RimWorld
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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
2020년 2월 25일 오전 2시 39분
2021년 7월 23일 오전 8시 22분
업데이트 노트 11개 (보기)

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Medical System Expansion - Revived

설명
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]
인기 토론 모두 보기(3)
12
2020년 5월 19일 오후 11시 20분
Compatibility
Abraxas
7
2022년 6월 27일 오후 12시 05분
Bug Reports
Abraxas
2
2020년 4월 30일 오후 9시 10분
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댓글 183
Zaljerem 2024년 10월 5일 오후 4시 20분 
Azraile 2024년 9월 13일 오후 2시 35분 
Neksizer 2024년 8월 20일 오전 3시 34분 
1.6 pls ))
Wolf 2024년 5월 3일 오후 9시 46분 
1.5
Cottery 2024년 3월 5일 오후 11시 35분 
1.4PLZ
swatblack 2022년 12월 8일 오전 8시 35분 
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.
ْ 2022년 11월 16일 오전 6시 47분 
Is this mod not going to be supported in Ver 1.4?
Admiral Zander 2022년 10월 7일 오전 11시 18분 
it just causes lag and auto kills raiders spawned with implants.
blue 2021년 9월 12일 오후 8시 35분 
how do I disable AATO? it is incompatible with a mod
Friski 2021년 9월 10일 오후 8시 10분 
What is the AATO Archotech?