Less Arbitrary Surgery

MOD Desc
This mod changes surgery success to be less arbitrary and random. It doesn’t change your surgeon’s chance of success, but it does change failures in the following ways:

-If they don’t succeed, they get a second chance to succeed with non-lethal injuries.
-If they fail, they have a chance to only give non-lethal injuries based on their surgery skill (as they identify that the patient is dying and abort the surgery).
-If they fail that, then the death on failed surgery chance is reduced by their chance to successfully complete the surgery.
-If the surgery is not lethal, the difference between catastrophic and minor failure is based on the surgery success chance, instead of being a literal coin flip.
-Only impaired pawns will ever have ridiculous surgery injuries.
-Instead of doing 20 damage on a minor failure and 65 on a catastrophic failure, minor failures do 10-20 damage and catastrophic failures do 30-60. This makes it so that some surgeries (like on the head) are not disproportionately lethal even on minor failures.
-Instead of doing between 50-100% of a part’s remaining health in damage per surgery injury, failures do between 10-25% of a part’s remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part’s remaining health.
-You will receive the body part or implant back on a minor failure.

Compatible with Psychology, EPOE, A Dog Said, DE Surgeries, and Mechanite Augmentation. If you’ve tested your mod with this and confirmed its compatibility, contact me to add it to the list.



With surgery fails I meant… lots of dead people for just switching a leg with medicine 13+ docs and medium to good medicine (all 100% and up, party modded medicines). Also room was 100% lit and medicine beds were also medium to good (100% success and up)… still lots of fails. Like Out of 10 operations 2 failed with catastrophical deaths.Might be other mods overwriting, but should your mod not take control over those values if it has the highest priority? I could send you a modlist if you are interested?

Thanks. I haven’t tried it yet but if this prevents my Lvl 20 Surgeon with: Evolved body parts on every part of their body, inspiration to do surgery, a completely sterile room, expanded medical furniture, vanilla medical furniture, and industrial tech medicine; from somehow decapitating a colonist in a catastrophic failure when they’re suppose to be some sort of Legendary surgeon who’s done the job successfully at least 15 other times by now, then thank you. (I shouldn’t need glitter world tech medicine to have a veteran surgeon know not to behead a colonist when they’re not even working on their neck.)

the seanmacloed yeah i have that but under that logic then i could also start with 10 pawns with 20 in every stat and with power armor and triple rocket launchers, i was looking for a mod because wanted to start from nothing and work my way up hence why i love the naked brutality start, thanks for the suggestion though it is a great mod and i use it a lot but most of the time to make things like removing starting scars or making every state 0 but with burning passion.


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