RimWorld

RimWorld

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Field Medic [1.0-1.6]
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.408 MB
Oct 17, 2018 @ 9:21am
Jan 15 @ 6:15pm
22 Change Notes ( view )

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Field Medic [1.0-1.6]

Description
[07/02/2025] The version for 1.6 has additional feature change. Non-downed pawns and in-bed pawn can now be stabilized. 1.5 and earlier retains old behavior.

[01/22/2019] Combat Extended 1.0 has been released. Since Field Medic's code was ported from CE's stablization code, please unload Field Medic if you wish to use Combat Extended. Have fun with CE ;) (I'm going to)


This mod of Rimworld adds the functionality to temporarily patch up bleeding pawns in the field. The patch expires after a while, so you still need to give the pawn more formal heals, but this buys you time.


Credits

Most code are ported from NoImageAvailable/CombatExtended, so great thanks to NoImageAvailable for releasing his code under CC-BY-NC-SA-4.0.

I used Chicken Pluckster's Outfit Creation Kit ( https://steamcommunity.com/sharedfiles/filedetails/?id=1114369188 ) to create the Medic Bag sprite. Thank you CP, the templates are super useful.

How does it work?

* New apparel: Medic Bag.
* Costs 30 cloth, 5 med, and 2 components to make ...
... on tailor table
... after you've researched Medicine Production.
* The colonist needs to have 5 crafting and 4 medical skills.
* Raiders will not spawn with medic bags. Traders may have medic bags in stock.
* A pawn needs to wear the medic bag to use it.
* It occupies waist layer, covering the torso, thus it shouldn't conflict with most apparels.
* The pawn needs to be downed, not in a bed, and is bleeding to be stabilized by a Medic-Bag-wearing pawn.
* For Rimworld 1.6 and above, the pawn does NOT need to be down, and CAN be in a bed.
* The helper's medical tend quality affects how effective the stabilization is.
* Stabilizing each bleeding part costs 3-8% of the bag, depends on the original amount of bleeding. The bag can cause "Tattered apparel" just like any other apparels.

Localized for Chinese(S/T)


Known Issue
* [1.3] The UI icon for the bag (e.g. in the Gear tab) will have its chosen color (default grey at (94,96,103)) painted over the whole bag, including the blue cross. It is due to how Rimworld renders UI icon, thus I can't do much about it.

GitHub Release

https://github.com/flyfire2002/RimworldFieldMedic/releases/latest


License

As mentioned above, CC-BY-NC-SA-4.0. Mention both NoImageAvailable and me :)

B19 Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1536180071
Popular Discussions View All (2)
4
Mar 8, 2019 @ 6:59am
How to "auto-equip" medic bags and auto-use em?
Swatti
2
Sep 16, 2020 @ 6:27am
Linking third party items
левый с рынка
473 Comments
flyfire2002  [author] Jan 15 @ 6:16pm 
v This is fixed.
flyfire2002  [author] Dec 30, 2025 @ 4:45pm 
Nice find, MrGrim! Thank you for the help. I'll take another look at both mods and put in a fix sometime in late January
MrGrim Dec 29, 2025 @ 8:24am 
In the meantime if you make sure Field Medic loads after Vanilla Apparel Expanded - Accessories then nuke the VE bag with something like Cherry Picker, you can get a clean load without duplicate items.
MrGrim Dec 29, 2025 @ 8:01am 
The texture issue is an incompatibility with "Vanilla Apparel Expanded — Accessories". Both have a medic bag and both use the same texture location. A patch to integrate the two would be ideal.
flyfire2002  [author] Dec 18, 2025 @ 8:53pm 
@KeeganYuca I honestly don't remember what's the skill requirement for making medicines, and I probably wanted to make it harder than that.
KeeganYuca Dec 18, 2025 @ 1:33pm 
Why the hell would you make it require 5 crafting AND 4 medical skills to craft them. That's like 2 different disciplines. So you want me to put my crafter on mediocre med duties to grind out his medical skills just to craft this? So stupid
flyfire2002  [author] Jul 31, 2025 @ 1:17pm 
(And again, on 1.5 and with just the bare bone I cannot reproduce the issue)
flyfire2002  [author] Jul 31, 2025 @ 1:16pm 
Which version of the game do you have? From 1.3 onward the both the base texture and the mask used are 64x64. There are 128x128 textures that remains in the folder but they are not really used since that version.
тетеря, блин Jul 31, 2025 @ 12:20pm 
thanks for checking. another one possibly related, yellow:

Texture MedicBag has dimensions of 128 x 128, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas

https://gist.github.com/HugsLibRecordKeeper/0747fc163596313b5777332bbe9f47f9
flyfire2002  [author] Jul 30, 2025 @ 11:53pm 
Confirmed that VIE-R&A caused the issue.