RimWorld

RimWorld

About to perform first organ replacement
My character has developed a disease in the left kidney. I have successfully harvested a replacement from a prisoner. Do I need to remove my original characters bad kidney before trying to implant the new one? I'm on permadeath, so I don't want to try without knowing first :)
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Showing 1-15 of 22 comments
Nah, just install the new one. Just make sure you pick the correct side when you make the bill for the operation!!!
You can remove a kidney before replacing it, but that can upset the patient, better to simply replace it because that operation will remove the old kidney and add the new one at the same time. For critical organs you need to replace rather than remove as the latter will kill the patient.
Veylox Feb 18 @ 1:44pm 
No you don't need to, beware of the cleanliness of the room and the skill level and health of your medic though, depending on how you go about important surgeries you're gonna butcher the patient forever in every single body part without ever replacing the actual kidney, it can be frustrating. Make sure your room is in the best condition you can get currently (maybe high-quality hospital beds with vital monitor, sterile flooring, proper lighting, healthy skilled doctor, that type of stuff, send a janitor to clean up manually before the operation if needed)

As long as you treat it like a proper operation you can reach extremely high chances of success (100% ? either that or very close), but leaving it up to luck by just scheduling the operation and forgetting about it can lead to lots of failure

I don't remember if failure can kill, if it can it's really rare, but it will mess up the person either way
Last edited by Veylox; Feb 18 @ 1:50pm
Originally posted by Veylox:
100% ? either that or very close)
There's always a small chance of failure in base game, regardless of how good the doctor is, the hospital, the type of medicine, or anything else.

And yes, failures can kill, even relatively basic ones like installing a new jaw can decapitate the patient if you get a critical failure.
Veylox Feb 18 @ 2:09pm 
Originally posted by Radiosity:
Originally posted by Veylox:
100% ? either that or very close)
There's always a small chance of failure in base game, regardless of how good the doctor is, the hospital, the type of medicine, or anything else.

And yes, failures can kill, even relatively basic ones like installing a new jaw can decapitate the patient if you get a critical failure.

Can critical failure be reduced to 0% ?
Originally posted by Veylox:
Can critical failure be reduced to 0% ?

As far as i know, No.

The success rate of most* operations is capped at 98% (it can't be better then that) and failure always has a small chance of death. That said, not only would your pawn have to fail the 98% roll, there is also several types of failure and instant death is the rarest one. So a pawn dying when you have reached the cap (by having a skilled doctor, a good operating room and good medicine) is extremely unlikely.


*There is a few operation types that is set as "can't fail".
Last edited by Garatgh Deloi; Feb 18 @ 4:09pm
I use the Surgery Rebalance mod precisely because it's annoying having a 20 skill doctor botch a surgery so hard that they actually kill the patient.
You don't have to remove the old one. Adding a new one will simply overwrite the old one if there is anything wrong with it. In other cases, such as replacing a healthy heart with a bionic one, you remove the natural organ and keep it as an item in the case of surgery success.
Originally posted by BlackSmokeDMax:
Nah, just install the new one. Just make sure you pick the correct side when you make the bill for the operation!!!

Ohh geez made that mistake before, cept it was with a bionic leg.
Originally posted by Good Old Jim:
Originally posted by BlackSmokeDMax:
Nah, just install the new one. Just make sure you pick the correct side when you make the bill for the operation!!!

Ohh geez made that mistake before, cept it was with a bionic leg.

lol, think we all have!
eMYNOCK Feb 18 @ 9:56pm 
Originally posted by Veylox:
Originally posted by Radiosity:
There's always a small chance of failure in base game, regardless of how good the doctor is, the hospital, the type of medicine, or anything else.

And yes, failures can kill, even relatively basic ones like installing a new jaw can decapitate the patient if you get a critical failure.

Can critical failure be reduced to 0% ?

actually yes, with excellent or better furniture.
a high skilled surgeon
good light

and if that surgeon happens to have the operation inspiration.

question is, how urgent is the procedure?
worst case, you may have to put that patient into a crypto casket while you wait.
best case, your doc has the inspiration after his next meal.

depends all on RNG and mood.
Last edited by eMYNOCK; Feb 18 @ 9:57pm
Originally posted by eMYNOCK:
Originally posted by Veylox:

Can critical failure be reduced to 0% ?

actually yes, with excellent or better furniture.
a high skilled surgeon
good light

and if that surgeon happens to have the operation inspiration.

question is, how urgent is the procedure?
worst case, you may have to put that patient into a crypto casket while you wait.
best case, your doc has the inspiration after his next meal.

depends all on RNG and mood.

Incorrect.
https://rimworldwiki.com/wiki/Mental_inspiration
"A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. Note however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure."

98% is the maximum, you can't go above it.
Last edited by Garatgh Deloi; Feb 19 @ 4:10am
Originally posted by Garatgh Deloi:
Originally posted by eMYNOCK:

actually yes, with excellent or better furniture.
a high skilled surgeon
good light

and if that surgeon happens to have the operation inspiration.

question is, how urgent is the procedure?
worst case, you may have to put that patient into a crypto casket while you wait.
best case, your doc has the inspiration after his next meal.

depends all on RNG and mood.

Incorrect.
https://rimworldwiki.com/wiki/Mental_inspiration
"A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. Note however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure."

98% is the maximum, you can't go above it.
This. The only way to change that is with mods.
Veylox Feb 19 @ 6:03am 
So going full bionics is technically always a wrong choice until you get death refusal
Originally posted by Veylox:
So going full bionics is technically always a wrong choice until you get death refusal
Depends how "full" you mean. For most of the bionics you're far more likely to have it save their life in a fight than you are to get killed by the surgery. Even a Ridiculous failure usually won't kill them unless it's on their head.
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Date Posted: Feb 18 @ 12:14pm
Posts: 22