RimWorld
108 lượt đánh giá
Anesthetic balance patch
   
Giải thưởng
Yêu thích
Đã yêu thích
Bỏ thích
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
Kích cỡ file
Đã đăng
Đã cập nhật
12.264 KB
28 Thg03, 2020 @ 7:04am
9 Thg06 @ 8:00pm
7 ghi chú thay đổi ( xem )

Đăng ký để tải xuống
Anesthetic balance patch

Trong 1 bộ sưu tập tạo bởi Proxyer
Proxyer's RimWorld Japanese Mods
235 vật phẩm
Mô tả
Description :
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.


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

Vanilla :
min 45,000 ticks (18h in game) ~ max 120,000 ticks (48h in game)

This mod :
min 35,000 ticks (14h in game) ~ max 70,000 ticks (28h in game)


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

Vanilla :
Sedated : 0% (no pain)
Woozy : 80%
Wearing Off : 95%

This mod :
Sedated : 0% (no pain)
Woozy : 60%
Wearing Off : 95%


New effect given when in anesthetic (Sedated) :
The effect that an anesthetized pawn will have when it is Sedated.

hunger Rate Factor : 50%
rest fall Factor : 50%


Introduced to existing game save :
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. Enable Mod in the Mod list.
2. Load existing save data.
3. After loading, save immediately.
4. Load the data you just saved.

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

30 bình luận
Proxyer  [tác giả] 18 Thg08 @ 8:15am 
别客气,hongbin.wen!:lunar2019grinningpig:
hongbin.wen 18 Thg08 @ 7:59am 
谢谢大佬分享
Proxyer  [tác giả] 9 Thg06 @ 8:00pm 
Update : 10 Jun, 2025
v1.6.0
- Added 1.6 tag preliminarily for new DLC.
Proxyer  [tác giả] 18 Thg03 @ 9:14pm 
Sorry, I didn't take the version into consideration. I'll introduce you to this successor mod Un-Anaesthetic .
lowlander 18 Thg03 @ 8:11pm 
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  [tác giả] 18 Thg03 @ 5:43pm 
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 18 Thg03 @ 5:23pm 
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 24 Thg02 @ 9:51pm 
No worries. Thanks for looking in to it!
Proxyer  [tác giả] 16 Thg02 @ 5:26am 
@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  [tác giả] 11 Thg02 @ 1:00am 
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.