RimWorld

RimWorld

Medical Dissection
138 Comments
Cenobia Kittykins 12 Jul @ 5:59am 
Doesn't work in 1.6 sadly, pawn will try to start the job and immediately stop, becoming a loop.
Arganot 10 Jul @ 11:05am 
@abrahack Check settings for allow dissected or non-dissected corpse.
Andreas 4 Jul @ 11:25pm 
Any idea if this works in 1.6?
abrahack 21 May @ 9:58pm 
It says it cannot find a corpse despite several being in my freezer
Zayleal 11 May @ 12:49pm 
cool mod but when i cancel a construction,my storages from mods get smaller visually
Heroscrub 6 May @ 7:45pm 
Would anyone mind answering if the research tech for this Industrial or higher, or is it available for a medieval run with limited tech availability?
SILVERIII 3 Aug, 2024 @ 3:18am 
The problem with butchering is fixed now? I want to use this mod for training my skill.
Fette Sandratte  [author] 7 Jul, 2024 @ 2:55pm 
@Holistic Yeah, sounds like the work type needs to be disabled for them. I'll have to look into that when I get the chance.

@Meatball @shilum_nehum that's an odd one. I'll see if I can reproduce the issue.
Meatball 17 Jun, 2024 @ 5:08pm 
@shilum i had to re-enable butchering on the butcher table. either they are linked, or it was just a coincidence.
shilum_nehum 14 Jun, 2024 @ 3:02pm 
@ meatball: how did you get it fixed i am having them same issue
Meatball 3 Jun, 2024 @ 5:30pm 
Nevermind: I think its linked to the "butchering" bill on the butchering table.
Meatball 3 Jun, 2024 @ 5:21pm 
My pawns have stopped dissecting. It says "missing 1x humanoid corpses" (or whatever it says when there arent any corpses) even though there are plenty. the bills on the station are good, the pawns are set to dissect, nothing seems to be stopping them but it still says missing corpses.
Slash 28 May, 2024 @ 7:49pm 
Is there a way to make the work type disabled for children under a certain age? I had to tell my five-year-old to not dissect bodies; I felt like that would be cheating when doctoring is still disabled for her.
Fette Sandratte  [author] 28 Apr, 2024 @ 3:06am 
Updated the mod to 1.5
Thanks @Greysuki for the PR, made it a lot easier for me :)

@Dreadmano does it still happen for you? Maybe it changed with 1.5. The mod does no longer seem to trigger the butchered humanlike thought anymore.

@TrenchFoot_Tony Thanks for the report! I added HOPM to the loadAfter list. RimWorld should now warn you when trying to load with Dissection above HOPM in the mod list.

@Monkey Magic it means they will be destroyed and can't be harvested with other mods like Harvest Organs Post Mortem. There is no setting to harvest body parts with dissection.
Greysuki 15 Apr, 2024 @ 10:50am 
I updated it to 1.5.

Here is the temporary mod page:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3223509185

It will remain until the author updates.
Also, I have sent a PR to GitHub.
XaN 12 Apr, 2024 @ 2:49am 
1.5 please :)
Deadmano 9 Jan, 2024 @ 2:47pm 
Hi Fette, amazing work on this! Any news on the potential to trigger the "butchered humanlike" debuff? I'd really like to use this, but without my colonists all going into a frenzy because a human was butchered since somehow they don't agree with science!
TrenchFoot_Tony 10 Nov, 2023 @ 9:31am 
BUG REPORT

Mod order requirement with Harvest Organs Post Mortem

When Medical Dissection was above HOPM in my mod order, I received an error that amounted to the specialFiltersToDisallow field being defined twice within the same XML node, which is not allowed.

This appears to be due to the ButcherAndCremateRecipePatch.xml patch operations for NotDissectedFilter (MD) and the RecipePatch.xml patch operation for PossibleToHarvest & PossibleToHarvestAnimal (HOPM)

This error went away when I put HOPM above MD in the mod order.
Monkey Magic 9 Sep, 2023 @ 8:08am 
- Dissection removes random body parts and organs from the corpse

Does this mean there is a chance to harvest them too, or are they destroyed (become human meat) and if the latter, can this be this be changed so that there is a chance of harvest?
Catch Lightning 11 Apr, 2023 @ 9:20pm 
They'll get over it. My colony is a bit tight right now so the morgue is carved out of the freezer airlock. Once it's out of sight it'll be out of mind :)

JK
Fette Sandratte  [author] 11 Apr, 2023 @ 1:40am 
I've never noticed that but it sounds quite possible. The dissection work reuses some butchering code, so that could trigger the unintended "butchered humanlike" mood. Thanks for the report, I added a issue on Github for me to fix it when I get a chance.
Catch Lightning 9 Apr, 2023 @ 6:10pm 
I'm pretty sure this might be causing a mood of butchered humanlike on the other colonists who didn't do the chopping... This counts as butchering?
hottt3 2 Feb, 2023 @ 8:16am 
Ok, thanks)
Fette Sandratte  [author] 2 Feb, 2023 @ 7:58am 
@hottt3 thanks for the kind words! It currently does not interact with ideology. It only depends on the doctors passion for medicine. But the precept will affect the "witnissed corpse" debuff, that can still occur while dissecting.
hottt3 2 Feb, 2023 @ 5:29am 
This is a good mod! I have a question though, does the mood buff/debuff depend on ideology and/or precept, like 'corpses ugly' or 'corpses don't care'?
ErynnSilver 7 Jan, 2023 @ 10:29am 
Sorry it's so generally unhelpful beyond that.
Fette Sandratte  [author] 6 Jan, 2023 @ 4:18pm 
@ErynnSilver now that's an interesting one. The bulk stone cutting seems not to interfer with other mods on the first glance. I'll have to check that when I get a chance. Thanks for the info :)
ErynnSilver 6 Jan, 2023 @ 3:58pm 
ever mind, took a look at the organ harvesting mod and it's incompatable with the bulk stone cutting so I'm guessing that's the one!
ErynnSilver 6 Jan, 2023 @ 3:54pm 
Potentially an incompatibility issue, the dissection table cannot find humanlike corpses. I run a lot of mods so... could be a lot of things I guess? LWM's deep storage and Better Pawn control potentially?
Fette Sandratte  [author] 20 Dec, 2022 @ 11:42am 
@NickNolte I love that we're at a point, where we understand the human body good enough, that we can train people on virtual bodies. Very fascinating.

Regarding the organ harvesting: I wouldn't include it in this mod for two reasons. First, there is already a mod that does it perfectly and it's compatible with this one (you can even make a production chain by using the ingame filters for dissected/harvested hediffs). And second, I don't like it for balancing reasons. Training your doctors is already quite powerful (though it's just more natural and less stressful than operating on prisoners) but having endless organs messes with the whole colony wealth.
No Meds 19 Dec, 2022 @ 5:51pm 
@NickNolte because this is a game not real life lmao.
NickNolte 17 Dec, 2022 @ 10:42am 
For people asking to include harvesting, we don't put dead people's organs in living people in the real world, so why would we do it here. The second blood stops pumping organ start breaking down and the the likelihood of them functioning properly basically plummets to 0 almost immediately.

People are already getting a huge break on organs lasting outside of the body, in the real world hearts and lungs have to be transplanted within 4 hours of removal, you don't even have to refrigerate them in game.

Love the mod, this is how medical students learn so it makes sense, though now they're moving to VR which is cool.
Fette Sandratte  [author] 23 Oct, 2022 @ 9:01am 
Updated to Version 2.8
- Fixed Mechanitor not spawning in a new Mechanitor Scenario

Thanks @Gyger for reporting the bug :)
Gyger 22 Oct, 2022 @ 9:17pm 
This mod is preventing the Mechanitor from spawning in a new Mechanitor game.
Fette Sandratte  [author] 22 Oct, 2022 @ 7:06am 
Version 2.7 is now public
- Updated for 1.4
- Colonists will no longer automatically have the dissection work type enabled, if they have no passion and low medicine skill
Edward 10 May, 2022 @ 5:19am 
Glad that your mod is pretty much thriving with the texture an inexperienced guy like me made, taking Prison Architect for a reference.
I am going to test it to see if I can integrate it in my game.
Fette Sandratte  [author] 16 Mar, 2022 @ 8:10am 
@Ezoteryco organs are quite valuable and the vanilla game introduces negative effects (mood debuffs for organ harvesting) to balance that. I feel like this mod fits more into a vanilla-like playstyle and just introduces an option to train doctors without installing peg legs on all the prisoners. In the end, it's just a matter of preferance and playstyle. But with the HOPM mod already being available, I feel like that one does a much better job at harvesting organs from dead bodies than I could provide.
bearhiderug 11 Mar, 2022 @ 7:23pm 
I actualy use this mod over the one letting you harvest parts, I switch every so often when feeling it. But main this one. sometimes those parts just accumalate and become swampy..
=/
Roque the Rogue 11 Mar, 2022 @ 11:07am 
I understand, but why at least not give it a chance? for instance %5 per 5 skill, 10% at 10, 15% at 15 and 25% at 20 to harvest random body parts
Fette Sandratte  [author] 11 Mar, 2022 @ 10:33am 
@Ezoteryco harvesting it would be quite powerful and generate a lot of currency in an unbalanced way. Medical Dissection is compatible with "Harvest organs post mortem" though. You can first harvest the valuable organs and then give the rest to your doctors to dissect :)
Roque the Rogue 11 Mar, 2022 @ 10:27am 
I thought the; "- Dissection removes random body parts and organs from the corpse" WOULD harvest said body parts and organs instead of DELETING it, otherwise this mod is quite amazing
Frigglish 31 Aug, 2021 @ 8:13am 
...whoops, my bad on the typo there. Tabbed over to quickly note my only red line and hammered it out too fast. But yes, that's the one.
Fette Sandratte  [author] 31 Aug, 2021 @ 1:23am 
@Frigglish you mean Harvest Organs Post Mortem? I'll have to double check and adjust my patch in that case.
Frigglish 30 Aug, 2021 @ 1:54am 
Both this and HPOM define specialFilterstoDisallow in ButcherCorpseFlesh and CremateCorpse via Add operations, throwing two `XML Verse.ThingFilter defines the same field twice` red errors.
若月スバル 8 Aug, 2021 @ 1:09pm 
Yup. Either is ok.
Thanks for the update :steamthumbsup:
Fette Sandratte  [author] 8 Aug, 2021 @ 12:24pm 
Updated the mod with your translation. Thanks again for the work, it's much appreciated. Are your Steam and Github names okay for the credits? :)
若月スバル 6 Aug, 2021 @ 10:43am 
All tales tested. The translation may be more fluent!
若月スバル 6 Aug, 2021 @ 2:22am 
Thanks a lot!
I'll test the tales and reconfirm the PU ASAP.

Delete my comment by mistake, sorry....
Fette Sandratte  [author] 5 Aug, 2021 @ 11:48pm 
That's awesome, thank you! I'll merge the pull request over the weekend when I get the chance.

The TalesDoublePawn.xml texts can show up on art works or crafted masterpieces that have a story written on them. Something like "this piece of art tells the story of colonist <name> ..."
From my own testing it is rare to see a tale about dissection but it sometimes happens.
Fette Sandratte  [author] 22 Jul, 2021 @ 4:21am 
Thanks! Had some time today and did a quick update :)

Please let me know if encounter any issues (especially with the DLC as I only have the base version of the game).

Changelog
- Added support for Rimworld v1.3