Interestingly enough, there doesn't seem to be any direct conflicts, no errors logged in game whatsoever. However in my testing, there are times when it seems to "successfully" install body parts (happens mostly with normal human parts, but seems to occasionally happen with others) but doesn't add them to the colonist. I tried this with and without your mod, and it only seems to happen when your mod is present. I'm sure this also works the other way around, causing harvested parts to not spawn on a successful harvest.

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.
Graymann 5 Dec, 2017 @ 8:46pm 
I'm having the same issues as zyrixion. I'm testing the mods (I have quite a few that could be likely culprits) I have installed to see what may be causing the issue. I'll report my findings if I figure it out.
Ironstar 5 Dec, 2017 @ 1:48pm 
Schweet, been waiting for this one!
Malminas 4 Dec, 2017 @ 10:54am 
Oh okay!
The Word-Mule  [author] 3 Dec, 2017 @ 5:53pm 
The part/implant already takes durability damage when the surgeon fails.
Malminas 3 Dec, 2017 @ 5:30pm 
can you make it so on anything below catastropic failure the body part/implant takes durability damage and then on minor its fine?
Zyrixion 3 Dec, 2017 @ 12:45pm 
@The Word-Mule When I used both at the same time, I'd tried to harvest a pair of eyes, and while the surgeries succeeded, the items were never produced, both times, with no log errors. So I don't know what's going on to make that happen, but there it is, I didn't expect them to conflict either for exactly that reason, but..
The Word-Mule  [author] 3 Dec, 2017 @ 10:27am 
No, this mod is not incompatible with those mods because they just change XML, no code.