RimWorld

RimWorld

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Anesthetic balance patch
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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12.398 KB
Mar 28, 2020 @ 7:04am
Mar 13, 2024 @ 5:42pm
6 Change Notes ( view )

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Anesthetic balance patch

In 1 collection by Proxyer
Proxyer's RimWorld Japanese Mods
219 items
Description
Description :
This Mod is add patch for Rimworld 1.1 - 1.5 Anesthetic.

This adjusts for more realistic duration of the anesthetic effect, prolonging the time the anesthetized person sleeps and reducing the time the pawn walks more than vanilla does. As time passes, the anesthetic effect decreases and the pain factor increases.


Anesthetic effect time :
The minimum and maximum time from when the pawn is given anesthetic to when loses effect.

Vanilla :
min 45,000 ticks (18h in game) ~ max 120,000 ticks (48h in game)

This mod :
min 35,000 ticks (14h in game) ~ max 70,000 ticks (28h in game)


Pain factor :
The pain factor depends on the depth of the anesthetic effect.
The effect diminishes over time.

Vanilla :
Sedated : 0% (no pain)
Woozy : 80%
Wearing Off : 95%

This mod :
Sedated : 0% (no pain)
Woozy : 60%
Wearing Off : 95%


New effect given when in anesthetic (Sedated) :
The effect that an anesthetized pawn will have when it is Sedated.

hunger Rate Factor : 50%
rest fall Factor : 50%


Introduced to existing game save :
Since this Mod only add a patch for anesthetic, it can be introduced into saved data
in the middle of the game without any problem. However, you must do the following:

1. Enable Mod in the Mod list.
2. Load existing save data.
3. After loading, save immediately.
4. Load the data you just saved.

This will load new patched anesthetic into the save data.
After that, balanced anesthetic effect will be applied.


Version :
v1.0.0 for RimWorld 1.1.2579.
v1.2.0 for RimWorld 1.2.3005.
v1.3.0 for RimWorld 1.3.3389.
v1.4.0 for RimWorld 1.4.3901.
v1.5.0 for RimWorld 1.5.x.

27 Comments
Proxyer  [author] Mar 18 @ 9:14pm 
Sorry, I didn't take the version into consideration. I'll introduce you to this successor mod Un-Anaesthetic .
lowlander Mar 18 @ 8:11pm 
I was actually searching for some real world comparisons out of curiosity and found that there was actually a study in 2011 [news.mit.edu] which found that Ritalin could be used to rapidly bring rats out of anesthesia. Not sure if it was ever tested on humans. WakeUpWakesUp looks like it would fill my need, but it was last updated for 1.3 and doesn't appear to work on 1.5. Oh well. Appreciate your efforts nonetheless!
Proxyer  [author] Mar 18 @ 5:43pm 
Hello lowlander. Thank you for your suggestions.

As for my first suggestion, I can't think of any medicines needed to remove anesthesia. From a game perspective, it's possible to implement this by using higher-level medicines, but I feel that these would be too advantageous to the player.

As for second suggestion, there are already other mods (Ex: Quicker Anesthetic , WakeUpWakesUp ) that instantly remove anesthesia with a unique item, so duplicating the same function may not be a good idea.
I would recommend testing the example mods.

In the end, I took your suggestions into consideration, but I decided that it would be best to keep this mod as a patch-style mod that is easy to use and doesn't slow down the game.

Thank you.
lowlander Mar 18 @ 5:23pm 
As an alternative, would it be possible to add a surgical operation to reduce anesthesia that, rather than rolling a skill check, required a minimum skill level to perform? Alternatively, perhaps you could add an override that caused the administration of Wake Up to immediately remove the anesthetic effect?
lowlander Feb 24 @ 9:51pm 
No worries. Thanks for looking in to it!
Proxyer  [author] Feb 16 @ 5:26am 
@lowlander
Today I tested adding a new surgery menu. As a result, I concluded that since the same bill was registered multiple times, it could easily confuse users. Although this is an unfortunate result, I will hold off on adding new bill by skill for now. Thank you for your understanding.
Proxyer  [author] Feb 11 @ 1:00am 
Hello lowlander.
I will answer your request for the function.

I think that in order to change the effect of anesthesia time based on the skill level of the pawn, real-time intervention using DLL is necessary.

Unfortunately, I don't have the skills to write DLLs, so I will try to do what is possible based on XML. (Maybe adding a new surgery menu and changing the effect time of anesthesia hediff?)

Right now, I don't have a lot of free time, so I will test it on the weekend.
lowlander Feb 10 @ 11:37pm 
Any thoughts on making a sister mod that would allow doctors to speed up anesthetic recovery? (perhaps balancing the ability by rolling a skill check that determines the remaining wooziness)
Proxyer  [author] Apr 25, 2024 @ 8:09am 
Hello Jaggid Edje.
I think all players have the desire to stay quiet in bed until the anesthesia effect wears off completely. I also didn't understand the idea of serious injury colonists walking around with a penalty to their consciousness.

Yes, it is best to have the patient remain in bed to rest until they recover. :cupup:
Jaggid Edje Apr 25, 2024 @ 7:46am 
I installed this mod just now in an in-progress save because I was tired of dealing with pawns getting out of the hospital and going to work while still heavily affected by the anesthesia. Loading into my save after adding the mod, 3 pawns collapses on the job (due to current sedation effects).
Pretty Hilarious.

Anyway, mainly I'm posting to say thank you for sharing this mod and keeping it working and up-to-date.