RimWorld
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Anesthetic balance patch
   
獎勵
加入最愛
已加入最愛
移除最愛
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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12.264 KB
2020 年 3 月 28 日 上午 7:04
6 月 9 日 下午 8:00
7 項更新註記 (檢視)

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Anesthetic balance patch

在 Proxyer 的 1 個收藏中
Proxyer's RimWorld Japanese Mods
223 個項目
描述
描述 (Description) :
這個Mod將麻醉補丁添加到RimWorld。

這個Mod能將麻醉調整到更現實的作用時間,從而延長麻醉患者的睡眠時間,減少患者來回走動的時間而不是香草。隨著時間的推移,麻醉效果下降,疼痛影響增加。

This Mod is add patch for Rimworld Anesthetic.

This adjusts for more realistic duration of the anesthetic effect, prolonging the time the anesthetized person sleeps and reducing the time the pawn walks more than vanilla does. As time passes, the anesthetic effect decreases and the pain factor increases.


麻醉效果時間 (Anesthetic effect time) :
Pawn是從麻醉開始到效果消失的時間。

The minimum and maximum time from when the pawn is given anesthetic to when loses effect.

Vanilla :
最小値 45,000 ticks (遊戲18小時) - 最大值 120,000 ticks (遊戲48小時)

这个mod :
最小値 35,000 ticks (遊戲14小時) - 最大值 70,000 ticks (遊戲28小時)


麻醉深度對疼痛的影響 (Pain factor) :
抑制疼痛影響的強度取決於麻醉效果的階段。
隨著時間的流逝效果會變差。

The pain factor depends on the depth of the anesthetic effect.
The effect diminishes over time.

Vanilla :
鎮靜 (Sedated)     : 0% (无痛)
恍惚 (Woozy)     : 80%
漸漸恢復 (Wearing Off) : 95%

这个mod :
鎮靜 (Sedated)     : 0% (无痛)
恍惚 (Woozy)     : 60%
漸漸恢復 (Wearing Off) : 95%


麻醉(鎮靜)狀態時給予的新效果 :
是麻醉(鎮靜)狀態的典當的效果。

The effect that an anesthetized pawn will have when it is Sedated.

空腹減少率 : 50%
休息減少率 : 50%


在現有遊戲保存中引入:
由於這個Mod只添加了手術配方,因此在遊戲過程中將其引入保存數據是沒有問題的。但是,您必須執行以下操作:

Since this Mod only add a patch for anesthetic, it can be introduced into saved data
in the middle of the game without any problem. However, you must do the following:

1.啟用Mod在Mod列表。
2.加載現有保存數據。
3.加載後立即保存。
4.立即加載保存的數據。

這將在保存數據中加載已修補的新麻醉劑。
之後,應用平衡調整後的麻醉效果。

This will load new patched anesthetic into the save data.
After that, balanced anesthetic effect will be applied.



28 則留言
Proxyer  [作者] 6 月 9 日 下午 8:00 
Update : 10 Jun, 2025
v1.6.0
- Added 1.6 tag preliminarily for new DLC.
Proxyer  [作者] 3 月 18 日 下午 9:14 
Sorry, I didn't take the version into consideration. I'll introduce you to this successor mod Un-Anaesthetic .
lowlander 3 月 18 日 下午 8:11 
I was actually searching for some real world comparisons out of curiosity and found that there was actually a study in 2011 [news.mit.edu] which found that Ritalin could be used to rapidly bring rats out of anesthesia. Not sure if it was ever tested on humans. WakeUpWakesUp looks like it would fill my need, but it was last updated for 1.3 and doesn't appear to work on 1.5. Oh well. Appreciate your efforts nonetheless!
Proxyer  [作者] 3 月 18 日 下午 5:43 
Hello lowlander. Thank you for your suggestions.

As for my first suggestion, I can't think of any medicines needed to remove anesthesia. From a game perspective, it's possible to implement this by using higher-level medicines, but I feel that these would be too advantageous to the player.

As for second suggestion, there are already other mods (Ex: Quicker Anesthetic , WakeUpWakesUp ) that instantly remove anesthesia with a unique item, so duplicating the same function may not be a good idea.
I would recommend testing the example mods.

In the end, I took your suggestions into consideration, but I decided that it would be best to keep this mod as a patch-style mod that is easy to use and doesn't slow down the game.

Thank you.
lowlander 3 月 18 日 下午 5:23 
As an alternative, would it be possible to add a surgical operation to reduce anesthesia that, rather than rolling a skill check, required a minimum skill level to perform? Alternatively, perhaps you could add an override that caused the administration of Wake Up to immediately remove the anesthetic effect?
lowlander 2 月 24 日 下午 9:51 
No worries. Thanks for looking in to it!
Proxyer  [作者] 2 月 16 日 上午 5:26 
@lowlander
Today I tested adding a new surgery menu. As a result, I concluded that since the same bill was registered multiple times, it could easily confuse users. Although this is an unfortunate result, I will hold off on adding new bill by skill for now. Thank you for your understanding.
Proxyer  [作者] 2 月 11 日 上午 1:00 
Hello lowlander.
I will answer your request for the function.

I think that in order to change the effect of anesthesia time based on the skill level of the pawn, real-time intervention using DLL is necessary.

Unfortunately, I don't have the skills to write DLLs, so I will try to do what is possible based on XML. (Maybe adding a new surgery menu and changing the effect time of anesthesia hediff?)

Right now, I don't have a lot of free time, so I will test it on the weekend.
lowlander 2 月 10 日 下午 11:37 
Any thoughts on making a sister mod that would allow doctors to speed up anesthetic recovery? (perhaps balancing the ability by rolling a skill check that determines the remaining wooziness)
Proxyer  [作者] 2024 年 4 月 25 日 上午 8:09 
Hello Jaggid Edje.
I think all players have the desire to stay quiet in bed until the anesthesia effect wears off completely. I also didn't understand the idea of serious injury colonists walking around with a penalty to their consciousness.

Yes, it is best to have the patient remain in bed to rest until they recover. :cupup: