RimWorld

RimWorld

Not enough ratings
FE: DE Surgeries (Out of Date, Questionably Stable)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
139.103 KB
26 Nov, 2018 @ 1:00am
3 Jun, 2024 @ 1:12pm
9 Change Notes ( view )

Subscribe to download
FE: DE Surgeries (Out of Date, Questionably Stable)

Description
1.5 UPDATE AND DISCONTINUED SUPPORT
With the release of Ideology, I felt there were no longer any maladies that didn't have a justifiable cure. Using a healer mech serum or an entire bionic arm to replace a missing pinky always seemed like severe overkill to me, but with the addition of the biosculpter pod, the need for this mod has pretty much gone out the window. For the most part, this mod has continued to work with little input from me after multiple game updates; however, as I am no longer personally using the mod, quality assurance is more difficult, and I don't have the time to fix any major incompatibilities that may arise in the future. With all this in mind, please enjoy the mod, but be aware there may be more issues than with your typical mod; always back up what you wouldn't want to lose.



General Mod Information
This mod is DE Surgeries pared down and then thrown through the wringer. I always loved how true to vanilla Rimworld the original mod was and tried to emphasize that every time I opened the hood to tinker. Surgeries are divided into four categories: Easy, Normal, Hard, and Very Hard.

Most, if not all, surgeries have been made more resource-intensive from the original mod - all surgeries now require research (found under a new research tab), none of these surgeries can be attempted using herbal medicine and only few can be attempted with regular medicine, and many surgeries now require extra/additional materials; however, the exact material requirements for every surgery can be found by clicking the info button (i) on the surgery's bill, but...

Generally speaking
Easy surgeries can only cure superficial wounds (eg. scars) and require at least regular medicine and some human flesh from a donor; normal surgeries go deeper to cure broken bones and require varying amounts of glitterworld medicine, plasteel, and components; hard surgeries replace fingers and toes and offer a pricy infection cure-all, requiring varying amounts of glitterworld medicine, advanced components, human leather, and Penoxycyline; and very hard surgeries cure chronic conditions, requiring large amounts of glitterworld medicine, plasteel, advanced components, hyperweave, gold, and, in one case, even a psychic soothe pulser. The exact list of materials for each surgery can be found in the in-game mod description, as it doesn't fit here.

Furthermore, text clutter has been reduced when looking at the list of available operation bills on a Pawn. Be aware that each category of surgery comes with a different chance of death upon failure (1%, 1%, 5%, and 10%, respectively).

The original DE Surgeries could be added mid-savegame, and this one shouldn't be much different. Attempting to remove this mod will throw up the error log, but it seems that this is only due to the game trying to find a research tab that isn't there anymore and should be nonconsequential - the error log will only appear once.

Removed Surgeries
I removed some treatments that I felt were already "reasonably" treatable in vanilla Rimworld, as they posed difficult questions regarding game balance. For example: Asthma and cirrhosis are both treatable via organ transplants, and cataracts and artery blockages are both treatable with bionic replicas. I removed these treatments from the mod because their vanilla treatments were all 1:1. By which I mean that replacing a liver with another liver is okay, whereas the treatment options for replacing a missing finger in the vanilla game were somewhat limited and far-fetched.

CREDITS

Originally by DarknessEyes; respectfully edited by Nerdygamer1.
Further credit goes to: Proxyer, who updated the mod through B19 and 1.0, KapTaiN_KaVerN, who updated the mod through A14 to A18, and to the various translators:

- RU : by Man232 and Desert Rain
- ZH : by tlerbao
- FR : By Jozay
- JP : By Proxyer

Special Recognition

A special thanks to DarknessEyes, as his or her DE Surgeries was the mod that made me want to learn how to mod, myself.
I originally downloaded their mod because it would always frustrate me when, through countless battles, my best crafter would be bumbling about with scarred eyes and missing fingers. I just wanted a way to treat these scars without straying too far from the vanilla Rimworld experience. After playing a couple hours with the original DESurgeries, I found that it really scratched that itch for me, but felt that the ability to use herbal medicine to treat scars made it way too easy to erase the injuries that gave a pawn character and helped tell their story. On the other hand, I wanted a way to replace a colonist's missing finger without giving them an entire bionic arm. So I started teaching myself how to mod.

When editing the mod, I tried to find a sweet spot between making the surgeries expensive enough that one couldn't just brush off a shattered spine, but attainable enough that they would actually be worth it. I tried to be consistent with my treatments, making more serious injuries require more resources, but I didn't crunch all the numbers. If, for instance, you notice that a missing finger reduces manipulation by 10% and only requires 3 medicine to treat, but a shattered tibia reduces manipulation by 30% and only requires 2 medicine to treat, please let me know!

If you want to make edits to the values yourself, check out Duckling's guide on Modifying Mods! https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1274685247

If you think I'm a heathen for daring to edit this mod, go check out the original DE Surgeries mod here!
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1541722340
40 Comments
ObscureParticle 5 Jun, 2024 @ 8:30am 
Gotcha. Thanks!
Nerdygamer1  [author] 3 Jun, 2024 @ 1:54pm 
And by Biotech, I meant Ideology. Oops.
Nerdygamer1  [author] 3 Jun, 2024 @ 1:27pm 
This may, unfortunately, be the end of the line for this mod, as I'm not sure there's anything this mod does that isn't already covered by Biotech. While I made it so that the game should stop flagging the mod as potentially incompatible and I ran a quick test to make sure all the surface-level components were still working, I make no guarantee this mod is working 100% as originally intended, nor do I have any idea how it will interact with the Anomaly DLC. Furthermore, as I am no longer personally using this mod, it is not getting regular quality control; as such, and as always: proceed with caution and back up precious saves.
ObscureParticle 28 May, 2024 @ 1:50pm 
Looks like it's that time of the year. Any chance you could update again please? Thank you!!
Xalkyrr 1 Feb, 2024 @ 9:31am 
Is there a way to make it where human skin needs to be kept in a fridge?
Bepiss 30 Oct, 2022 @ 11:26am 
Thanks Nerdy
Nerdygamer1  [author] 30 Oct, 2022 @ 10:15am 
It should have been updated from the day the update dropped; are you guys having specific issues? Is the mod just not working? I went ahead and did a quick test surgery on my end and it worked fine. I just "updated" it on the workshop to make sure the most recent files were available (and frankly, the 1.3 version should work just fine, I haven't made any changes other than tagging it with 1.4), so hopefully that'll help(?) If you're still having issues, try unsubscribing and re-subscribing.
ObscureParticle 30 Oct, 2022 @ 9:00am 
Any chance you will update?
Bepiss 30 Oct, 2022 @ 8:42am 
Update?
ObscureParticle 28 Jul, 2021 @ 11:56am 
Thanks for the update! I haven't had issues so far.