RimWorld

RimWorld

Surgery Kit
22 Comments
lunar Sep 3, 2017 @ 10:58am 
Can I translate this mode to Korean?
Slye_Fox Aug 6, 2017 @ 7:16am 
Is there any chance off adding an option to the default medicines menu for the kit?
Omega13 Jun 23, 2017 @ 3:32pm 
This is a great solution for those times when you just want to make sure a surgery goes well but don't want to blow through all your Glitterworld meds.
Keyring  [author] May 25, 2017 @ 5:45am 
I am honestly not sure. But I'll bring the A16 version back this weekend. It'll just be a DL on the forum post, rather then being here on steam.
Slye_Fox May 20, 2017 @ 8:49pm 
Does it still work with 0.16?
Keyring  [author] May 20, 2017 @ 8:39pm 
Updated and adjusted for 0.17.
- Potency boosted to 1.4, as standard medicine is now 1.0. It is still weaker than Glitterworld.
- Slight crafting skill changes on the Surgery Kit. Now also requires 1 crafting skill level.
- Surgery Tools craft time increased fro 500 to 750. (Still feels real fast in 0.17)
- There is now a post and direct download link on Ludeon forums.

Enjoy.
Belial03 May 1, 2017 @ 6:24am 
This is a great mod my friend!
Zephroze Feb 22, 2017 @ 11:05am 
Please make an external link for testing purposes.
gently Feb 14, 2017 @ 4:54am 
do you have a non steam dl link as well? I really like the idea, it seems even balanced
hipergo Jan 7, 2017 @ 7:23am 
In my opinion you shouldn't change cost.
I think in that way - you gets less then x1.5 quality boost for x3 price and in addition your colonists must spend time for crafting.
It feels very balanced item.
Keyring  [author] Jan 7, 2017 @ 5:58am 
I didnt want to make the resource cost too extreme, to the point that it surpasses the glitterwold medicine. Hupergo pointed out the actual costs below. Personally, i've found that once I've got access to Plasteel, its usually at a point where glitterworld medicine is affordable, obsoleting my own mod. Let me know if your experiences are different. They are small items, the assumption is it is a series of tools utilised for surgery, not just whats in the description.

Remember that you do need a Medical kit allready to make the item. The basic idea is that it is adding a series of surgical tools to a kit of medicine, it's intended to feel a bit ad hoc, like alot of stuff that likely goes on in the colony.

That said, there are a few things I will look at balancing. I've noted the kit doesnt appear for in traders, but the tools do. I've got to poke around a bit to work out why, still learning unfortunately. I've got an idea as to why however.
krzarb Jan 4, 2017 @ 7:25pm 
To all those who disagree with the balance of the recipe, just open the xml file in notepad and tweak it to your liking. It's pretty straightforward and just requires a basic text editor.
hipergo Jan 4, 2017 @ 6:43am 
just replacing?
it's not
upgrade cost is 36 silver with base market value:
1 steel = 2 base market value
1 plaststeel = 14 base market value
20 silver itself

in the same time medicine costs 18 silver

So the Surgery Kit is three time expensive then the Medicine.
18 + 36 = 44
Makko Jan 3, 2017 @ 8:53pm 
I agree with what people are saying about increasing the resource costs, you don't want people just replacing normal medicine with these things!
Cancun101 Jan 3, 2017 @ 4:29pm 
I don't know - scalpels are very small, but they aren't the only sharp objects used for surgery. Needles, sutures, scissors etc. wouldn't need to be plasteel, so maybe 5 plasteel and 10 steel makes sense.
Andrew Jan 3, 2017 @ 2:26am 
I agree with Ukases partially, shiv's are generally larger then a scapel by quite a bit, so prehaps the price should be 5 plasteel. As for steel, I think 10 - 15 sounds like a good number, as these are one use tools and are probably rather thin.
[PBS] Kafka Rambo Jan 1, 2017 @ 12:14pm 
I like it otherwise, but it's too cheap to build. If a shiv's cost is 10 materials, then a single scalpel would require at least that much, and a kit has several scalpels. A kit would come with other steel/metal made equipment, such as pliers, scissors, forceps, retractors, needles etc. so it would take more metal. In addition some cloth would be needed, to provide sponges and bandages.
AlexanderBeta213 Dec 31, 2016 @ 10:12am 
Can you create a mod that changes the medicine(s) effectivness back to A15 standard? I would subscribe it :-)
Taiyou Dec 30, 2016 @ 4:23pm 
A midway point between medicine and glitterworld makes me happy. I've been wanting something that has a regular no-effect multiplier since the default medicines only offer negative, negative, and positive in terms of multiplier.
Keyring  [author] Dec 29, 2016 @ 5:01pm 
It's not as potent as glitterworld medicine. If you have none available, and the colonist is selected for using glitterworld medicine, they will use this kit.

From what I understand, your doctors surgery failure % chance is modified by the medical potency of the medicine used. For herbal medicine, that % chance is reduced by to 40% of its value, standard is 70%, this kit is 100%, meaning it is unaffected. Glitterworld medicine is 160%
Heywood Jablowme Dec 29, 2016 @ 7:31am 
Does it work as a glitterworld medicine? How does it affect the % of the person dying?
Sally smithson Dec 29, 2016 @ 5:12am 
well well well... you take a look at that :):steamhappy::steamhappy: