556 ratings
Medical IVs
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
55.411 MB
Jun 27, 2018 @ 11:25am
Oct 23, 2022 @ 8:00am
24 Change Notes ( view )

Subscribe to download
Medical IVs

Medical IV's aims to further improve your healthcare quality by adding IV drips (Intraveneous Therapy). So far the mod adds 6 different IVs; a blood transfusion that reduces a colonist's bleed rate, a nutritional drip which pauses an immobile colonist's food need, a painkiller drip which numbs all of a colonist's pain, an antibiotic drip which improves a colonist's blood filtration and thus their immunity gain speed, an anesthetic drip which keeps a pawn in a medically induced coma and finally a glitterworld drip that combines the functionality of the painkiller, antibiotic and blood drip. Additionally, each drip will provide boosts to both medical tend quality and surgery success chance when placed adjacent to a hospital bed.

How to Use
All of the IVs will function when placed adjacent to any bed or sleeping spot. They will provide the health benefits to all pawns that are in a bed and directly above, below, left or right of the IV but not if they're diagonal from it. The 6 drips are based on the Vitals Monitor and as such each machine should be placed adjacent to any hospital bed for the medical offsets to work - this means that tend quality and other bed quality benefits will only work for hospital beds.

- Should work with everything!
- Check out Zynmex's mod Hospital Extended here. It ties in nicely with this mod!

Supported Versions
Currently supports:
  • 1.0
  • 1.1
  • 1.2
  • 1.3
  • 1.4

Common FAQ
Can I make suggestions? Sure. As a matter of fact, I encourage it! I'd like to push my abilities whilst making the game as fun as possible.

Is there an impact on performance? Nope! It only updates every 80 ticks -- you should be absolutely fine as long as you don't have thousands of the IV drips on the map :)

Is it safe to add to existing saves? Yes, it should be absolutely fine to add to existing saves. Nothing has been edited, removed or changed that's related to Rimworld or any other mod.

How about removing it? I imagine it wouldn't cause significant issues but obviously be cautious of the fact that placing down objects and then removing the mod associated with those objects could be problematic. It's always best to remove the objects first before uninstalling.

Permissions? Don't reupload it anywhere and don't blatantly copy the code - feel free to make patches and compatibility edits (if needed).

How do I get blood bags? You can get blood bags by either drawing blood from colonists/prisoners or by growing bloodleaf, crushing it into a powder and then synthesising it into blood bags at a drug lab.

Known Issues
- Colonist's who are in extreme pain that causes them to become downed will sometimes get out of bed if they are under the influence of the painkiller drip. Once the effect wears off they will become downed again FIXED!

RimWorld 1.4 update (Rebalance)

- Updated to RimWorld 1.4
- Fixed the bug where colonists with painshock would be downed as soon as they stopped being treated by the Glitterworld IV (causing an infinite loop of downed -> rescue -> get up -> repeat)
- Improved the descriptions of many items
- Renamed 'IV Painkillers' to just 'Painkillers'
- Renamed 'IV Antibiotics' to just 'Antibiotics'
- Cleaned up the code
- Fixed a bunch of typos
- Significant rebalancing:
- Research cost has INCREASED across the board
- Power consumption has been DECREASED across the board
- Halved the market value of painkillers and antibiotics
- Balanced the ingredient cost of building each IV stand
- Glitterworld IV is now 'Ultra' tech level

A rebalance was needed to better incentivise the use of the refuelable IV stands over the electrical ones. With the increased research and ingredient cost, the electrical stands are now powerful late-game luxuries more inline with 'Spacer' technology as opposed to cheaty, unlimited versions of the default IVs you could unlock pretty quickly.

Feedback on these changes is welcome!

Special Thanks
-Kotobuki Mugi on Steam for the amazing artwork and suggestions.
-ilikegoodfood on Steam and the Ludeon forums for his BleedRate hediff code.

- Powered by Harmony and HugsLib

If you like or use my mods, consider buying me a coffee on ko-fi. It'll speed up the delivery of updates, any future mods I've got planned and generally motivate me to make more!

Popular Discussions View All (3)
Nov 11, 2022 @ 7:09pm
PINNED: Issue Reporting
Nov 20, 2022 @ 1:52pm
PINNED: Suggestions
Nov 30, 2022 @ 6:16pm
Would love to be able to synthesize painkillers at the drug lab
< >
东方彩虹🌈 Mar 4 @ 4:25am 
It can draw blood indefinitely. Is it a BUG?
ThatsAFrog Feb 11 @ 9:50am 
Sad, was planning to use this for my xenomorph esque type playthrough.
Snow Feb 4 @ 11:28am 
"Yeah unfortunately the nutrition IVs are almost unusable as the pawns attempt to refill them constantly" This mod is probably semi abandoned.
Snow Feb 4 @ 11:27am 
My colonists are constantly refueling the nutrition IV's.. Most mods have a threshold where you want to top off the item that needs fuel, but with this even if it ticks down even a little they're trying to refuel it. So it needs a slider to control what fuel level you want it to be at.
Krystenix Jan 22 @ 12:18am 
I just wanted to add a comment, The compatibility between this mod and, Zynmex's mod Hospital Extended- isn't that ideal unfortunately. I have both installed and they both make a mess of the research tab when used together. It's so bad that you have to do the research for most items twice, and half the time your researching for a title alone and no items that come with it.
Swomera Jan 4 @ 10:55pm 
Bloodbag and hemogen pack being seperate resources is rather annoying. You should consider merging both as a mod option if not applying it by default.
mmeatbreadd Nov 30, 2022 @ 6:01pm 
IV Painkiller needs painkiller fuel but I can't make painkillers?? How do I fuel my IV if I can't make the thing to fuel it ):
Ether Nov 29, 2022 @ 5:49pm 
So, will be this updated for taking the hemogen packs in consideration?
@Ironman_Mk11 unless the moder did a change in this version (I remaking my mod list again singe I got Biotech) electrical drips are "infinite" as a long you have energy, so you don't need to refill them, just offer electricity, the refillable tiers are just useless overall since the infinite loops, they might reduce the constant check for taking care of the patients but still I normally never bother with these and I go straight for the electrical tiers.
泰拉博士不太拉 Nov 29, 2022 @ 4:49am 
I also think it is a good idea to merge Bloodbag into HemengenPack, because they are too similar
тетеря, блин Nov 19, 2022 @ 3:52pm 
does it work with DE Surgeries, everything's fine?