RimWorld

RimWorld

Expanded Prosthetics and Organ Engineering
Draxial Jul 26, 2016 @ 10:03pm
Any way to 'heal' scars?
Some of my colonists have a scar in the neck, causing a little pain; is there any way to get rid of this?
< >
Showing 1-15 of 15 comments
Ykara  [developer] Jul 27, 2016 @ 8:37am 
Not yet, there was once and there are mods out there to heal every scar individually (treat gunshot, treat burn, treat scratch...) but I want to make one operation to heal every scar on a body part, and that's not possible without dll modding.
Bucketsmith Jul 27, 2016 @ 11:59am 
I'm confused. You say it is possible, but you want to do it in a way it is not possible?
Why not make it in the way it is possible already? :)
Rulin Jul 27, 2016 @ 3:36pm 
Originally posted by Ykara:
"but I want to make one operation to heal every scar on a body part, and that's not possible without dll modding."
Bucketsmith Jul 28, 2016 @ 1:26am 
Originally posted by Rulin:
Originally posted by Ykara:
"but I want to make one operation to heal every scar on a body part, and that's not possible without dll modding."
I'm going to assume you're being a sarcastic douchenozzle in my direction.
Well, time for you to reign back in that high horse. :/

If it can be set up individually it should be able to set up as a series of individual tasks, resulting in a cumbersome and length ordeal, maybe, but it would still be a result.
Ykara's second statement seems to imply dll modding is either not possible or hard to do.

So the question still stands; Ykara says it is possible in [way X], but does not want to do that because Ykara wants to do it in [way Y], which is impossible or really hard?

Why not make it in [way X] for now, since that's possible?
Last edited by Bucketsmith; Jul 28, 2016 @ 1:34am
Ykara  [developer] Jul 28, 2016 @ 5:35am 
Originally posted by Bucketsmith:
Originally posted by Rulin:
I'm going to assume you're being a sarcastic douchenozzle in my direction.
Well, time for you to reign back in that high horse. :/

If it can be set up individually it should be able to set up as a series of individual tasks, resulting in a cumbersome and length ordeal, maybe, but it would still be a result.
Ykara's second statement seems to imply dll modding is either not possible or hard to do.

So the question still stands; Ykara says it is possible in [way X], but does not want to do that because Ykara wants to do it in [way Y], which is impossible or really hard?

Why not make it in [way X] for now, since that's possible?
Because it would add 12 new operations just to treat scars. And that's too much in my opinion.

Dll modding is possible, and until Alpha 12 I guess you were able to fix scars in EPOE, because someone on the forums provided me the assembly, but the dll file never got updated again. If you look through the source code you can actually still find synthetic skin, it's just not currently in use.

If you really want to fix your scars all individually, I'd recommend DESurgeries[ludeon.com].
Bucketsmith Jul 28, 2016 @ 5:45am 
Originally posted by Ykara:
Because it would add 12 new operations just to treat scars. And that's too much in my opinion.

Dll modding is possible, and until Alpha 12 I guess you were able to fix scars in EPOE, because someone on the forums provided me the assembly, but the dll file never got updated again. If you look through the source code you can actually still find synthetic skin, it's just not currently in use.

If you really want to fix your scars all individually, I'd recommend DESurgeries[ludeon.com].
Thank you for your answer!
I'm not looking for a mod to make those surgeries, I was looking for information. :)
Last edited by Bucketsmith; Jul 28, 2016 @ 5:45am
Firewing Jul 30, 2016 @ 11:24pm 
Painstopper?
Chronicle Courier Aug 2, 2016 @ 10:36pm 
there is a mod that lets you build a dermal regenerator that gets rid of scars
Copper Boltwire Aug 4, 2016 @ 3:12pm 
In case this is still wanted: http://steamcommunity.com/sharedfiles/filedetails/?id=731730828 Dermal Regen - Takes some research to get to, but well worth it in the end, as it increases overall health.
Kira Aug 7, 2016 @ 8:46pm 
Check out DE Surgeries by DarknessEyes. He updated Kaptian_Kavern's old mod for A14. You can find it on official forums with a simple search. I use it with this mod and it works great. Each surgery to "heal" a body part takes a boosted medicine cost to preform and often other items like plasteel. It is probably too cheap for what it does, ie: cure spinal injury, and other major permanant debuffs.
Last edited by Kira; Aug 7, 2016 @ 8:46pm
Pescepalla Oct 12, 2016 @ 4:32am 
This should get the goal without employing a DLL.
This will add operations to colonist's tab, one type for each damage type.
Each operation can be visible only if the colonist is afflicted by the respective damage type.
Each treatment cost a medikit and some skill from the doctor.
This is in many ways similar to excise carcinoma from vanilla.
This seems to work fine IMHO, but maybe it's not well balanced.


<?xml version="1.0" encoding="UTF-8"?> <RecipeDefs> <RecipeDef Name="SurgeryMending" ParentName="SurgeryFlesh" Abstract="True"> <surgeonSurgerySuccessChanceExponent>2</surgeonSurgerySuccessChanceExponent> <roomSurgerySuccessChanceFactorExponent>4</roomSurgerySuccessChanceFactorExponent> <surgerySuccessChanceFactor>0.9</surgerySuccessChanceFactor> <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance> <recipeUsers> <li>Human</li> </recipeUsers> <workerClass>Recipe_RemoveHediff</workerClass> <workAmount>1500</workAmount> <ingredients> <li> <filter> <categories> <li>Medicine</li> </categories> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <categories> <li>Medicine</li> </categories> <exceptedThingDefs> <li>HerbalMedicine</li> </exceptedThingDefs> </fixedIngredientFilter> <skillRequirements> <li> <skill>Medicine</skill> <minLevel>8</minLevel> </li> </skillRequirements> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendBurn</defName> <label>mend burn</label> <description>Mend burn.</description> <jobString>Mending burn.</jobString> <removesHediff>Burn</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s burn.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendCrush</defName> <label>mend crush</label> <description>Mend crush.</description> <jobString>Mending crush.</jobString> <removesHediff>Crush</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s crush.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendCut</defName> <label>mend cut</label> <description>Mend cut.</description> <jobString>Mending cut.</jobString> <removesHediff>Cut</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s cut.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendSurgicalCut</defName> <label>mend surgical cut</label> <description>Mend surgical cut.</description> <jobString>Mending surgical cut.</jobString> <removesHediff>SurgicalCut</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s surgical cut.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendScratch</defName> <label>mend surgical scratch</label> <description>Mend surgical scratch.</description> <jobString>Mending surgical scratch.</jobString> <removesHediff>Scratch</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s scratch.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendBite</defName> <label>mend bite</label> <description>Mend bite.</description> <jobString>Mending bite.</jobString> <removesHediff>Bite</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s bite.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendStab</defName> <label>mend stab</label> <description>Mend stab.</description> <jobString>Mending stab.</jobString> <removesHediff>Stab</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s stab.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendGunshot</defName> <label>mend gunshot</label> <description>Mend gunshot.</description> <jobString>Mending gunshot.</jobString> <removesHediff>Gunshot</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s gunshot.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendShredded</defName> <label>mend shredded</label> <description>Mend shredded.</description> <jobString>Mending shredded.</jobString> <removesHediff>Shredded</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s shredded.</successfullyRemovedHediffMessage> </RecipeDef> <RecipeDef ParentName="SurgeryMending"> <defName>MendFrostBite</defName> <label>mend frost bite</label> <description>Mend frost bite.</description> <jobString>Mending frost bite.</jobString> <removesHediff>Frostbite</removesHediff> <successfullyRemovedHediffMessage>{0} has successfully mended {1}'s frost bite.</successfullyRemovedHediffMessage> </RecipeDef> </RecipeDefs>
Hinkel Jan 14, 2017 @ 12:32pm 
Thank you Pescepalla. This works like a charm.
Liren Jan 23, 2017 @ 6:42am 

Originally posted by Pescepalla:
This should get the goal without employing a DLL.
This will add operations to colonist's tab, one type for each damage type.
Each operation can be visible only if the colonist is afflicted by the respective damage type.
Each treatment cost a medikit and some skill from the doctor.
This is in many ways similar to excise carcinoma from vanilla.
This seems to work fine IMHO, but maybe it's not well balanced.


*removed for length*

Thank you for that. Popped it into a new .xml as surgery_skin_care and it works beautifully.

Even ignoring the pain, each scar also weakens the part it's attached to permanently, so, eventually, they'll take 2 damage to say, the torso, and that pawn dies because of old scars due to some of them being seemingly unpreventable. Considering the value to a fully upgraded colonist, that's just not acceptable to me.
Django Jan 27, 2018 @ 8:41am 
Originally posted by Pescepalla:
This should get the goal without employing a DLL.
This will add operations to colonist's tab, one type for each damage type.
Each operation can be visible only if the colonist is afflicted by the respective damage type.
Each treatment cost a medikit and some skill from the doctor.
This is in many ways similar to excise carcinoma from vanilla.
This seems to work fine IMHO, but maybe it's not well balanced.


CODE - removed because of length

I would like to use that, but have absolutely no idea where to put that? Can you help me? Or tell me where i can find a tutorial? That would be great!
Last edited by Django; Jan 27, 2018 @ 8:42am
Lord Quinton Mar 22, 2018 @ 5:19am 
necro bumping this because I too am curious to learn how to take that code and put it into the game.
< >
Showing 1-15 of 15 comments
Per page: 1530 50