RimWorld
541 oy
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 Nis 2020 @ 4:20
31 May @ 5:16
79 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Medical System Expansion 2

Açıklama
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.
Popüler Tartışmalar Tümünü Görüntüle (15)
119
12 Eki @ 16:00
SABİT: Compatibility
Abraxas
116
5 Eki @ 4:09
SABİT: Bug Reports
Abraxas
7
29 Eki 2020 @ 4:12
Bionics with module slots and modules
megabot
704 Yorum
Neutrino 21 Eki @ 18:40 
Yo, I have a question regardin what exactly are the modules on the bionic parts and how to get them, haven't managed to find anything about it in-game.
theothersteve7 15 Eki @ 22:57 
There's some sort of incompatibility between this and VRE Androids. It's... difficult to narrow down, exactly. I suspect they are both editing the same thing, somehow, somewhere.

Symptoms include modules becoming temporarily invisible and reactors being unable to be replaced. It's kind of a headache to troubleshoot.
Jiopaba 11 Eyl @ 11:48 
Rather than Argus' thoughts about updating the description, I think I'd really prefer an option to make it so that spawned components are in a Completed state by default. It's really disheartening to find a Bionic limb, pay hundreds or thousands of silver for it or steal it from someone, and then discover that it's actually just a bionic shoulder or thigh or whatever which is missing most of its parts.

Installing it by accident and only discovering after the fact that this is the case is equally frustrating. Most times I just open debug mode and forcibly swap it to "Complete." I already paid for it, and the whole point of doing so was that I don't have the workbench and research myself to make eleven more pieces to finish it.
iddqd 31 Ağu @ 10:32 
Are the "make complete bionic X" bills from this mod? If so, I report soft incompatibility with Quality Bionics (all parts except from the one in the recipy name are set to normal quality)
Argus von Stein 20 Ağu @ 18:03 
Forgot to mention in my previous comment:

You can install an incomplete part by clicking the hand icon on the operation task.
Argus von Stein 20 Ağu @ 17:58 
Thanks for an awesome mod!

@noj , I've seen people failing to understand how the limb combining works. I myself had to go for quite a trial and error journey to figure it out. Could you please add the following text to the mod description (or something similar):

Some parts are sold incomplete.

An arm requires to combine:
1. Arm
1.1 Internal support
1.2 Forearm
1.2.1 Internal support x2
1.2.2 Hand
1.2.3.1 Five fingers

Total: 11 parts
Pvc pipe 5 Ağu @ 0:23 
Does the prosthetic system work with medieval overhaul?
The Ghost Knife 3 Ağu @ 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 Tem @ 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 Tem @ 20:46 
this stuff is totally broken! module slots just dont register on a pawn when i install the part