RimWorld

RimWorld

Multi-Doctor Surgery
204 Comments
MasterPNJ  [author] 3 Sep @ 3:46am 
@nobody73 I'm not sure I understand, but if you're asking whether someone can be both a surgeon and an assistant, no. Whether they're a mechanoid or a human.
MasterPNJ  [author] 3 Sep @ 3:44am 
@ggfirst you can do that with the exclusion list
MasterPNJ  [author] 3 Sep @ 3:03am 
@Efrainx117xKill Yes, you can perform operations on animals.
MasterPNJ  [author] 3 Sep @ 2:58am 
@Microsoft Word If you are referring to the total success rate displayed on the UI, this is the total success rate that will be applied to the lead doctor, not the total success rate of the operation. Basically, a surgeon with a medical skill level of 10 to 90% has a chance of success, but this is combined with other factors such as the medication used, the cleanliness of the room and the medical equipment used. For the test, I performed four organ recovery operations with a standard bed in a non-sterile room with a 90% success rate displayed for the surgeon, and he failed 3 out of 4 times.
It is possible for a doctor to have a success rate higher than 100%, so it is normal to be able to exceed this.
Microsoft Word 2 Sep @ 11:29am 
11 medical skill pawn in a dirty cave, prisoner sleeping spot, herbal medicine
in base game, harvesting an organ is about 23% success chance
in this mod, harvesting an organ is a 94% success for some reason, and that's WITHOUT the assistant doctors, which would bring the chance up to 113%. i don't know whats causing this, thought i assume it's unintentional?
nobody73 30 Aug @ 8:11am 
Can a mechanoid be both auxiliary and main?
ggfirst 29 Aug @ 4:46am 
Possible to make Basic as no-multi doctor surgery? or make aconfig for it? I do lots of surgery and have to ESC very many times
Efrainx117xKill 17 Aug @ 8:48pm 
Is it compatible with operations on animals and the like?
Citrix 10 Aug @ 7:03pm 
@MasterPNJ i check the exlusion list too, i didnt know that. thank you man!
Necromenta 10 Aug @ 5:13pm 
@MasterPNJ LOL literally didn't know there was an exclusion list man, thanks, let me try and confirm that works
MasterPNJ  [author] 10 Aug @ 1:59am 
@Necromenta and @Citrix I don't have this problem when extracting hemogen from my prisoners. Can you give me more details? Are there any errors in the console? Have you checked that hemogen extraction is enabled in the exclusion list? Do you have any other mods that change the behaviour of operations or hemogen extraction?
Citrix 9 Aug @ 10:28pm 
@Necromenta same question here... "is there a way to stop the window from spamming itself every time I extract hemogen from a prisoner?"
っ◔◡◔)っ DΣППY 8 Aug @ 4:50pm 
What Erythion said
Necromenta 5 Aug @ 9:29am 
I am dumb but - is there a way to stop the window from spamming itself every time I extract hemogen from a prisoner?
GravitWry 3 Aug @ 12:00pm 
Yes finally, compatibility with Colony Groups, thank you :demoticon:
Erythion 3 Aug @ 5:58am 
it would be great if 'administer X' operations are excluded by default
Fellow Kriegsman 30 Jul @ 2:02am 
Yeah, it would be great if there was some filter for them. It is indeed a lot of visual clutter. But thank you for thinking of compatibility with other mods, I will use medical mechanoids soon so its appreciated.
MasterPNJ  [author] 30 Jul @ 1:47am 
@Fellow Kriegsman Yes, it is possible that some non-human characters may appear as possible participants. Since there are a large number of mods, I am leaving open the possibility for any mechanoid to participate (it is up to the player to be logical in their choice of assistant). I will likely soon add an option to disable the display of this type of character in the operations tab, which can be distracting, especially if you have a large number of mechanoids which are not necessarily related to medicine.
Fellow Kriegsman 30 Jul @ 12:52am 
For some reason I see mechanoids as a viable surgery participants, like haulers and lifters. Could be due to incompatibility of some mods, as I run a ton of them.
K 28 Jul @ 6:43pm 
"Ed, Edd, and Addy crtically failed, cutting Fred's heart in two"
MasterPNJ  [author] 26 Jul @ 2:36am 
@Hollywood Thanks for your feedback; I'll add more conditions for assistants to prevent it from getting stuck. But for the hemogen farm issue, I just retested versions 1.5 and 1.6 and I can't reproduce your problem. Can you give me more information to help me reproduce it? Do you have any errors in the logs, and do you have any other mods that modify hemogen extraction or operation management?
Hollywood 25 Jul @ 5:02pm 
Drafting a colonist which is scheduled for a surgery causes all assisting surgeons to be stuck in a standing animation. Using hemogen farming causes consistent popups on your screen asking who you want to take part of the surgery, despite disabling "Hemogen Farm" in the mod config menu
MasterPNJ  [author] 25 Jul @ 5:32am 
as well as speed
MasterPNJ  [author] 25 Jul @ 5:30am 
@Azure I was mistaken; I misunderstood the question. The mod does not allow you to exceed the overall success rate limit at the end of the operation; I only change the surgeon's success rate in the operation.
MasterPNJ  [author] 16 Jul @ 7:44am 
@Soldierboi198 It's possible, but if I make that kind of addition, it will be in a separate mod.
Soldierboi198 15 Jul @ 1:24pm 
Would you be able to make this mod have multiple doctors working on a pawn out in the field, kinda like having multiple medics working to save one soldier wounded close to death?
MasterPNJ  [author] 15 Jul @ 12:32pm 
@Shadow No, I don't know if the mod is compatible with the Choose Your Medicine mod. If it's not compatible, please let me know.
MasterPNJ  [author] 15 Jul @ 12:31pm 
@2498timmy I just retested it and there's no problem. If nothing is displayed, there should be a red error message in the console. If so, feel free to send it to the bug report discussion. But it must be related to another mod.
Shadow 15 Jul @ 12:02am 
Hello, thank you for making this amazing mod. Does this mod work with the Choose Your Medicine mod?
Azure 14 Jul @ 6:07pm 
Thanks for your reply!
2498timmy 14 Jul @ 4:26pm 
Hi, when accessing mod options to add excluded operations nothing appears. Were there any recent changes that may have mess with it?
MasterPNJ  [author] 14 Jul @ 12:30pm 
@Azure Yes, you can change the surgery success rate to 100 with my mod via the options, but that's not the main purpose of the mod.
Azure 14 Jul @ 12:04pm 
The surgery success chance
Azure 14 Jul @ 12:04pm 
Will this mod enable the 100% success limit?
r3xm0rt1s 13 Jul @ 11:29pm 
Could we get the option to adjust absolute maximum success chance? The mod I used for 100% is not updated for 1.6 yet.
MasterPNJ  [author] 27 Jun @ 12:55am 
@Demelios I will look into resolving this priority issue. Another major problem is the speed and success boost for operations, as it is applied from the start of the operation, meaning that if one or more assistant colonists leave, the bonus remains and therefore creates a potential exploit. However, I have noted this issue and it will be resolved, but it will take some time.
MasterPNJ  [author] 27 Jun @ 12:49am 
@IamWatro Yes, I will create a menu allowing users to pre-select their team and have a button to activate quick operations with the selected medical team.
And for biotech paramedics, I need to look into that more closely.
Demelios 25 Jun @ 3:15pm 
@MasterPNJ The problem with priority is that i cant like force command them or right click do this task now. So i have tosuspend every possible *surgeries* if my doctor is trying to do them. Because my fighters are stuck as assistant. Maybe add an action square ate the bottom when you select a pawns where you can click on "Cancel Surgery" or "Stop participating" so that you can use your pawns.

Or better you could add a job priority square in the planning just after the medical one. so we can prioritise fire over it or that when you dont define anyone in the surgerie planning menu and one of your doctor priorities make it so he decide its time to do a surgeries any other pawns who have a high priority in medical assistant, for exemple the cook, could join the surgerie when the doctor start to move the objects for it.

Maybe while they wait the doctor they could clean up the room too?
IamWatro 25 Jun @ 2:43pm 
Really cool mod, just wish it would work better with Mechs. Even the paramedic (Biotech) doesn't work independently anymore. It requires a human colonist as the primary, and then will allow paramedic to assist.

Aside from that, I really wish there was a default Preset. ie; I go to settings, check boxes for "Use Best Skill", and "allow these 2 colonists to assist" by default and it will save that as the preset and I only have to confirm before it add the surgery bill. I'd also love an optional checkbox for "Ask Every time?"

Just small QoL changes would greatly improve the mod.
MasterPNJ  [author] 25 Jun @ 9:11am 
@Demelios Afterwards, it seems to me that in Rimworld, during a simple operation, even if there is a fire in the colony, the colonist continues with the operation.
Checking that all colonists are available at the same time for the operation would greatly increase the waiting time for the operation, hence the decision to cancel the current job of the assistants when the chief surgeon decides to start the operation.

And for the experience, I thought I saw that during my game too, I'll fix it.
MasterPNJ  [author] 25 Jun @ 9:11am 
@Demlios It seemed to me that blood extraction was disabled by default for assistance, but otherwise you can manage it via the operation exclusion list system in the mod options.

A preference profile may be possible; I will see what I can do.
For children, I think why not let them watch (assuming they are only watching), and for pawns who cannot perform operations, I will look into that more closely.

I had also thought about waiting until everyone was there, but when I created the mod, it involved some issues that I don't remember now. But I'll take another look at it at some point.
Demelios 24 Jun @ 1:50pm 
When i say overwrite:
it took me a minute to understand why my colonist werent fighting the fire in the building beside them.
Or when my grave digger breaking down because i was doing to many organ harvest: was assisting the operation...




Also the operation only starting when everyone is there would be a good thing to add.

Also would be cool if they dont get exp when i cancel an onging operation (im not sure about if this one actually happen could also be simply a children observing the operation so to take lightly)
Demelios 24 Jun @ 1:42pm 
Work, badly with automatic extraction of blood. Ask who should do it after each extraction because it reassign a new operation automatically.
Reloading saves remove the planned operations.
The assisting priority OVERWRITE every order. Even if you take control of the pawn.
"Never tested with WASD."
->Children and pawns who cant do medical shouldnt be able to assist but they can.
->Need a preference profile for fast assignations. Because i cant be bothered to do it 9 time per pawns i want to dissect.
I fast ESC. so that it assign default to those cases but still anoying to be asked everytime.


Those observation are made while playing with other mods.
Some bugs may no be reproductible.
MasterPNJ  [author] 21 Jun @ 2:44am 
@Tommy Gray x Land Raider Yes, you can do that by setting the Exclusion List for Operations in the mod options.
Tommy Gray x Land Raider 20 Jun @ 12:49pm 
Can we make it so there is no need for the surgery window for operations that can't fail (mainly administering drugs)? And that anyone can perform those kinds those operations without any assistance?
MasterPNJ  [author] 14 Jun @ 8:06am 
@lol Are you talking about the Vanilla Race Expanded – Android mod? If yes, I don't have any problems on my side when operating an Android. Can you detail the problem with logs and write it in a bug report?
谢谢你的模组
Head 4 Jun @ 3:37pm 
Cool mod!
MasterPNJ  [author] 4 Jun @ 9:52am 
A new update has arrived, fixing two issues, including the most annoying one, which was incompatibility with colony groups. Please feel free to send me feedback if you encounter any other bugs with this mod or any other mod.

I haven't been able to respond to all the comments recently, but I have taken note of the issues and they will be resolved.
lol 27 May @ 12:17am 
Incompatibility report: caught a number of errors while using this with Vanilla Factions Expanded – Androids. Namely, creating operations on androids.