RimWorld

RimWorld

Medical System Expansion 2
772 Comments
Argus von Stein Jul 30 @ 4:23pm 
This mod is decisively irreplaceable. The missing hediffs with lower total HP plagues the game and every other solution focuses solely on the apparel part of the problem. I wish I could do something to help with the development or compatibility patching, but have 0 experience with coding, have 0 exeperience with making mods for rimworld and in a too financially unstable situation to hire someone to solve this...
Princess Katsume Jul 28 @ 5:40pm 
not getting option to add power claw module
Greev Jul 27 @ 9:12am 
Upon further investigation it seems like this mod removes the surgery recipe to add extra limbs entirely. Not sure how or why.
Greev Jul 27 @ 9:08am 
Couple minor things: Alpha Thrumbos cannot have modules added to their bionic limbs, looks like you just forgot to add them to the list of allowed workbenches on the surgery recipe. Second, the mod Integrated Implants adds the ability to implant extra arms on colonists, but unfortunately with this mod it seems like it doesn't recognize the modified limbs as valid ingredients for the surgery. Unsure whether that's something you'd need to fix in your mod, or if it's something the mod author of Integrated Implants would need to fix.
Vibing14 Jul 26 @ 1:37pm 
To update, I also made a prosthetic Clavicle and I wasn't able to install that on the left side of my colonist either.
Vibing14 Jul 26 @ 12:55pm 
So I have a colonist that is missing their left arm, I made a bionic shoulder segment with the forearm, hand, and fingers segments attached. (For reference, I use EPOE forked.) However, I seem to be unable to attach the plasteel humerus, radius, and clavicle to it, even though I have them ready. I also can't install them on my colonist after I add the arm, the option isn't there. It shows that those left bones are missing. I even installed the clavicle first, as the other two bones couldn't be installed on the left side at all, but when I attached the bionic arm, the clavicle got removed and placed on the ground. Is this a bug or intentional? The colonist is a human sanguophage. There also doesn't seem to be any incompatible problems.
I have the same exact issue as kd8lvt
kd8lvt Jul 21 @ 11:26am 
Decided to do a detailed breakdown of MSE2's compatibilty with each DLC, and I'm glad I did! It looks like both Royalty and Odyssey cause the faction generation bug independently. Here's a gist with more details, which I've also put in an issue on Github: https://gist.github.com/kd8lvt/6a7f7a0d01941090d0dbecacc655b808
horologium Jul 20 @ 2:47pm 
mine was also 4.13.1, if you're running the game outside of steam keep in mind the base game itself had a tiny update recently so make sure rimworld itself is up to date if its not auto-updating. I also know in the past this has had some minor conflicts with the big & small mod series so you may need to see if you have those mods on your list/up to date or not.

please note i have not updated the mod past 4.13.1
torchlyte Jul 20 @ 1:04pm 
For those who have it working, what version number does the mod state ingame? For me, even after deleting the local files to force a new download, it says "4.13.1".
Hemplas Jul 20 @ 8:22am 
So I have a bionic arm (segment version) but it says I'm missing the arm when I try to operate on the pawn. I'd rather not have to install a whole complete arm just to have to uninstall the various parts so that I can install individual parts for the module slots
Filipino Goku Jul 20 @ 12:03am 
Can confirm that the mod no longer gives me the faction generation problem. Thank you for your hard work!
horologium Jul 19 @ 7:21pm 
So it does seem that steam is being picky about giving me updates. finally got the update to fix world gen and it very much does! thanks a ton! also re-added it to my save with around ~490 mods, no errors so far.
torchlyte Jul 19 @ 2:54pm 
I resub for each update, and it certainly isn't fixed for me. I'm not using windows so here's a manual copy of my log data:
https://pastebin.com/raw/NYHG7ZQz
Tensair Jul 19 @ 9:06am 
Alright, I had a bright idea of doing something that should've been done by me from the start. And it worked. I simply redownloaded MSE2, HugsLib and Harmony. And you know what? No errors anymore. No errors on minimalistic mod setup as well as on a more heavy setup of 150+ mods.

So, for everyone facing similar errors as I have - just unsubscribe and subscribe again (redownload) to MSE2. This should do the trick.

noj, thx for your amazing mod and sorry for making a fuss. Should have just redownloaded it from the start. Have a nice day everyone!
Tensair Jul 19 @ 8:53am 
Here you go. Only base game + all dlc + MSE2 + it's dependencies. Started new game, generated world, rerolled pawn several times (got errors as well) and started a game on a map (another error).
https://gist.github.com/HugsLibRecordKeeper/2203c4553184cf96b6e9cefb43039315
DerTod Jul 19 @ 7:33am 
I can't observe the faction generation issue with my ~200 Mods Collection. Do mods like faction control mitigate this issue, perhaps? For reference, here is my collection.
noj  [author] Jul 19 @ 5:18am 
I still cannot reproduce the issue, so I am kinda trying fixes blind. Could you share a full log of a failed world generation?
Tensair Jul 19 @ 4:09am 
Hey! Thx for your update for the mod!

Unfortunately the problem is still there and I can confirm 100% that the worldgen/pawngen problem is tied to this mod. Tried starting a game with my collection of 157 mods with and without MSE2. Without it - zero errors and a planet full of different faction bases. With this mod - errors on world generation and only one base per faction. Also, having the very same outcome after trying to start a new game with just MSE2 and it's dependancy mods.

Thx again for trying to fix it, mate! Hope you'll get to the root of this soon enough, let us know if we can help you somehow!
Spikey Jul 18 @ 5:06pm 
I would like to note to anyone commenting, that faction generation is broken with a few mods, and not just this one. Starting to wonder if it's a 1.6 bug.
Schadenfreude Jul 18 @ 9:49am 
Since MSE recommends RBSE, is RBSE still working in 1.6? Or does anyone know if it'll get an update soon? These two mods are one of the reasons I keep playing this game.
Tensair Jul 18 @ 7:44am 
A correction to my previous message. I'm not getting a game crash on world generation, just an error I've described. After playtesting some more, I see this error repeats sometimes. It also can be repeated if you start rerolling characters in a pawns selection screen. So yeah, looks like pawn generations is broken but not for every generated pawn. Hope this will help in finding and fixing the issue. Looking forward to my next playthrough with MSE2 :)
torchlyte Jul 18 @ 7:12am 
Thanks for the work you're putting in. The patch was not successful, however. The faction generation problem persists.
Tensair Jul 18 @ 3:08am 
Hi! I'm also getting a crash during world generation even with only Medical System Expansion 2, Harmony, and HugsLib enabled. The error happens when the game tries to generate a faction leader (pawn).

The log points to this line:
MSE2.CompProperties_IncludedChildParts+<>c__DisplayClass9_0.<AverageMarketValueForPawn>b__0 (MSE2.LimbConfiguration l)


Stack trace shows this flow:
at CompProperties_IncludedChildParts.AverageMarketValueForPawn (Verse.Pawn pawn)
at CorrectHediffCostOnGeneration.AvgMarketValueForPawn (ThingDef def, Pawn pawn)
at PawnTechHediffsGenerator.GenerateTechHediffsFor
...
at Faction.TryGenerateNewLeader()


Looks like AverageMarketValueForPawn() assumes all pawns have valid LimbConfiguration, but that's not always true.

Just starting world generation is enough to get the error.

Hope this will help. The mod is amazing and one of my favorites, I LOVE fiddling with my cyborgs in every playthrough) So really looking forward to an update!
alonlystalker Jul 17 @ 10:04pm 
@Nov you have empty slots in pawn health tab? some mods mess with it, as example with VRE - Androids installed, slots on limbs just not appear and surgery can not be done.
Fostori Jul 17 @ 3:28am 
@noj Won't be able to provide that info anymore. Another mod I forgot to mention was Xenobionic patcher.

The only piece of info I can provide is that the spikes were very inconsistent (on 3x speed they showed up every 15-45s) and began once I started adding limb prosthetics in the midgame (vanilla prosthetics only) -- No xenotypes. Despite the large modest (284), it was a very smooth playthrough other than this mod which is why I remember it 😅

I'll add this back for my next playthrough and let you know if I run into any issues.
Nov Jul 16 @ 5:32pm 
How do i install the modules? I have a colonist with a bionic arm and the option to install a melee platform module isn't showing up anywhere in the bills
GroovyTaco Jul 16 @ 7:31am 
I don't think it has to do with faction control or vanilla expanded, as I had all of the vanilla expanded and FC but didnt start having the issue until I added some more mods separate to them but I was never able to narrow it down
torchlyte Jul 16 @ 4:50am 
With just Harmony and MSE2, world generation results in a world where every faction has exactly one base.
Król Artem Jul 16 @ 4:46am 
must be a conflict with either faction control or vanilla expanded framework
noj  [author] Jul 16 @ 4:04am 
As for the faction generation problem, what mods/dlcs are you using? I cannot replicate the issue with just MSE2.
noj  [author] Jul 16 @ 4:03am 
@Fostori @Gnomico Does the latest version fix the stutters? What are the methods causing spikes according to Performance Analyzer?
Ryuu Jul 15 @ 8:44pm 
+1 faction generation
GroovyTaco Jul 15 @ 7:17pm 
Ahhhh I finally found the mod causing the faction generation error!
daferalmasys Jul 15 @ 6:14pm 
+1 Faction generation error
ArticBlazer Jul 15 @ 3:10pm 
+1 Faction generation error
Gnomico Jul 15 @ 10:12am 
@Fostori, this issue still persists in 1.6
Альфа 1918 Jul 14 @ 2:34pm 
+1 on faction generation
Fostori Jul 13 @ 11:25pm 
This mod was causing massive lag spikes in 1.5. Only using EPOE2, Elite Bionics Framework, and Harvest Organs Post Mortem.

There's no logs, just using Performance Analyzer and it was the main culprit for hitching during my last 1.5 playthrough. Once I removed this mod the lag spikes went away. Unfortunate because this is a great mod. Hopefully this got fixed in 1.6
Owen Jul 13 @ 12:18am 
+1 on faction generation
Król Artem Jul 12 @ 6:23pm 
+1 on faction generation
Eokai Jul 12 @ 5:23pm 
+1 on faction generation
Bonesmasha™ Jul 12 @ 12:32am 
+1
Filipino Goku Jul 11 @ 11:39pm 
+1 on the faction generation problem
Pixel Jul 11 @ 11:22pm 
no factions are being generated, something I got from the logger:

trying to access a LimbConfiguration object that appears to be null.
triggers the NullReferenceException during world generation.
Papito Jun 18 @ 12:53pm 
Will this get updated?
Sweep Tosho Jun 18 @ 7:24am 
how the heck are you supposed to install archotech arms, forearms, fingers etc?
alonlystalker Apr 28 @ 1:26am 
@Glacksoon это называется не "мод ужасен" а пользователь не допер, этот мод приводит бионические руки и ноги к системе схожей с мясными, добавляя пальцы и прочее, рука состоит из плеча, предплечья, кисти, 5 пальцев и 3 внутренних механизмов которые нужны для работы (в ваниле это кости) ты чтото не доделал, скорее всего internal parts не вставил, то есть твоя бионическая рука банально пустышка без механизмов внутри.
Argus von Stein Apr 24 @ 6:11am 
@Glacksoon когда выбираешь протез, там есть кнопка, которая переключает, что именно он должен замещать. То, что он замещает сейчас, написано в окне свойств предмета в углу экрана. Надо переключить в режим, когда он замещает как можно больше частей.
Argus von Stein Apr 24 @ 6:10am 
@Jiopaba IIRC there's an option for that in the mod's settings. At least for traders.