856 ratings
[Depricated] Less Arbitrary Surgery (Continued)
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
164.610 KB
Mar 9, 2020 @ 12:45pm
Nov 5, 2022 @ 11:34am
10 Change Notes ( view )

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[Depricated] Less Arbitrary Surgery (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
826 items

Update of Linqs mod

- Removed legacy HugsLib requirement

1.4 changed a lot of the surgery system and without a full rewrite of the mod it will override the vanilla code and custom surgery-outcomes will not trigger. I have no plans of such an extensive rewrite so consider this mod depricated


This mod changes surgery success to be less arbitrary and random. It doesn't change your surgeon's chance of success, but it does change failures in the following ways:

-If they don't succeed, they get a second chance to succeed with non-lethal injuries.
-If they fail, they have a chance to only give non-lethal injuries based on their surgery skill (as they identify that the patient is dying and abort the surgery).
-If they fail that, then the death on failed surgery chance is reduced by their chance to successfully complete the surgery.
-If the surgery is not lethal, the difference between catastrophic and minor failure is based on the surgery success chance, instead of being a literal coin flip.
-Only impaired pawns will ever have ridiculous surgery injuries.
-Instead of doing 20 damage on a minor failure and 65 on a catastrophic failure, minor failures do 10-20 damage and catastrophic failures do 30-60. This makes it so that some surgeries (like on the head) are not disproportionately lethal even on minor failures.
-Instead of doing between 50-100% of a part's remaining health in damage per surgery injury, failures do between 10-25% of a part's remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part's remaining health.
-You will receive the body part or implant back on a minor failure.

Compatible with Psychology, EPOE, A Dog Said, DE Surgeries, and Mechanite Augmentation. If you've tested your mod with this and confirmed its compatibility, contact me to add it to the list.

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.

Popular Discussions View All (1)
Mar 24, 2020 @ 12:01am
Robotic Wizard
Mlie  [author] Apr 22 @ 6:50am 
@тетеря, блин Please post the link to the mod on the Discord server.
тетеря, блин Apr 22 @ 6:47am 
@Mile, could you, please update Better Surgery too? thanks in advance.
SpaceDorf Nov 25, 2023 @ 5:42am 
just found it, thank you :)
The Bard of Hearts Nov 18, 2023 @ 6:53pm 
Thanks for keeping it going for as long as you did. You're nothing short of awesome, Mlie.
Mlie  [author] Nov 4, 2023 @ 11:03am 
Please use Better Surgery instead
DAOWAce Aug 9, 2023 @ 6:35am 
Ah, it's deprecated..

Was having errors spammed a lot when sterilizing animals, finally looked into it and it was being caused by this.

Guess it's time to convert over to that Biotech compatible mod linked a comment back.

Thanks for supporting the mod up until this point; as you do so many others. Can't imagine the amount of work involved.
PlagueRaven Jul 2, 2023 @ 4:31pm 
I'm still playing my 1.3 colony right now, and this helps so darn much.
Katieclysm Jun 14, 2023 @ 2:34pm 
Better Surgery looks like a Biotech-compatible alternative.
Velvet Jun 12, 2023 @ 11:56am 
@RoyDovah To my knowledge nothing in vanilla 1.4 makes use of the new surgery code, its only used in Biotech. However, since the code exists in vanilla 1.4 mods can make use of it without requiring biotech, so it may potentially interfere with your mods.
CubicP1sa Apr 30, 2023 @ 3:10pm 
unironically one of the best mods