RimWorld

RimWorld

Medical System Expansion - Revived
183 Comments
Neksizer 20 Aug, 2024 @ 3:34am 
1.6 pls ))
Wolf 3 May, 2024 @ 9:46pm 
1.5
Cottery 5 Mar, 2024 @ 11:35pm 
1.4PLZ
swatblack 8 Dec, 2022 @ 8:35am 
This seems to still work even in 1.4, I went through an entire heavily modded playthrough and fully decked out one of my colonists head to toe in archotech parts and so far I didn't have any game breaking errors or arms getting attached to kidneys.
I've only noticed two real issues when playing with this mod: The detoxifier kidney seems to be broken, it's infocard is blank and it screws up the UI, probably because it's using an obsolete toxin resistance buff
And whenever anyone uses a bionic workbench, the debug log gets filled with a repeating error due to not being able to find a custom sound file, rendering it unusable untill the workbench stops being used.

But otherwise don't worry, it's still quite playable in 1.4.
ْ 16 Nov, 2022 @ 6:47am 
Is this mod not going to be supported in Ver 1.4?
Admiral Zander 7 Oct, 2022 @ 11:18am 
it just causes lag and auto kills raiders spawned with implants.
blue 12 Sep, 2021 @ 8:35pm 
how do I disable AATO? it is incompatible with a mod
Friski 10 Sep, 2021 @ 8:10pm 
What is the AATO Archotech?
CatLover366 26 Jul, 2021 @ 3:41pm 
Thanks. This is a must have mod.
Puro's Number 1 Fan 22 Jul, 2021 @ 11:31am 
Do this mod will be updated to 1.3?
CullyDC 15 Jun, 2021 @ 9:48am 
@A Rather Edgy English Wangcore
Been looking into this for multiple mods. I have a little collection going on and if you don't mind the manual install you can use these edited versions with the gold and silver costs reduced.

https://drive.google.com/file/d/1qgb8aIGAKOaRl11UCK67fh0bSSiZCuX-/view?usp=sharing
Reprogrammed Automaton 13 Mar, 2021 @ 8:07pm 
I was mostly concerned about the tech locks on surgeries becoming permant, but that seems to have resolved itself, sorry about the bother.
Abraxas  [author] 13 Mar, 2021 @ 8:03pm 
@SIVA Fox
Not recommended to remove mods such as this in an ongoing save.

Best case scenario you get an error when you load your save file as it cant find things, it will despawn what it cant find including things you attached to your pawns using surgery.

Worst case scenario pawns or benches become bugged or you see reoccurring errors constantly.
Reprogrammed Automaton 13 Mar, 2021 @ 4:42pm 
Is this mod safe to remove?
A Rather Edgy English Wangcore 4 Mar, 2021 @ 4:20pm 
I disabled every mod I have except for Harmony and MSE the cost remains unchanged.
Abraxas  [author] 4 Mar, 2021 @ 7:01am 
You probably have another mod altering costs.
If you look back in comments I think someone else had that issue and found the cause.
A Rather Edgy English Wangcore 4 Mar, 2021 @ 6:21am 
Apologies if this is a stupid question but are Archotech Implants suppose to take so much gold? The reason I ask is the cost compared to the other materials needed. And using the Heart as an example says it takes 80 gold to make but it actually takes 800.
"should work" worries me, have you tested that? I am currently using one surgery mod to add power claw arms etc, does this mod play nice with other mods of this nature?
Abraxas  [author] 9 Feb, 2021 @ 8:36pm 
@Internet Killed The TV Star! ~
it should work for 1.2 and that information is at the top right of the page.
does this mod work for 1.2 ? can anyone link a mod that replaces bones (if this one is out of date) ? pls? :bbtcat:
ʚ朝天阙ɞ大力dali 14 Jan, 2021 @ 11:51pm 
为什么没人汉化呢
Entropy 18 Oct, 2020 @ 11:39am 
Yes, this is this mod only *undocumented* feature. After removing every single bionic part from map and uninstalling this mod, can confirm - every bionic lock disappeared. Maybe this mod is also the one which i should blame for lack of bionics on my enemies as well, need to check which one was changing the game that way. Either way, personally - this mod additions doesn't worth it's forced balance, so i advise against using this one.
Entropy 18 Oct, 2020 @ 10:38am 
Jakusiø has RimWorld 14 Apr @ 9:43am in compability thread:
"doesn't seem to - MSE seems to mess up both EPOE and harvest everything's functionality when it comes to removing body parts. i'm only able to remove vanilla implants and a select few artificial parts."

Judging by added icon of a magnet with waves from it on the right of the bionic part - it doesn't let you remove some types of bionics which was installed before - including from raiders. I feel very upset about that, beware everyone.
Abraxas  [author] 11 Sep, 2020 @ 7:19pm 
I believe the more advanced prosthetics healed.
KalashniFox 11 Sep, 2020 @ 9:55am 
so maybe im just stupid, but is there a way to "heal" prosthetics? my colonist would get hit in the leg for instance and now her prosthetic leg is permanently fucked. do i just have to make a new leg an attach it? Or is this kinda an incentive to use actually organs? if so i dont like how youve got to go through the whole getting used to phase for the same limb. also i realize youre only updating the mod, not actually changing it and doing features or whatever, just wanted to know if theres a soloution im overlooking.
Tallyboy 9 Sep, 2020 @ 4:01pm 
i've some issue with this mod i can't transplant arms
infernalistgamer 9 Sep, 2020 @ 8:17am 
Would this let you do Boost Immunity from Plasteel Surgery on a Custodes from the 40K mods?
noj  [author] 20 Aug, 2020 @ 11:00am 
@Ray ye we updated sorry for not responding
Ranger 20 Aug, 2020 @ 8:58am 
Sry, ignore my post, its working now that I reloaded the game.
Ranger 19 Aug, 2020 @ 6:32am 
Is the prosthetics in the mod able to fulfill the transhumanist trait for 1.2? I install a bionic leg on a colonist with that trait and there is still a -4 mood debuff from transhumanist frustrated.
Heavy & Ze Medic 15 Aug, 2020 @ 2:57pm 
You were right, the problem was Medical Supplements. That's a real shame. Thank you for the help!
Heavy & Ze Medic 15 Aug, 2020 @ 2:40pm 
Alright. Thank you. I'll report back when I try it out
Abraxas  [author] 15 Aug, 2020 @ 8:56am 
@Heavy & Ze Medic
I have heard the cause was Medical Supplements and possibly another mod as well.
If you do use Medical Supplements or a similar mod try without them.
Heavy & Ze Medic 14 Aug, 2020 @ 9:29pm 
I did sub to some other mods along with this one when switching but they were only the "continued" mods and none of them really seemed like the type that could cause this. I'll check with them.
Heavy & Ze Medic 14 Aug, 2020 @ 9:28pm 
Just checked and yes, it does still happen with a new save
Heavy & Ze Medic 14 Aug, 2020 @ 9:03pm 
One of my pawns had asthma and when I had my doctor go to tend it again after switching, they would tend to it, but it wouldn't actually work and it just resulted in medicine being lost for nothing
Heavy & Ze Medic 14 Aug, 2020 @ 9:02pm 
I'll test it out on a new save. I'm not using any Alien Races btw.
Abraxas  [author] 14 Aug, 2020 @ 8:23pm 
There is a chance it might not be related to this as I recall someone reporting that some Alien Races could not tend specific things or all and no MSE version was present in their list as far as I know.
noj  [author] 14 Aug, 2020 @ 5:57pm 
this and MSE2 are not really interchangeable, does the problem persist on a new save?
Heavy & Ze Medic 14 Aug, 2020 @ 1:48pm 
Im unsure if this mod is the cause but after switching from MSE 2 to this, I could no longer tend to things like asthma and infections. Anyone have any info on this?
Eng-Chasers 11 Aug, 2020 @ 1:19am 
ok, please discard my last post. It seems that there are separated organ for SHOULDER AND ARM. That explains why a wooden arm can't be installed on destroyed shoulder but is able on healthy arm.
Eng-Chasers 10 Aug, 2020 @ 5:35am 
I can't install anything on a removed arm after a pawn failed to install wooden arm for the first time. It doesn't generate error too. The medical bill can't be added on the missing arm but can be on the other healthy arm.
Armorguy1 31 Jul, 2020 @ 7:07am 
Also DO NOT remove the "bootup" process tag in prepared carefully! I literally lost all my buttons lol. Had to restart the whole game. Hah, rimworld problems... XD
Armorguy1 31 Jul, 2020 @ 5:24am 
It's totally worth it though. My pawn literally doesn't need armor anymore since she has 200% defense in everything now. I tested it, she literally took a few doomsday to her face and only lost her armor and had a few bruises. That's it! XD
Armorguy1 31 Jul, 2020 @ 5:22am 
Yeah, I think I figured out what the aatso is about. You depending on what you implanted you're consciousness may go down. If it goes below 0 your pawn basically dies. I've managed to implant a new liver and kidney implant in the same operation but a third one kills them off. this is due to the "bootup" mechanic right after installing archotech implants.
Abraxas  [author] 29 Jul, 2020 @ 5:17am 
Sounds like to stacked too much of the Rejection and accommodation Hediff
HeyWTF 28 Jul, 2020 @ 6:51pm 
Its ok just if you are doing it one by one (liver, kidney or another one type - not about legs, arms, whenever)

But it takes so much time - a few days after installing you need to wait.
So, problem is only when you want to make 2 or 3 operations on liver, kidney and another one (I forgot lol, not heart)
After the second o third operation - death.

With legs, arms, spine, heart, and modules - nothing such
Abraxas  [author] 28 Jul, 2020 @ 5:40pm 
@HeyWTF
Every time that was reported I have tested it and not once have I been able to make them always die.
Check your other mods.