RimWorld

RimWorld

Ender Nov 14, 2018 @ 2:43pm
Cure brain scar / damage?
Okay, so i have a few dudes in full-on power armour that are really hard to kill, but in almost EVERY (BLEEP)ing battle one of them take a hit to the head and gets 1 to 2 points of brain damage. They're starting to become Zombies.
Anyway to fix this without the use of o'lucy? ( Even in Dev mode?)
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Showing 1-8 of 8 comments
Vintorez Nov 14, 2018 @ 2:52pm 
Without mods, you can use Healer Mech Serum, otherwise just Lucy. With Dev Mode, there's an option called 'Remove Hedef' or something like that which can be used to remove status effects on pawns.

There is a mod that lets you fix scars with glitterworld medicine, and brain damage requires both glitterworld meds and a psionic device like the soothe pulse.
Ender Nov 14, 2018 @ 2:54pm 
Originally posted by Vintorez:
Without mods, you can use Healer Mech Serum, otherwise just Lucy. With Dev Mode, there's an option called 'Remove Hedef' or something like that which can be used to remove status effects on pawns.

There is a mod that lets you fix scars with glitterworld medicine, and brain damage requires both glitterworld meds and a psionic device like the soothe pulse.

Oh! Neato. Thanks very much ^_^
Xam Huad Nov 14, 2018 @ 5:18pm 
Possibly DEsurgeries (mod) can fix that too.
But the best thing is prevention: have your fighters covered behind embrasures in battles.
Jeffreyac Nov 14, 2018 @ 6:20pm 
Fixed my last colonist with brain scar using healer mech serum. Also cured my colonist with alzheimer's. Hard to find, though.
Ender Nov 15, 2018 @ 7:50am 
Originally posted by X4MHD:
Possibly DEsurgeries (mod) can fix that too.
But the best thing is prevention: have your fighters covered behind embrasures in battles.

Yeah, I'm always hiding behind embrasures. I find that using sandbags is just asking for death.
Also, i do have DE installed but I'm also using the Rimhammer 40k mod, and DE doesn't see them as pawns, sadly.:steamsad: haha.
Immortalits Nov 15, 2018 @ 8:04am 
I recommend using for that specific issue a mod, that allows you a balanced luciferium production, and make your 'melee' colonists use it. (remember, once it's used, that colonist always have to use it roughly every 5 days or it goes berserk and must be downed and killed, because it's permanent, only prevention is to keep feeding luciferium).
Other solution is the 'regeneration bay' mod, that gives you a modified cryo cabine, where people can lay inside and heal their injuries (it's a long process, but it can also regrow lost limbs and organs), it heals the most serious injury first as far as I know, but not recommended for normal injuries.
If you whish for an easier solution, then dev mode, spawn thing, healer mech serum... I've used it to regrow constantly lost fingers and toes...
also, I recommend for you to use 'better amor quality scaling' mod; with that a masterwork marine armor + helm will practically make your colonists immune to piercing damage, but you still have to be carefull about flames and explosions.
Also, mods like EPOE and RBSE have some built in curing methods for permanent wounds.
Ender Nov 15, 2018 @ 8:21am 
Originally posted by Immortalits:
I recommend using for that specific issue a mod, that allows you a balanced luciferium production, and make your 'melee' colonists use it. (remember, once it's used, that colonist always have to use it roughly every 5 days or it goes berserk and must be downed and killed, because it's permanent, only prevention is to keep feeding luciferium).
Other solution is the 'regeneration bay' mod, that gives you a modified cryo cabine, where people can lay inside and heal their injuries (it's a long process, but it can also regrow lost limbs and organs), it heals the most serious injury first as far as I know, but not recommended for normal injuries.
If you whish for an easier solution, then dev mode, spawn thing, healer mech serum... I've used it to regrow constantly lost fingers and toes...
also, I recommend for you to use 'better amor quality scaling' mod; with that a masterwork marine armor + helm will practically make your colonists immune to piercing damage, but you still have to be carefull about flames and explosions.
Also, mods like EPOE and RBSE have some built in curing methods for permanent wounds.

I'm actually using Medicine+ (mod) right now, which allow the production of o'Lucy in a balanced way (Just found that out).
I've never used the regeneration bay mod before... i need to look into that one... make sure it'll work on my Space marines.
I also love EPOE, but it doesn't work with Rimhammer 40k, so I'm using RBSE to replace lost limbs, eyes, and guts, because my insane storyteller and 'More Raids' mod we sending a raid towards me every 3-5 days, hahaha.
Immortalits Nov 15, 2018 @ 10:11am 
Well, because of my gameplay style, I hate raids for a single reason, it takes too much time to burn/destroy everything... I play with 10 man only (from start), so after maxing out them, I no longer preffer increasing the value (and there also isn't any reason to do) of my base... and raids are ofthen provide 20-30.000 silver worth of value for my base just because the peeps lie outside with their ragtag gear with crazy market values summarized but no real usefullness.
I even started to look for a luciferium production mod, because it just don't worth it to get my colonists to pump up with bionics... they generate an insane ammount of extra wealth for even a single full bionic colonist, so I decided to remain full organic :)
But then came the problem of lost fingers and occasionally lost spine because of bad positioning of my pawns... or just simply bad timing of repositioning and taking an uranium slug shot :/
Once a colonist even lost it's head... equipped with masterwork marine helm -.-
So in the end I found these mods to solve my problems without resorting to dev mode healer mech serum spawning.
But I might try out a limb only replacement setup later just because of the fingers :D
But unless you're plannign on absolute infinite expansion or combat challanging yourself through the sheer number of enemies comming at you, collecting unneccecerily large stocks of goods just don't worth it... I'm even using 10 colonists just because the 'must have' buildings are all provide so much value for my base, that the incoming raids even on medium/rough are so many, that it's only managable in the mid-game with around 10 people.

(ps.: I hate killboxes and lazy defense tactics, like mountain base or trap maze, etc.)
Last edited by Immortalits; Nov 15, 2018 @ 10:12am
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Date Posted: Nov 14, 2018 @ 2:43pm
Posts: 8