RimWorld

RimWorld

SurgeryImproved
54 Comments
Shariul 2 hours ago 
Cantaloupe The Clown, i hope you been sarcastic, asking if i been serious, asking if mod got updated in one hour after release.
Cantaloupe The Clown 11 Jul @ 10:01am 
I think you might be joking but - 1 hour is not always enough to update and debug a mod, even if you got on it immediately (which they shouldn't have to). we owe modders our patience
Shariul 11 Jul @ 9:21am 
Well? It been about hour since official release. Where is 1.6 update?
DarkShadow44  [author] 14 Jun @ 5:17pm 
1.6? What do you mean 1.6?! Time for all my mods to break again...
Yeah, I'll update when it's officially released.
Myphicbowser 12 Jun @ 12:00pm 
Think this'll get a 1.6 update? Because I won't lie, Surgery sometimes nuking a Pawn's head and ALWAYS having a small chance to fail really upsets me
DarkShadow44  [author] 30 May @ 3:21pm 
@Proxyer Not sure what you mean, that won't help with returning items?
DarkShadow44  [author] 25 Mar @ 11:08am 
Shouldn't amplify any failures, are you using only this mod?
this mod seems to amplify minor surgery failures? the only plus is that it returns any items in case it happens but my doctor constantly fails to remove/add parts over and over when compared to vanilla
Justicar 3 Mar @ 1:55pm 
Possibly. It failed 4 surgeries catastrophically in a row across several reloaded saves and then went back to normal.

Maybe Randy just hated me that particular moment.
DarkShadow44  [author] 3 Mar @ 1:34pm 
Should still work yes. Maybe an incompatible mod?
Justicar 3 Mar @ 10:36am 
Is this still functional? I had a pawn fail to install an eye patch and cut off the patients head . . .
AtomicRobot 23 Dec, 2024 @ 12:53pm 
I think there is a slight incompatibility with "Medical System Expansion 2".
When failing the "Install Bionic Arm" Surgery, it only returns the "Bionic Arm" but without any subparts, i.e. forarm, hand, fingers etc...
So you have to rebuild everything from the upperarm down to reattempt surgery...

I'm going to guess this problem happens with all modular bionic parts.
'4po5troph3' 11 Dec, 2024 @ 2:08am 
非常好mod,使我的超凡植入体旋转
A great mod, saved my archotechparts
platipi 1 Oct, 2024 @ 3:04pm 
very strange bug, removes my colonist bar at the top of the screen when added to my save with a bunch of other mods
Arlington: Helldriver 14 Sep, 2024 @ 12:42pm 
thanks
DarkShadow44  [author] 14 Sep, 2024 @ 10:21am 
There shouldn't be any special handling for heart surgery, no.
Arlington: Helldriver 14 Sep, 2024 @ 4:19am 
are there still forced fail chance on things like heart surgery?
kyle 12 Sep, 2024 @ 7:56pm 
thank you, i've been getting sick of loosing thousands worth of silver implant from a minor surgery failure
Theodore Masters Peterson 4 Sep, 2024 @ 12:50am 
thank you so much
RutraNickers 7 Aug, 2024 @ 4:11am 
This is exactly what I was looking for. It's so stupid to destroy an archotech eye just because your hand slipped and you accidentaly chopped their leg off. Thanks a lot for this, mate!
krzarb 19 Jul, 2024 @ 6:04pm 
It means the implant itself isn’t destroyed on surgery failure, as is the vanilla behaviour
frosted_gay 19 Jul, 2024 @ 5:37pm 
What does it mean when you say "return the items", what items? If it is the medicine I see no reason why it wouldn't be consumed even on a perfect surgery. Great mod btw!
RiceBowl 2 Jul, 2024 @ 10:38am 
@krzarb thanks this is will be a good qol saver
JunoCat運富 26 Jun, 2024 @ 3:43pm 
@uwu thanks!!
DarkShadow44  [author] 22 Jun, 2024 @ 11:31pm 
@Mutalith: I saw the same issue with only EndlessGrowth, so I don't think my mods breaks things here.
Mutalith 22 Jun, 2024 @ 10:34pm 
I saw last month talk about issues with this and Endless growth. Was that confirmed/fixed or is there no issue?
xsxsz1 12 Jun, 2024 @ 5:59pm 
@DarkShadow44 gotcha, thanks for the explanation
krzarb 12 Jun, 2024 @ 5:31pm 
@RiceBowl KV save storage settings has this function for surgical operations. You can save a group of them that are queued so you don’t have to repeat the process for every colonist.
DarkShadow44  [author] 12 Jun, 2024 @ 5:22pm 
@RiceBowl Not exactly sure what you mean, but I didn't see why it couldn't be done. Not related to this mod though
DarkShadow44  [author] 12 Jun, 2024 @ 5:20pm 
@xsxsz1 no that's correct. Like, when you operate on a finger, the parent is the hand. And the hands parent is the arm.
xsxsz1 12 Jun, 2024 @ 5:26am 
found a minor typo in the description: parent body parts -> patient body parts
RiceBowl 4 Jun, 2024 @ 7:16am 
say can a mod be made so that i can just copy paste the bionics i put in my pawns to another pawn? i always like to make an all cyborg team and it''s kinda tiring to put all the the improvements on every pawn
DarkShadow44  [author] 30 May, 2024 @ 5:27pm 
@Ionfrigate12345 Can you try without my mod to see if it fails the same way? Because I see similar results with only EndlessGrowth
W 27 May, 2024 @ 12:00pm 
@JunoCat
use this for 1.4
JunoCat運富 22 May, 2024 @ 11:19pm 
Ok, thanks for answer
DarkShadow44  [author] 22 May, 2024 @ 10:25pm 
You're welcome!

@JunoCat
Sorry, this mod is 1.5 only.
ArcaneAlchemist 22 May, 2024 @ 6:46pm 
this mod was exactly what i needed! doesnt make sense that a bionic arm would just disappear into thin air when a surgeon fails. and considering the major investment some implants are, not being able to guarantee a success is just a pain.

thanks so much for the fix!
JunoCat運富 20 May, 2024 @ 11:29pm 
Heya, will this mod work in 1.4?
DarkShadow44  [author] 16 May, 2024 @ 6:04pm 
I need to check, sounds like an incompatibility I need to fix
Ionfrigate12345 10 May, 2024 @ 1:32pm 
Hi, I use Endless Growth to get medical skill beyond 20, then my medical 22 pawn always fail the surgery (mostly catastrophic).

Is this mod compatible with Endless Growth and medical skills beyond 20? Do you use something like <current medical skill level> / <max skill medical level> to determine the success chance and let <max medical skill level> to be dynamic instead of fixed value 20 ?
DarkShadow44  [author] 8 May, 2024 @ 11:16am 
Well, if you want to come up with a working concept, I could implement it.
AnotherAbyss 6 May, 2024 @ 8:58pm 
Thanks for the answer, and thats a really good point; I some how let that slip my mind, even though that's the main purpose of the mod. All the same, i'd love to find a different mod that allowed that some day. ;D
DarkShadow44  [author] 4 May, 2024 @ 12:33pm 
No, that would be dangerous. If you immediately attempt the operation again, you risk serious damage. After all, body parts only survive for sure if they have > 70% health. That would require smarter doctors to only attempt the surgery if people are healthy enough. For now, that's on the player to decide.
AnotherAbyss 3 May, 2024 @ 7:32pm 
Does this mod prevent the operation bill from being removed on a failed surgery? I always hated that the game assumes you no longer intend to perform the surgery if it fails. Just because the doc destroyed the peg leg and stabbed the guys heart, doesn't mean he (or I) stopped needing his leg fixed.. haha
DarkShadow44  [author] 29 Apr, 2024 @ 12:15am 
Thanks, fixed the description
苍白而蔷薇 28 Apr, 2024 @ 5:07am 
Are there any conflicts between these two items in the introduction
Minimum surgery fail rate is still 2%
1.2: Allow surgery success rate to reach 100%
DarkShadow44  [author] 27 Apr, 2024 @ 6:29pm 
Not sure, I'll consider it. It's kinda weird for stuff like archotech parts that are supposedly super strong.
TurtleShroom 27 Apr, 2024 @ 6:06pm 
IMO, I think that Catastrophic Failures should also destroy the items.
SkylineOdeum 27 Apr, 2024 @ 12:00pm 
Spiffy, I've been needing something like this for 1.5. Many thanks for making this! :medicon:
Leoraaaaaaaaaaaaaaaaaaaaa 27 Apr, 2024 @ 8:23am 
Thank you!