RimWorld

RimWorld

CTS - Complete Tech Solutions
31 Comments
Mlie 18 Nov, 2020 @ 11:33am 
/Dreamcatcher 15 Oct, 2020 @ 5:36am 
sono update for 1.2 ?
sulusdacor  [author] 10 Nov, 2018 @ 5:21am 
updated to 1.0
Voidseer 5 Sep, 2018 @ 5:33pm 
B19?
sulusdacor  [author] 20 Jan, 2018 @ 9:33am 
added modsync
sulusdacor  [author] 7 Jan, 2018 @ 3:50am 
added the patches in the main mod. so you dont need the additional mods anymore.

so far includes (details above):
vanilla, more furniture, goodnight,medicaddons,rimkea,[t]more beds (both versions)
sulusdacor  [author] 29 Dec, 2017 @ 4:30am 
b18: added adv components to most stuff (overall wealth stayed the same, lowered comp cost);nano medicine recipe now with 1 adv comp instead of 4 normal comp
cazalot 20 Nov, 2017 @ 2:28pm 
will this be updated for 18..even if its just a version update?
LazyWhale 7 Jul, 2017 @ 3:18am 
Nice job! I miss this mod so much!
sulusdacor  [author] 17 Jun, 2017 @ 4:36am 
it should work without research from the start. all you need is a lv5 medicine pawn to do the job (the recipe should be there even without having the level 5).

it can however still conflict with race mods.

the recipe is set to torso(appliedbodypart) and human(race). so it can still conflict there if u would have an alien so to speak. meaning either a mod changing how the body is put together / the applied bodypart torso or if the mod would add a non human race. but both could be solved with patches by adding the race or just another recipe with the applied bodypart fitting to the body of the alien race.
lloki 17 Jun, 2017 @ 2:57am 
I'm not sure if it's a mod conflict, but I can't really take the blood from the pawn :P Do I need any special feature to do that or they should just do the bill?
Fluffy 13 Jun, 2017 @ 3:07am 
for future reference, the problem is calling resolveAllReferences on the DefDatabase for designators.
sulusdacor  [author] 12 Jun, 2017 @ 10:54pm 
found the issue and the current CTS version on steam should work fine with stuffed floors now.
(the blood take designator is now added over the patchoperations)
Bunkier 12 Jun, 2017 @ 1:09am 
Im totally sure its this. When CTS is turned on it breaks whole floor menu. That thing was reported to Fluffy yesterday and he said its code thing
sulusdacor  [author] 11 Jun, 2017 @ 11:30pm 
what excatly does not work specifily with that mod?

i looked over stuffed floors and it just seems to add different floors which has nothing to do with cts (there is no floor/terrain added by cts mod). the only thing i can think of was the designator change by architect sense, which is needed for stuffed floor. i tested this and the blood take designator worked fine with cts loaded before and after the other two. so i'm a bit unsure what excatly the problem could be between these mods.

please make sure you have the updated versions of the mods loaded.

maybe you added multiple mods at the same time and the error is with another mod?
Bunkier 11 Jun, 2017 @ 2:01pm 
This doesn't work with Stuffed Floors
sulusdacor  [author] 10 Jun, 2017 @ 12:52am 
added patches for:
- adding medic addons to cts medical bed
- adding adv vitals monitor to all vanilla beds
- adding more furniture linkable facilities to cts medical bed
(all as download in cts forum topic)

- adding adv vitals monitor to goodnight beds
(in goodnight forum topic)
sulusdacor  [author] 9 Jun, 2017 @ 11:32pm 
updated to a17

- added 1 medicine as ingredient to take blood recipe (workaround to an error more then a balancing thing)
- the applied body part of same recipe is now torso (before was heart). this should make it more copatible with other race mods, i hope
Garry's Mod 404 28 May, 2017 @ 2:46am 
A17????
gatherer818 18 Mar, 2017 @ 8:34am 
So, after trying for several hours, I gave up and asked Rah (of RBSE) for ideas. He gave me a fix that worked perfectly. Rather than releasing my own compatibility patch, it'd be best if you just implemented the one very small change, because it should make it compatible with basically any other organ-replacement mod out there, as long as it doesn't replace the entire chest. (Also because while I worked on it for a while, I didn't actually DO anything, besides test the fix someone else suggested.)

In <appliedOnFixedBodyParts>, where you currently have Heart, replace it with Torso. As long as there's any Blood Pumping organ in the torso, not just specifically vanilla hearts, Take Blood should work.

It should also make it easier for people to patch for races as well, in situations where those races have something besides a normal heart. They still have to patch for the race, but they don't have to change the <appliedOnFixedBodyParts>, at least.
gatherer818 18 Mar, 2017 @ 3:16am 
So I tried to follow these steps and failed. The error that comes up on mod-load is "Could not resolve cross-reference to Verse.BodyPartDef named SyntheticHeart."

I dug into RBSE's code and found there's no BodyPartDef for any of the synthetics, they're Hediffs. I don't know exactly what that means, of course, but it seems rather than defining them as separate body parts, they're a sort of status effect applied to the existing heart? It looks in the code that installing a synthetic heart gives you a default heart as an item and just applies a "buff" to the person's heart, and reversing it removes the buff.

What I don't get is why it makes Take Blood not work, since it's not actually replacing the BodyPartDef, but I'm flying blind when it comes to modding RimWorld. I'm just posting my progress in case you or someone else interested can figure it out before me.
sulusdacor  [author] 18 Mar, 2017 @ 2:14am 
all surgery recipes are tied to organs. take blood to the human heart. so if you use any altering mod it will not work (syn heart, other race).

1.
if you want to make this work for your moded game you can easily add the defnames of the new heart in the recipe xml of takeblood (or race if you use race mods). for CTS this is in CTS/Defs/RecipeDefs - CTS_Recipes_Surgery.xml (the file you edit). the defnames of the races/heart you will find depending on the mod probably in ModInQuestion/Defs/ThingDefs_Races, ThingDefs_Items (heart) or just ThingDefs. it depends how the mod author structures his files here. the hearts are just items. he could have put a file in Defs/Bodies too, since they include bodyparts in the basegame files.
sulusdacor  [author] 18 Mar, 2017 @ 2:14am 
2.
then use any text editor program to open the xml files. search for the line "<label>name of your heart/race you want to add</label>". above that you should have <defname>. what is there in the defname brakets you need to add in the recipeUsers (for races) or for bodypart copy the whole recipe and in <appliedOnFixedBodyParts> replace hearts with your new heart and rename the defname of your new recipe to CTSTakeBlood_synHeart or what ever you want. it needs to be different from the original (avoid numbers in defnames). save and your done.restart the game and it should show up on colonists with the race human and the syn heart with defname from the mod you searched.
gatherer818 17 Mar, 2017 @ 8:49pm 
After some testing, it seems the Take Blood operation is only available to humans with the default hearts. If you use RBSE or EPOE and have upgraded your colonists' hearts, you will not be able to take blood from them. Which is a shame, since the upgraded hearts would have offset the blood taken penalty rather nicely.
sulusdacor  [author] 7 Feb, 2017 @ 3:39pm 
no special way. it's just a surgery recipe.

it might not work with other races, if they are not human. so this might be the issue. but you can just edit the xml file and add the races you want/use as recipeuser.
RoronoaDroagon 7 Feb, 2017 @ 10:36am 
is there any special way i have to do to be able to take blood??
because for some reason i can not get the take blood bill apear or option to work.
sulusdacor  [author] 13 Jan, 2017 @ 10:02am 
*beep boop*
updated

might (probably) need some balancing changes later on.

- bloodtaking is 100% sucess now (wanted to prevent random killings by docotors,jsut for taking blood)
- added the option to use the take blood order on prisoners. so you can harvest them now
恬喜的猪 12 Jan, 2017 @ 9:40pm 
It is not updated, this is one of the best MOD I have ever used, it is quite good to do that.
Lizy_Sticks 23 Dec, 2016 @ 12:11pm 
mmk ty
sulusdacor  [author] 23 Dec, 2016 @ 12:11pm 
i'm nearly done with a16 updates of my mods and i assume erdelf does the same currently. when thats finished we plan to get on updating this.
Lizy_Sticks 23 Dec, 2016 @ 12:08pm 
a 16 please and ty :D