RimWorld

RimWorld

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Medical System Expansion 2
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.658 MB
11 Apr, 2020 @ 4:20am
19 Jul @ 3:09am
85 Change Notes ( view )

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Medical System Expansion 2

Description
Features
Improves how the game handles prosthetics by not discarding the sub-parts of added prostheses. This makes it so adding bionic parts doesn't reduce the total health of the pawn, and the sub-parts can be damaged.
  • Items keep track of the other prostheses they include
  • Prosthesis parts can be damaged, and will need to be replaced when destroyed
  • Prosthesis versions to support multiple races
  • Modules can be added to parts to expand on their functionality (extra weapons, stat boosts...)
This mod only adds the minimum prostheses necessary to make vanilla work with the new system, so we suggest using it together with one of the following supported mods (to be loaded before MSE2):

Compatibility
Requires HugsLib only on 1.5 and below.
Patched mods:
Known incompatibilities:
  • EdB Prepare Carefully and Character Editor: minor issues when adding limb hediffs
  • Archotech Expanded breaks some stuff on game load.
  • Bulk Stonecutting breaks crafting of complete protheses.
If a mod not explicitly listed here adds limb prostheses, they will behave like vanilla (it will show a warning in the debug log after the game is loaded).
If a mod adds races with limbs that have different parts from normal humans, human prostheses will not work properly on them; if they have the same kinds of parts but in different numbers (i.e. 3 fingers instead of 5), or if they have been patched, MSE2 will generate a new limb version.
If you wish for a mod to be patched, you can request it in the Compatibility discussion below (no promises).


FAQ
What happened to my advanced bionics?
MSE2 removes the advanced bionic tier of limbs, because they are made redundant by installing an Advanced processing module on a normal bionic limb.
What modules can I install on my prosthesis?
The description of prosthetics contains an entry indicating how many module slots it contains, as well as the list of modules that can be installed on it.
What is a segment?
A segment is a piece of a prosthesis, for example a hand without fingers, or just the shoulder part of an arm. In the crafting menu you can find different recipes to craft both a segment or an entire limb; if you have race mods with slightly different limbs you will also find recipes for prostheses compatible with their body.
I can't install a prosthesis?!?
Only limbs that are compatible with a pawn will be installable. You can check the entry labelled "Compatible versions" in a prosthesis's description to see what races it can be installed on, and you can use the "Add part" buttons to add the missing parts.
Why so much clutter in the health tab?
In the mod settings you can find options to hide empty module slots, and options to always hide sub-parts or only when they are clean or only have modules.


Adding to pre-existing saves
You can load this mod on an existing save.
If you wish to remove this mod from a save you should first set to allow all special thing filters MSE2 introduces ("Allow complete" and "Allow incomplete" in the BodyParts category) from any storage zone and crafting bill.


Translations
  • Korean by Y1NaLin


Other info
GitHub repo[github.com]
Discord Server[discord.gg]
This mod was inspired by Medical System Expansion by Oreno (1.1 port). They are quite different from MSE2, and at this point in development all MSE2 source code is original.
Popular Discussions View All (16)
2
9 Aug @ 3:16pm
How do you install a Module?
Kade
133
20 Aug @ 11:07pm
PINNED: Compatibility
Abraxas
124
4 Aug @ 2:33pm
PINNED: Bug Reports
Abraxas
787 Comments
Semper Augustus 3 hours ago 
I have EPOE installed and it looks like a bionic arm is blown off at the shoulder. I say shoulder because it still says the arm is attached. I made a forearm but I cannot while the operation to install it appears it does NOT appear in the ability to order my pawn to actually perform the operation. It isn't greyed out like for the bionic leg I guess I don't have but simply does not appear, so I think the operation will never be performed. I presume I will need to add a hand then too if I get the forearm to work? I hope forearm includess the upper arm too because I cannot find how to create that part. I also have "bionic arm" crafted and therre isnt an operation for that either.
0miner666 27 Aug @ 6:09pm 
Is there a reason for why archotect parts seem to always spawn incomplete? Seems to make them near useless as rewards.
BearHandsAHHH 25 Aug @ 4:29pm 
Do you know if this is compatible with Pawn Editor? I know you specify Prepare Carefully and Pawn Editor, so I feel like the answer is no, but I wanted to ask.
bullforce100 21 Aug @ 5:59am 
how would i make a complete limb from segments it doesn't seem to work or i'm doing it wrong
it's saying (bionic arm missing) when trying to install an arm segment
Aquifel 16 Aug @ 2:57pm 
Posting here too, @Kothliim 's fix worked for me, factions generate consistently with the linked patch.
Kothliim 15 Aug @ 3:03am 
Made a small patch that should catch NullReference errors and prevent them from crashing faction generation: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3549108548

Please test and let me know if it works, especially those who get the error a lot and/or predictably.
Sir PotsNPans 13 Aug @ 9:47am 
Adding another comment that the Power Claw Module does not appear as a Bill for colonists in 1.6.
mr-mucho-Bueno 13 Aug @ 7:46am 
just noticed how the X85% manipulation debuff from trotter hands still persists after installing bionic arm on a rox-touched colonist
Kade 9 Aug @ 11:47am 
How do you actually install a module? There is no option to install it. I have crafted a Bionic Arm (Complete) and it has 2 slots but no way to install, no matter where I click.
torchlyte 5 Aug @ 8:48pm 
Most likely they just forgot to bump the version number when making changes. The mod is still broken for a lot of people, though.