RimWorld

RimWorld

FE: DE Surgeries (Out of Date, Questionably Stable)
40 Comments
ObscureParticle 5 Jun, 2024 @ 8:30am 
Gotcha. Thanks!
Nerdygamer1  [author] 3 Jun, 2024 @ 1:54pm 
And by Biotech, I meant Ideology. Oops.
Nerdygamer1  [author] 3 Jun, 2024 @ 1:27pm 
This may, unfortunately, be the end of the line for this mod, as I'm not sure there's anything this mod does that isn't already covered by Biotech. While I made it so that the game should stop flagging the mod as potentially incompatible and I ran a quick test to make sure all the surface-level components were still working, I make no guarantee this mod is working 100% as originally intended, nor do I have any idea how it will interact with the Anomaly DLC. Furthermore, as I am no longer personally using this mod, it is not getting regular quality control; as such, and as always: proceed with caution and back up precious saves.
ObscureParticle 28 May, 2024 @ 1:50pm 
Looks like it's that time of the year. Any chance you could update again please? Thank you!!
Xalkyrr 1 Feb, 2024 @ 9:31am 
Is there a way to make it where human skin needs to be kept in a fridge?
Bepiss 30 Oct, 2022 @ 11:26am 
Thanks Nerdy
Nerdygamer1  [author] 30 Oct, 2022 @ 10:15am 
It should have been updated from the day the update dropped; are you guys having specific issues? Is the mod just not working? I went ahead and did a quick test surgery on my end and it worked fine. I just "updated" it on the workshop to make sure the most recent files were available (and frankly, the 1.3 version should work just fine, I haven't made any changes other than tagging it with 1.4), so hopefully that'll help(?) If you're still having issues, try unsubscribing and re-subscribing.
ObscureParticle 30 Oct, 2022 @ 9:00am 
Any chance you will update?
Bepiss 30 Oct, 2022 @ 8:42am 
Update?
ObscureParticle 28 Jul, 2021 @ 11:56am 
Thanks for the update! I haven't had issues so far.
Deep 26 Jul, 2021 @ 4:15am 
Understood, thank you!
Nerdygamer1  [author] 25 Jul, 2021 @ 11:05pm 
Updooted to 1.3
Not playing much on 1.3, so I'm even less likely to catch bugs, unintended behaviour, hiccups, etc. Buyer beware
Deep 28 Mar, 2021 @ 10:09pm 
Thanks for the balance update :)
Nerdygamer1  [author] 28 Mar, 2021 @ 9:19pm 
I updated this mod and made some of the surgeries require fewer resources to bring them more in line with bionics. Shatter your arm? Why spend 45 plasteel and a couple components when a bionic arm is an upgrade and only 15 and a couple advanced components. Some of the very hard surgeries remained unchanged, and all surgeries still have a fairly steep medicinal cost.
ObscureParticle 19 Aug, 2020 @ 2:26pm 
Works as intended. Thank you!
Deep 15 Aug, 2020 @ 8:50pm 
Thanks for the update. No need to force yourself. It is fun while it lasts.
Nerdygamer1  [author] 15 Aug, 2020 @ 4:47pm 
"Updated."
(all i did was add the 1.2 tag :x )

As always, I barely qualify as a hobbyist coder, so stuff might go wrong and, while I probably won't know how to fix it or even have the time to try, please let me know if anything cocks up
ObscureParticle 11 Aug, 2020 @ 12:13am 
Any chance you could update this (again)? All the other mods out there make curing things too easy.
Deep 3 Mar, 2020 @ 9:52am 
Thank you very much for the update!
ObscureParticle 2 Mar, 2020 @ 7:26am 
Thanks for the update!
Nerdygamer1  [author] 2 Mar, 2020 @ 12:12am 
The mod should, and I say SHOULD, be updated. I'm definitely having more trouble updating my mods to 1.1 than I had updating them to 1.0. I only did a cursory test to make sure everything ran and that surgeries could be completed. As always, please let me know if something's not working and, after a quick cry, I'll try and fix it to the best of my ability.
Nerdygamer1  [author] 25 Feb, 2020 @ 6:48pm 
Hey, thanks for asking! I wasn't really considering it, but since you brought it up, I'll try and look in to it this weekend.
ObscureParticle 25 Feb, 2020 @ 5:21pm 
Will you update this mod for 1.1? I like this one better than the original and was keeping my hopes up.
Nerdygamer1  [author] 13 Jan, 2020 @ 6:59pm 
Hey, thanks for your patience! I meant to get back to you over the weekend, but my second job took up the first half of my weekend and my first job took up the second half of my weekend.

I just gave those mods a cursory glance, but none of them seem like they could be causing any conflict; my concern was that you had a mod that added another form of "human leather" that visually appeared identical, but had a different identification in the code.

First off (assuming you're still having issues), does anything (yellow/red) pop up in the debug console when you launch your map and/or attempt to order the surgery? If you pastebin it, I'd be happy to take a look, but I make no promises :x
Nerdygamer1  [author] 13 Jan, 2020 @ 6:59pm 
For the immediate future, while I'm sure it would be incredibly unsatisfying, you might use the dev console to heal the injury and then destroy the supplies that would have been consumed by the surgery. It would be a very MacGyver'd solution, but if you were desperate and impatient, that's what I would do.

Finally, you could try replacing my mod with the original mod to see if the issue still persists; however, I want to make it entirely clear that you should absolutely, totally back up your save first. If I recall correctly, my mod should only make changes to the ingredient lists of the surgeries, so there shouldn't be any issue, but modding is not my job. Hell, it's barely even my hobby; more like a passing whim. I always thought modders were coding wizards until I uploaded my first mod on the workshop and realized, "No, any idiot with a keyboard can upload garbage." So, having said that, I wouldn't put it past my mod to break things even when not in use.
Angry Capybara 7 Jan, 2020 @ 10:08pm 
I've tried to add surgeries to fix scars on a torso, a few different arms, and a few different legs. Different colonists each time. I'm using a doctor(s) with skill 10-11 and is set to "Unrestricted" for area restriction. I have 40-50 medicine and 200+ human leather, both over multiple stashes, one in my hospital and another in my main storage area.

When trying to right click and manually prioritize the task, I get the "need material" stopper.

Current mods in order:
FE: DE Surgeries
Melee Hunting 1.0
[WD] Soil Contrast 1.0
CleaningArea
QualityBuilder
Replace Stuff
Sometimes Raids Go Wrong
[KV] RimFridge - 1.0
Share The Load
Recycle 1.0

Let me know if anything else is needed!
Nerdygamer1  [author] 7 Jan, 2020 @ 7:50pm 
All scars should only require normal medicine and human leather. What body part is scarred? I had some issues with the game treating some ailments of the ears equally, which I was unable to resolve.

Additionally, the usual troubleshooting questions apply here: Can your doctor reach the medicine and human leather (zoned, forbidden, or otherwise)? Has anyone queued up for an item? (if you only have one medicine left and someone across the map has decided they're going to use it to patch a boo-boo, the game will tell you that you have none left, even when you're staring right at it). What other mods are you using?
Angry Capybara 7 Jan, 2020 @ 7:38pm 
For some reason, my surgery to fix a scar is stuck on "need material" even though I have medicine and human leather around. Is there a typo in the requirements and glitterwood medicine is needed, or is human leather from a butchered human-like not usable?
Dr Zhivago 11 Nov, 2019 @ 10:54pm 
If you're curious how to add surgeries to all animals via xpath, here's a link to the project:
https://github.com/DrZhivago1/DE_Surgeries_MSE/blob/master/Patches/MSE_Animals.xml
Nerdygamer1  [author] 11 Nov, 2019 @ 10:33pm 
I'm very glad to have been an inspiration, considering the original was an inspiration to me!
Dr Zhivago 11 Nov, 2019 @ 10:23pm 
Wanted to let you know that I really like the ideas/adaptations you've done here. I've made my own personal version based of yours, but strictly for Medical System Expansion and all Animals. I may release it eventually... or not. We'll see.
Nerdygamer1  [author] 7 May, 2019 @ 5:54pm 
@Kalre Check this guide out if you'd like to try it yourself (it's really easy!) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1274685247

Alternatively, remind me in four days and I'll do it then :)
Kalre 7 May, 2019 @ 11:03am 
This is a dumb request but since i love this mod, could you change the research names to something more inmersive ? Like, Easy Surgeries instead o just Easy as is now lol :)
Nerdygamer1  [author] 24 Feb, 2019 @ 7:58am 
@Kalre Hmm, that's strange. All of the surgeries found in the original DESurgeries mod SHOULD have research requirements with this mod. These research bills can be found under a new research tab labeled "Medical." The first block of research is simply called "Easy" and unlocks basic treatments (such as removing scars), and research progresses to "Normal," "Hard," and "Very Hard."

Are you sure you are subscribed to this mod and have it activated as opposed to the original DESurgeries mod?
Kalre 24 Feb, 2019 @ 7:41am 
All of this requiring appropiate medicine and medic Skill lvl to be able to be done.
Kalre 24 Feb, 2019 @ 7:40am 
I mean, colonist should be able to take care of injuries by default yes, but i want it so that with this mod you need to do some proper research before threating stuff like scars (basic research), mangled eyes (Medium research), and the big ones like alzahaimer or bad back (High lvl research), hopefully that makes my point easier to understand, sorry for bad english XD!
Nerdygamer1  [author] 23 Feb, 2019 @ 6:33pm 
@Kalre, I'm not quite sure I understand what you're requesting. You mention "new surgeries;" is this in reference to something currently in my version of the mod, or is this in reference to another, separate version of the "DESurgeries" brand mod?

Either way, it's been a while since I've done any modding and would love to try and meet your request! :)
Kalre 23 Feb, 2019 @ 6:04pm 
I would love if you could make the new surgeries a research, like, minor surgeries, big surgeries idk :)
Nerdygamer1  [author] 28 Nov, 2018 @ 10:29am 
@Proxyer

It's nice to have the feedback of someone who worked on DE Surgeries; I appreciate the comment! I certainly hope you don't feel like I'm encroaching on your territory; the project was entirely a personal investment, but when I saw a couple comments requesting research requirements, I thought it wouldn't hurt to clean up my efforts a little bit, package them neatly, and upload them to the workshop, while clearly stating and crediting the original mod.
Proxyer 28 Nov, 2018 @ 9:05am 
Hello, Nerdygamer 1.
It is an interesting idea to have require research. I think that it is an interesting attempt as a derived Mod tailored to individual preference. Artificial skin etc. remembered the old EPOE.
Thank you.