RimWorld
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Medical System Expansion 2
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Mod, 1.2, 1.3, 1.4, 1.5
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1.428 MB
11 apr 2020, ore 4:20
31 mag, ore 5:16
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Medical System Expansion 2

Descrizione
Features
Improves how the game handles prosthetics by not discarding the sub-parts of added prostheses. This makes it so adding bionic parts doesn't reduce the total health of the pawn, and the sub-parts can be damaged.
  • Items keep track of the other prostheses they include
  • Prosthesis parts can be damaged, and will need to be replaced when destroyed
  • Prosthesis versions to support multiple races
  • Modules can be added to parts to expand on their functionality (extra weapons, stat boosts...)
This mod only adds the minimum prostheses necessary to make vanilla work with the new system, so we suggest using it together with one of the following supported mods (to be loaded before MSE2):

Compatibility
Requires HugsLib.
Patched mods:
Known incompatibilities:
  • EdB Prepare Carefully and Character Editor: minor issues when adding limb hediffs
  • Archotech Expanded breaks some stuff on game load.
  • Bulk Stonecutting breaks crafting of complete protheses.
If a mod not explicitly listed here adds limb prostheses, they will behave like vanilla (it will show a warning in the debug log after the game is loaded).
If a mod adds races with limbs that have different parts from normal humans, human prostheses will not work properly on them; if they have the same kinds of parts but in different numbers (i.e. 3 fingers instead of 5), or if they have been patched, MSE2 will generate a new limb version.
If you wish for a mod to be patched, you can request it in the Compatibility discussion below (no promises).


FAQ
What happened to my advanced bionics?
MSE2 removes the advanced bionic tier of limbs, because they are made redundant by installing an Advanced processing module on a normal bionic limb.
What modules can I install on my prosthesis?
The description of prosthetics contains an entry indicating how many module slots it contains, as well as the list of modules that can be installed on it.
What is a segment?
A segment is a piece of a prosthesis, for example a hand without fingers, or just the shoulder part of an arm. In the crafting menu you can find different recipes to craft both a segment or an entire limb; if you have race mods with slightly different limbs you will also find recipes for prostheses compatible with their body.
I can't install a prosthesis?!?
Only limbs that are compatible with a pawn will be installable. You can check the entry labelled "Compatible versions" in a prosthesis's description to see what races it can be installed on, and you can use the "Add part" buttons to add the missing parts.
Why so much clutter in the health tab?
In the mod settings you can find options to hide empty module slots, and options to always hide sub-parts or only when they are clean or only have modules.


Adding to pre-existing saves
You can load this mod on an existing save.
If you wish to remove this mod from a save you should first set to allow all special thing filters MSE2 introduces ("Allow complete" and "Allow incomplete" in the BodyParts category) from any storage zone and crafting bill.


Translations
  • Korean by Y1NaLin


Other info
GitHub repo[github.com]
Discord Server[discord.gg]
This mod was inspired by Medical System Expansion by Oreno (1.1 port). They are quite different from MSE2, and at this point in development all MSE2 source code is original.
Discussioni più popolari Visualizza tutte (15)
116
7 ore fa
IN EVIDENZA: Compatibility
Abraxas
114
5 ago, ore 0:20
IN EVIDENZA: Bug Reports
Abraxas
7
29 ott 2020, ore 4:12
Bionics with module slots and modules
megabot
698 commenti
Pvc pipe 5 ago, ore 0:23 
Does the prosthetic system work with medieval overhaul?
The Ghost Knife 3 ago, ore 22:31 
Someone said in Discussions, that if you have VE: Androids installed, then after installing a bionic, save and load to get the mod slots to show up.
PvtCreamy 28 lug, ore 22:25 
Am i missing something? I make a bionic leg (complete) but i still need to make sub parts for it? that ends up being 20 components to make a leg
toetruckthetrain 25 lug, ore 20:46 
this stuff is totally broken! module slots just dont register on a pawn when i install the part
Dat_ni 7 lug, ore 10:53 
I hope will be possible installing a field hand on a bionic arm. Why my farmers can't have a complete machine body?
CallMeLoL3 14 giu, ore 20:12 
MSE had archotech crafting. Is that planned to come back? I miss my pink fabricator ):
XelNigma 12 giu, ore 19:32 
It seems the drilll arm isnt working right. it doesnt get the supporting parts. It will still install like vanilla into the shoulder, you just dont get the forarm or hand parts.
Ranger Dimitri 6 giu, ore 9:27 
Hope this mod can be patched with Integrated Implants, it has so many cool ideas but I just can't give up this mod either with how it helps expand on the Bionics mechanics in a way that really strengthens it.
General_Degenerate 22 mag, ore 4:37 
Never mind, found the problem. Integrated implants seems to be incompatible with this. Doesn't cause the infinite loading screen anymore but still breaks bionics. Probably something to do with the "extra arms" feature of that mod.
General_Degenerate 21 mag, ore 18:55 
Anyone else encountering issues with installing bionics? The option to install bionics only installs one segment of the bionic and leaves the rest out, while also not using up the bionic.