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Medical System Expansion - Revived
   
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Mod, 1.0, 1.1, 1.2, 1.3
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21.053 MB
25 févr. 2020 à 2h39
23 juil. 2021 à 8h22
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Medical System Expansion - Revived

Description
Credit for the creation of this mod goes to Oreno, I just didn't want to see it die.

I have updated MSE to 1.1 so far it seems to works fine, I have plans to also bring the MSE modules to 1.1 as well in the future.

IMPORTANT :
This mod is currently experiencing and overhaul, this page will remain as a Legacy version indefinitely.
The continuation of this mod will be hosted on another steam page MSE - Core

LOAD AFTER OTHER MEDICAL MODS

Plans :
-Look into the old patches and see if they work with their mods when they update
-overhaul some features

Known issue with MSE :
- Failing a Module installation results in the loss of the module slot, this is not very easy to achieve in a normal game.
-Assigning a faction to spawn with many Hediffs will cause errors on world generation
-Adding MSE in an existing run will not give you module slots until you reinstall the Body Part

Compatibility :
Incompatible mods :
[1.1] MegaCorp - A fix will not be released in this version of the mod.
For now if you start the run with MegaCorps and without MSE save and then add MSE in they will work fine with each other. Only existing Bionics Or ArchoTech parts will not have the Module slots and this can be fixed by removing and adding the part back in.

Mods that might be incompatible :
*Probably Incompatible with some if not most Surgery mods* unless loaded below them
Feel free to share your experience on this one
*Does not take into account the Royalty content but probably works with it to an extent, I am unsure how modules will interact with Royalty hediffs*

***Alien Races***
Short answer: they are not incompatible.
Alien races have Partial compatibility, all the parts they share with Humans works fine on them, how ever Alien Unique parts require a bit of patching to use the MSE system, this does however mean that we can give you Tails that shoot bullets on a race by race basis and such. Basically ElderThings are the main Race that comes to mind that would not be able to utilize MSE systems without a patch.
MSE-RaceSupport is planned later.

Update :
Fixed Surgery, Added Brain Cell Harvesting.
Thanks to users Jon, and Unisol respectively .

Fixed Prosthetics not being Tied to research or Bench


If you do encounter issues with this mod please check the "known issues" and the "to do" above before reporting them.

Links :
Original Mod Page

Current GitHub (Legacy Branch) [github.com]
Discussions populaires Tout voir (3)
12
19 mai 2020 à 23h20
Compatibility
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7
27 juin 2022 à 12h05
Bug Reports
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30 avr. 2020 à 21h10
Language RUS Русский язык
SHIRO
183 commentaires
Neksizer 20 aout 2024 à 3h34 
1.6 pls ))
Wolf 3 mai 2024 à 21h46 
1.5
Cottery 5 mars 2024 à 23h35 
1.4PLZ
swatblack 8 déc. 2022 à 8h35 
This seems to still work even in 1.4, I went through an entire heavily modded playthrough and fully decked out one of my colonists head to toe in archotech parts and so far I didn't have any game breaking errors or arms getting attached to kidneys.
I've only noticed two real issues when playing with this mod: The detoxifier kidney seems to be broken, it's infocard is blank and it screws up the UI, probably because it's using an obsolete toxin resistance buff
And whenever anyone uses a bionic workbench, the debug log gets filled with a repeating error due to not being able to find a custom sound file, rendering it unusable untill the workbench stops being used.

But otherwise don't worry, it's still quite playable in 1.4.
ْ 16 nov. 2022 à 6h47 
Is this mod not going to be supported in Ver 1.4?
Admiral Zander 7 oct. 2022 à 11h18 
it just causes lag and auto kills raiders spawned with implants.
blue 12 sept. 2021 à 20h35 
how do I disable AATO? it is incompatible with a mod
Friski 10 sept. 2021 à 20h10 
What is the AATO Archotech?