RimWorld

RimWorld

[Abandoned] Medical System Expansion
 This topic has been pinned, so it's probably important
Oreno  [developer] 22 May, 2019 @ 3:33pm
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Last edited by Oreno; 12 Jul, 2019 @ 5:00am
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Showing 1-15 of 15 comments
Oreno  [developer] 27 May, 2019 @ 9:55pm 
@TMega1606 thanks for the idea. some of it is hard to implement and need c#. this mod already have ability to take off prostheses and selling prostheses feature already on planned feature.
Deverz 4 Jun, 2019 @ 2:34am 
Perhaps you could add a Luciferium rib? Might need some serious side effects so it's not too OP?
Oreno  [developer] 10 Jul, 2019 @ 12:19am 
@Deverz I have plan on it, but still until now i don't have idea for side effect.
Oreno  [developer] 11 Jul, 2019 @ 9:33am 
Idea from discord. evaluated if have time.

Vas the Stampede 05/29/2019 @Oreno in your mod update, I noticed adamantium bone stuff. Don't forget that stuff is toxic to the body, even Wolverine died from it eventually.
Last edited by Oreno; 11 Jul, 2019 @ 9:33am
Lyseria 10 Aug, 2019 @ 11:17am 
If you're taking these ideas, it would be really nice if they were optional when you finish implementing mod settings. While all these casualties like blood loss, nerve damage, adamantium poisoning, and even prosthetic adaptation, etc are really cool, some of us just want to play with close to vanilla mechanics or we aren't into the hardcore realism playstyle.

My own suggestion though: I'd really like an option to disable some niche prosthetics like fingers, toes, etc., from appearing in quest rewards. Please don't get me wrong, I really love how we can customize and install these expanded parts, but I'd rather craft them from the workbench. It feels bad when they dilute available quest reward pool.

I stand by opinion that this is the best medical/prosthetic expansion so far, alongside CONN. These are just some ideas of mine that I think will vastly improve this mod's accessibility for people. :)
Last edited by Lyseria; 10 Aug, 2019 @ 11:30am
Oreno  [developer] 10 Aug, 2019 @ 6:35pm 
@imcherrycola yeah I try to implement that settings when I develop this mod settings. For that reward already fixed that and make special acrhotech part uncraftable.
Lyseria 10 Aug, 2019 @ 9:22pm 
No no, sorry if I wasn't clear. I think you misunderstand me.

I like special archotechs being craftable!

What I was suggesting is that small prosthetics like Bionic Finger, Bionic Toe, Archotech Finger, Archotech Toe, etc etc, would be removed from world quest rewards. I think they should be craftable in the workbench, but should not be available in world quest rewards.

I hope we can get craftable special archotechs again :) they're really cool upgrades!
Last edited by Lyseria; 10 Aug, 2019 @ 10:34pm
Oreno  [developer] 11 Aug, 2019 @ 1:15am 
@imcherrycola no that's my own will. but seems after test disable crafting on that doesn't seems right. i'll update again to make that crafting available. maybe add mod settings for that seems right.
Lyseria 11 Aug, 2019 @ 1:20am 
Thank you for all your hard work! :)
urbani 21 Aug, 2019 @ 6:49pm 
Instead of a weapon you could add an extra utility to boost skills. Think Warhammer 40k tech-priest Mechadendrite, like an extra arm to aid in crafting or other tasks.
Boba194230 28 Aug, 2019 @ 7:09pm 
I would love the ability to harvest implants from prisoners because that is like the only thing that I feel is missing.
堂丸 7 Sep, 2019 @ 6:32pm 
If eyepatch have a texture on the pawn's face, that will makes him look like a tough guy, lol.
You know what I mean, Is there a ways to add texture to give implants, even scars?:6face:
Reeber 6 Oct, 2019 @ 1:20pm 
Originally posted by urbani:
Instead of a weapon you could add an extra utility to boost skills. Think Warhammer 40k tech-priest Mechadendrite, like an extra arm to aid in crafting or other tasks.

This, with surgery tools.
Think3r 20 Oct, 2019 @ 5:41am 
Hi Oreno,

1) please add a mod option to completely disable crafting of Archotech items. According to RimWorld's canon, Archotech items can't be understood by human minds. They should only be available as quest rewards or from special traders. Balance and immersion are my main concerns. I really don't wish for Archotech parts to be craftable.

2) Furthermore, I read in the mod's thread on the Ludeon forums that due to the huge amount of items being added by your mod, items from drop pod events barely contain anything else than modules, anymore. Quests also seem to ask for hundreds of MSE items, thus ruining the whole quest because you can't craft these as fast. I'd appreciate if you'd have a look at this problem, too (check out the post from October 15 on Ludeon).

3) By the way, I am also wondering about the following: When installing bionics in vanilla RimWorld, other body parts like fingers get removed as well as you pointed out. Now, I wonder if this has been done by Tynan on purpose? Can you think of any reasons? Does it make sense from any point of view, especially regarding balance?

Keep up the good work! Looking forward on your planned features.
5ink4r
Last edited by Think3r; 28 Oct, 2019 @ 8:09am
Arcangel 27 Nov, 2019 @ 8:16am 
Currently, most (if not all) items from the mod have duplicated entries on the storage section. For instance, a peg leg appears both in the "artificial" and in the "basic prostheses" sections.
There are 2 way to adress this.
1. Change the parents of all the item bases from "BodyPartArtificialBase" to "BodyPartBase". This has the side effect of removing the deterioration damage unless re-added to the respecting bases.
2. Add ' Inherit="false" ' to the 'thingCategories' section. This will merely remove the duplicated entry on "artificial"; just keep in mind that it's case sensitive.
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