RimWorld

RimWorld

Life Lessons: Medical Mishaps
29 Comments
DuckGoosebear PrairieDogLover 28 Jul @ 12:57am 
Having just both Life Lessons: Medical Mishaps and Smart Medicine enabled causes crashes on opening a colonist health tab for me. They seem to be incompatible mods.
MagicPurplePony 5 Jun @ 3:51am 
please write in the description which mods this is compatible with or not. at least for CE , RBSE / EPOE , Reclaim, Reuse, Recycle (Continued) . it would be good to know in general how this mod works with different bionics and medical mods
Rock and Autism 23 May @ 3:02pm 
Is it intended that 150% pain modifier on treated wounds is global? If you have 50 pain from 10 bruises and 2 pain from 1 crack, once you treat it, instead of getting 1 extra pain from crack, you get ~26 extra pain.
UyTheo 8 May @ 7:18pm 
@Fellder what is the issue with compact hedriffs?
Proxy 29 Apr @ 4:59pm 
Where can i find the medical proficiencies?
Samuel_Bucher 9 Apr @ 3:01am 
Life Lessons is CE compatible, but what about this mod? CE affects the medical system, so I'm curious.
Wumpi  [author] 28 Mar @ 11:28am 
I see at least two other mods interacting with the same method in just that one strack trace. Post the full log and mod list.
po 26 Mar @ 8:29am 
Doctors get stuck (just standing and "waiting") while trying to treat a colonist's beam wound, I asked Deepseek for help and it told me there might be some problems with this mod. Here's my error logs. By the way, thanks for your work, I really enjoy Life Lessons. [rentry.co]
Fellder 1 Mar @ 1:14am 
Conflict with Compact Hediffs
Lurmey 1 Sep, 2024 @ 4:34pm 
I've only just noticed that permanent wounds aren't getting stuck with the 150% pain anymore.. looked in the changelog and can see that you fixed that on the 9th only 3 days after I mentioned it. Thanks for doing that!
Lurmey 17 Aug, 2024 @ 9:12am 
I've just spotted it. He doesn't know anaesthetisation.. so all tends will be at 150% pain...

Okay. That would be fine if it actually only applied to the the pain from the wound, but it seems to stack to insane amounts. If the pawn is in 40% pain without tending, the maximum they should go to at 150% pain on each wound is 60%, not maxing out over 100 after just ONE wound is tended.
Lurmey 17 Aug, 2024 @ 8:53am 
This whole pain x150% thing is insane. Starting a scenario with the crash landing mod, tending a single wound causes them to be immediately downed by the intense pain, even if the doctor is using most effective treatment type and knows simple suturing and wound dressing. Additionally there's no way to get rid of it other than removing the hediff altogether with dev mode or character editor.

On top of this, none of the treatment options displayed even mention 150% pain being an outcome at all???? Please disable it as it clearly needs some work.
mayonnaise 16 Aug, 2024 @ 7:19pm 
posting this here so it doesn't get lost: War Crimes Expanded 2 compat? so that we can finally gain proficiency from horrible medical experiments like as intended? xD

i'd be willing to contribute a patch for it myself if it's just regular XML patching
OneGreedyGamer 13 Aug, 2024 @ 8:57am 
Don't know whether this is intentional or not (didn't see it listed anywhere but could see it being a feature) but if a medic can't research or use their intellect trait normally because of a trait or background then they don't seem to learn proficiency from performing Most Effective Treatments but they can still learn from teaching.
Lurmey 6 Aug, 2024 @ 12:18pm 
Hey Wumpi, are you aware of an issue in which poorly tended wounds (those tended without the required proficiency) that scar are causing *all* pain on the pawn to be increased by 150%, and that each one of these stacks? I had a pawn completely paralysed by pain from scars that, most of which weren't painful by themselves, but each were buffing the ~5% pain from two scars up to over 100%. Thanks
Blacksoul 25 Jun, 2024 @ 3:15am 
Found a compatibility issue. I wasn't able to properly figure out which mod was interfering with it, since i have 500+ active mods and it takes around 1h to start the game each time, but rearranging the mods solved the issue.

Basically, this happened on one of my dinosaurs, but i confirmed it to also happen for my colonists. I was using mod order 1. The pawn was bleeding, and it was working well. I saved, changed the order to order 2, then reloaded. Everything was working great. I then tried to open the health tab and it just froze, then after some time it caught a fatal exception and killed the app (surely due to this error).

Here are the error logs [0x0.st], here is the mods order 1 (working) [rentry.co], and here is the mods order 2 (not working) [rentry.co]
tanyfilina 3 Jun, 2024 @ 12:19pm 
I suppose it's compatible with EPOE ? (I've played with the main module and got some red errors associated with EPOE and Combat Extended patches - cannot copy it right now but will do tomorrow if it will help.)

Could it be compatible with Medical Dissection and Reclaim, Reuse, Recycle (Continued) mods?
RaRaRazuri 23 May, 2024 @ 8:24am 
Cool mod, but my colonists keep getting x150% pain from the injuries, and it stacks for the whole pain on the body, and it stays forever if it scars, so my colonists are all dropping from like minor injuries cause the pain is getting multiplied x500%.
Wumpi  [author] 8 May, 2024 @ 1:44pm 
Fixed. The issue was that burns to the nose (and probably other surface parts) are counted as "bone" depth by rimworld.

For future reference, reports without a log file range from nearly useless to outright detrimental. It was only a fluke that I was able to replicate the issue by choosing to apply a burn to an uncommon location.
穆啸 8 May, 2024 @ 7:35am 
Found a bug. Pawn may get stuck (just standing and "waiting") while trying to treat some burns, suspected to be related to whether he knows the knowledge of treating burns.I guess it's because of a pawn who doesn't know how to handle burns will try to handle them and get stuck ?
Wumpi  [author] 1 May, 2024 @ 8:42am 
@Samuel_Bucher
Yes, though it might be more efficient to train your doctors by beating your prisoners and letting them tend the wounds. Surgeries don't have very complex proficiency requirements.
Samuel_Bucher 30 Apr, 2024 @ 10:57pm 
Does this mean that you can train your doctors by performing surgeries on prisoners?
Wumpi  [author] 30 Apr, 2024 @ 5:09am 
@林司令员命令往下传
There's actually already a combat module about 70% complete. I dropped it to focus on getting 2.0 + medical released quickly.
If you have ideas, feel free to pitch them on Discord, or to a lesser extent, here
永恒常量 30 Apr, 2024 @ 1:30am 
Medical,yeah. nice work :steamthumbsup: will you consider next is the combat(or weapon)?Combat experience for each colonist should be detailed.
Quickdraw6 29 Apr, 2024 @ 10:36pm 
Noted, thanks for the reply. Looks well done nevertheless.:steamthumbsup:
Wumpi  [author] 29 Apr, 2024 @ 3:15pm 
It must be installed on top of the base mod. I'll add a dependency in steam soon.
I've pushed around the idea of pulling the core functionality out as a pure framework too, but right now it's a lot of work for little pay off
Quickdraw6 29 Apr, 2024 @ 2:52pm 
Does this work independently of the original Life Lessons module? I'm a little hesitant to gate my research that hard (especially when I'm still getting used to Research Reinvented, which I'm not even sure is compatible yet), but this system seems interesting for expanding the medical side of the game.
Fonzawa 29 Apr, 2024 @ 1:31pm 
I love this, thankyou for the hardwork !! :praisesun:
HIM 29 Apr, 2024 @ 1:07pm 
Glad to see this beautiful mod expanding into a mod series