RimWorld

RimWorld

[Abandoned] Medical System Expansion
345 Comments
Valenforth 3 Oct, 2020 @ 2:09pm 
whats MSE?
ThelianTech 3 Apr, 2020 @ 10:49pm 
FOr anyone wanting a 1.1 Version there is a new team of modders that have unofficially updated the mod to 1.1 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2006968859&tscn=1585941667
Dakon 20 Mar, 2020 @ 4:57am 
Great mod but it would be great if you could update to 1.1.
Max Lyu 9 Mar, 2020 @ 8:08pm 
holy thanks a lot, i have long been looking for this mod
NerdCuddles 9 Mar, 2020 @ 9:12am 
Can you add some integration with Facial Stuff? There's a bit of glitchyness
Triel 8 Mar, 2020 @ 1:32pm 
Is this coming for 1.1?
9bananas 2 Mar, 2020 @ 12:16pm 
@Iloki : archotech expanded adds advanced archotech legs and arms which give an OP af +400% body part efficiency as well as the archotech brain melder, none of which aren't included in MSE
Fidel Castro 29 Feb, 2020 @ 5:24pm 
Is this compatible or interacts in any way with death rattle ?
lloki 21 Feb, 2020 @ 3:34am 
Ok, so I really like this mod and frankly I prefer it over the others. I have a question regarding Archotech Expanded - it is said that it's compatibile. But since this mod already adds Archotech parts, is there really a point to use Archotech Expanded along?

@DrHosinho I'm playing with this mod and Diseases overhauled without any problem:)
DrHosinho 10 Feb, 2020 @ 12:00pm 
As a med student I love this mod! Is it competible with diseases overhauled?
Rzabat 8 Feb, 2020 @ 3:16pm 
How do you craft noses? Ive resorted to harvesting and transplanting noses from prisoners as I can't seem to find where you would craft noses.
Abraxas 2 Feb, 2020 @ 4:06am 
Elite Bionics FrameWork updated, any plans on updating along it ?
core_nxt 17 Jan, 2020 @ 6:02am 
does this mod work with the cybernetic organism and neural network?
Cromel 11 Jan, 2020 @ 9:53pm 
@Dżenszik
Not sure about CE, but works with CE:FastTrack (integrated support)
Cromel 11 Jan, 2020 @ 9:19pm 
Hi.
As prosthesis do not heal naturally (make sense :)) I wonder if it's possible to repair prosthesis on colonist, or only way is to remove it and install new? Can't find any way to repair prosthesis w/o removing it and adding new.
Neek'o Neeko❤ 11 Jan, 2020 @ 6:17am 
It work with CE?
Sir Reginald 9 Jan, 2020 @ 7:01pm 
Revised Version. Modules attach to each other and to non-module bionics. A hand module to an arm, and finger modules to that hand module. A non-module part can only attach to the body, not to another bionic part.

Think of building down, with arms you build a shoulder, and then attach modules to it from there. With legs you build a leg, and then attach modules to it from there.

If a colonist loses a hand, you can build a hand and attach finger modules to it, but later on build the whole shoulder set and upgrade the hand to a module then.

Final note, for the love of god make sure your colonists have no consciousness debuffs before organ surgery, they will die instantly. Stoned on smokeleaf will be your downfall haha.
General Black Rainbow 5 Jan, 2020 @ 4:29pm 
I dont understand, if I install an Archotech leg, I wont have the option to install the toes and bones in it to make it even faster?
Arcanochromatic Detonation 4 Jan, 2020 @ 11:41am 
What am I supposed to do with 30 eyepatches or prosthetic Clavicles? Why do those even drop from droppods?
Unisol 2 Jan, 2020 @ 8:29pm 
@Rifter not really. Rejection behaves similar to carcinoma, e.g. the only contributing factor is tend quality and random luck - immunity gain speed, resting in bed etc doesn't influence it. With high quality tends (80%+) it's possible to put even the fastest growing rejection into remission and very slowly get severity to 0.

Oh, and if it gets to 100%, organ (or limb) is destroyed. Just like carcinoma.
gumby 27 Dec, 2019 @ 1:24pm 
to install a ranged platform you need an empty clavicle module slot, and I think you can only have an empty clavicle slot if you start by installing a shoulder.
Crim 26 Dec, 2019 @ 5:10pm 
anyone know how the ranged platform works? i have the clavicle installed on a colonist but there isnt any module slot
Dog Horizon 23 Dec, 2019 @ 9:56pm 
installed an archotech left arm on an colonist, now his left arm got shot off and i can't reinstall another one. however i am able to install a regular prosthetic just not an archotech one. could this be a bug where the game seems to still think the colonist has an archotech left arm?
Rifter 19 Dec, 2019 @ 6:43pm 
Is there somewhere where the rejection mechanics are explained in detail?
Madman666 15 Dec, 2019 @ 8:05am 
Just FYI - the mod is not compatible with Questionable Ethics Enhanced, natural limbs grown in vats of that mod will not have fingers\toes when installed. I hope for a fix at some point.
Mciejju 4 Dec, 2019 @ 7:52am 
@Razor Are you sure that you are installing a module. For example if you install an arm then you can put a shoulder MODULE then hand MODULE then fingers MODULES. Modules are separate things from normal installable body parts. You can craft modules in the same bench as normal bionics after unlocking corresponding research. They have different icons than normal parts. They look just like painkillers/joywires from vanilla. Archotech modules can only be installed in archotech bodyparts etc.
Razor 3 Dec, 2019 @ 6:38am 
@Master_Michl Thanks for the response, but is it normal that it says "Removed" instead of "Module slot" when a prosthetic leg is installed, or am I dealing with a bug?

Reading the mod description, I thought I would be able to attach prosthetic feet to prosthetic legs, but maybe that only works for bionic and archotech limbs.
Master_Michl 2 Dec, 2019 @ 1:22pm 
It should say "left tibia module slot" in gray if the slot is available
Razor 2 Dec, 2019 @ 10:17am 
I installed a prosthetic left leg on a colonist, and now I can't install a prosthetic left femur/tibia/foot/toe. Is this normal, or should I be able to attach those parts to the prosthetic leg?

For information, it says the left femur/tibia/foot/toes are removed (this is normal since the colonist's entire leg was shot off before I installed the prosthetic leg).
Abraxas 31 Oct, 2019 @ 11:42pm 
Never Mind they are gone after I moved some mods around and deleted some old Config files.
Which mod was the problem mod I have no clue
Abraxas 31 Oct, 2019 @ 11:09pm 
Getting this after re-adding MSE and Prosthetic Combat Modules for :
Bionic hand, Bionic Foot, Bionic Claw, ArchoTech arm, ArchoTech Leg, Bionic arm, Bionic Leg

Any clue what could cause it and if it I can just ignore it?
I would send a hugslog but that isn't working right now

Config error in BionicHand: stages are not in order of minSeverity
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Mciejju 27 Oct, 2019 @ 1:14am 
@Madman666 I didn't want you to check whole comment section. I just wanted to tell you where you can find author saying that it's planned.
Madman666 26 Oct, 2019 @ 2:32pm 
Yeah, advanced bionics from Rah's ain't recognized. I think i ll wait a bit until more compatibility is implemented along with various options to tweak. Otherwise the mod is pretty darn cool. The issue with missing bodyparts always bothered me and its really nice to see people adress it in creative ways. Good job.
Madman666 26 Oct, 2019 @ 2:14pm 
I have 300 mods, honestly i d get way too old for pc games, if i read through entire comment section of every mod i have something to say about. Glad to hear that options are planned.

On that note, one more thing to report - with latest Rah's Bionics and Surgery Expansion after installing advanced bionic arm, i get usual vanilla problem with missing fingers. Anyone have something like that happen to you?
Mciejju 26 Oct, 2019 @ 1:35pm 
@Madman666 if you go back 6 pages in comments you can see the author said it is planned.
Madman666 26 Oct, 2019 @ 11:41am 
It would be really nice if harvested parts rotting was an optional thing. It makes little sense to see a part rot inside a white freezer container, but be safe inside a huge walk in freezer next to meat bare meat chunks and corpses.
Kov 25 Oct, 2019 @ 3:42pm 
Hey, so while the mod is compatible with [FSF] Vanilla Bionics Expansion , what about [FSF] Advanced Bionics Expansion ?

Thanks for the hard and amazing work! :steamhappy:
daemonbot 19 Oct, 2019 @ 5:31am 
So is it impossible to fully cyberize a colonist? I've had 3 colonists die from archotech organ adaptation. Is there some limit to how much cool shit I can cram into them? Also archotech clavicles don't have a clavicle module slot, so I can't install the ranged/melee platform modules.
AlexIlTabaccaio 13 Oct, 2019 @ 7:11am 
At the end, i've fixed the problem by myself. ;)
Zoe, the Bad Wolf 12 Oct, 2019 @ 8:16am 
What do I need to install the advanced power claw module? I have an empty left hand module on my pawn but the operation doesn't show up.
Taur-nu-Fuin 7 Oct, 2019 @ 7:30am 
Ah I see you have an item spreadsheet link, I guess that should do it for me. Thanks!
Taur-nu-Fuin 7 Oct, 2019 @ 7:29am 
So QEE and this do conflict but only with the natural body parts?

Do you have any idea if we can install "both" of say "natural arms" etc without any problems? Or should we stick to using only one specific set of the natural body parts if we use both QEE and your mod?

I would really prefer to not lose either one D:
megabot 6 Oct, 2019 @ 11:45am 
i have a request: can the "newly installed" condition be changed please? i just installed a wooden thumb, and now the pawn has 30% pain... maybe make it scale with size?
Mciejju 5 Oct, 2019 @ 6:56am 
From my experience it is compatible. The only problem is if you had some vanilla bionics installed. If they get uninstalled they will disappear making a tile which has a red X on it. Everything works fine and the tile doesn't change anything apart from ugly appearance.
404 4 Oct, 2019 @ 10:45am 
Is this compatible with existing saves? Probably not but it doesn't hurt to ask.
Zoe, the Bad Wolf 3 Oct, 2019 @ 7:14pm 
Is there any way to fight rejection other than luck? Any medicine?
Eoftar 3 Oct, 2019 @ 1:23am 
Is this compatible with implants from Astra Militarum mod?
AlexIlTabaccaio 27 Sep, 2019 @ 2:59pm 
I noticed that using EPOE with MSE you need to research two Basic Prosthetics technologies with the same name. It would be great if a patch could include the two researches in one.
AmbiguousMonk 10 Sep, 2019 @ 1:21pm 
@Oreno Have you ever considered making a standalone mod that only fixes the self-healing prosthetic bug? I would love to use vanilla prosthetics, but with your system where prosthetics don't naturally heal.
olib 9 Sep, 2019 @ 12:23am 
So I have a little problem with RBSE Hardcore and Medical System Expansion. It seems some of the prosthetics are doubled up, as well as the technologies. For example there is "simple prosthetic hand" as well as "prosthetic hand" crafting, which both lead to the same "prosthetic hand" and there is two researchables that correspond to transplanting organs. They do not appear to be throwing errors, just being mildly annoying.

https://steamuserimages-a.akamaihd.net/ugc/770601009121590631/C729B68356FE4017E01B28D2A829D705FD59A599/
https://steamuserimages-a.akamaihd.net/ugc/770601009121590993/14B0D28756B390C25E8231CCFB86164557BD8EA5/
https://steamuserimages-a.akamaihd.net/ugc/770601009121591160/DC7FCDD17005D483E97431401D71D34617E51A53/
https://steamuserimages-a.akamaihd.net/ugc/770601009121591293/6E8B57D8D160159792BC9D2B485377BE1AF96938/