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MedPod
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.800 MB
Jul 3, 2020 @ 9:23pm
Jun 7 @ 1:29am
50 Change Notes ( view )

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MedPod

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
2 items
Description
MedPod adds advanced regenerative medical beds capable of treating virtually every injury and disease, inspired by similar beds from Neill Blomkamp's 2013 sci-fi film Elysium.


  • Pawns automatically use MedPods to treat injuries, missing body parts and diseases
  • Doctors/Wardens will rescue downed or transfer bedridden colonists/prisoners to MedPods
  • MedPods ignore prosthetics and bionics
  • MedPods only require electricity - no medicine or consumables required
  • Five models available:
    • MedPod - Standard model
    • MedPod Lux - Royalty DLC-only variant with faster operation but higher power consumption; stuffable
    • VetPod - For pets and other small domesticated animals
    • VetPod Large - For livestock and smaller animals
    • VetPod Mega - For megafauna, livestock and smaller animals
  • HD Quality textures for Camera+


  • Complete the Accelerated Cellular Regeneration research project
  • Obtain an Isolinear Processor from Exotic Goods Traders (caravans and orbital) or Quest rewards
  • Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components


  • Pawns prioritize MedPods over other medical bed types, by distance and type, before falling back to other beds
  • Pawns will not use unpowered MedPods
  • Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods
  • Healthy pawns can consume alcohol and drugs without immediately needing to use MedPods; however, injured pawns will get these drug effects removed during treatment
  • Doctors will avoid feeding, tending or operating on patients currently using MedPods
  • MedPods consume varying amounts of power in idle, diagnosis and treatment modes; ensure that you have an adequate power supply
  • MedPods by design ignore Ideology memes and precepts like scarring and drug use; see the FAQ for details
  • MedPods can be restricted to colonists, slaves or prisoners
  • MedPods will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Latin American Spanish
  • Russian
  • Simplified Chinese
  • Spanish
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please make a pull request on GitHub.






  • none



https://github.com/sumghai/MedPod/wiki/FAQ


  • LWM, Dubwise, PeteTimesSix, Jamaican Castle, Fluffy, Drowsy Corgi, Madara Uchida, dninemfive, Garthor, Wiri, Brrainz - assistance with Harmony patches and other code snippets
  • MerGatto - minor fixes and optimizations
  • Vectorial1024 - Elite Bionics Framework compatibility
  • Proxyer - Japanese translation
  • jackfrost - Korean translation
  • GunnedMan - Russian translation
  • Vulnoxx - German translation
  • Zerstrick & PlayRapture - Spanish and Latin American Spanish translations





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts


Popular Discussions View All (18)
0
Feb 14, 2023 @ 9:48pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
1,760 Comments
sumghai  [author] Jun 14 @ 3:21pm 
@uriel2 - Sorry, I have no plans for MedPods that install bionics, or MedPods that require any kind of consumable resource: https://github.com/sumghai/MedPod/wiki/FAQ#q-shouldnt-medpods-require-consumables-to-operate-eg-medicine-raw-flesh-biomass
uriel2 Jun 14 @ 2:51pm 
Hey Sumghai, have you thought about adding a Bionic Medpod version?

My idea is that you load that version of Medpod with advanced components and plasteel and as long as its internal storage isn't empty, it will continue to replace missing body parts with random vanilla/modded bionics.

Essentially a Medpod for transhumanists :D
sumghai  [author] Jun 7 @ 1:31am 
Updated to 1.5.26 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
sumghai  [author] Jun 5 @ 10:37pm 
@joe.m.klunder - Yeah, there's that, too.

@Shigari - Having spoken with Adamas further, I have asked them to disable MedPod compatibility with their Hospital mod, until I eventually get around to implementing a gizmo that allows non-colony guests to use MedPods.
joe.m.klunder Jun 5 @ 11:00am 
Just remember, any colonist, prisoner, slave, or animal (VetPod) must be given "Best Medicine" status. If so, then it becomes automatic; if not, then colonists will not get help.
sumghai  [author] Jun 4 @ 11:05pm 
@Shigari - I took some time to investigate your issues.

With the Hospital mod, it looks like it was coded to explicitly tell all visiting patients to use MedPods regardless of whether they need an operation performed or a injury/disease treated. Since MedPods by design prevent surgeries being performed on patients using them, the Hospital mod's explicit thinktree patch forces patients that don't need hediff-related treatments to stay stuck in MedPods. You'll have to tell the author of the Hospital mod that they need to redesign their mod logic so that it makes a distinction between pawns that need surgery (who should not use MedPods), and pawns with only injuries/diseases (who should be allowed to use MedPods).

As for VRE - Saurids, I will patch the MedPod to ignore the egg fatigue, hyperthermic and hypothermic slowdown hediffs. However, there is nothing wrong with saurid claws hediffs, as they aren't being erroneously removed, or interfering with MedPod operation.
sumghai  [author] Jun 2 @ 7:06pm 
@Shigari - Sounds like you've got multiple mods that haven't been patched properly to work with MedPod.

I can't find any mods called "Sedation Firearms" on the workshop. Could you please provide a link?

I also couldn't find any of the mods you've described using the keywords you've provided. Do you actually mean these mods?:
https://steamcommunity.com/sharedfiles/filedetails/?id=2880990495
https://steamcommunity.com/sharedfiles/filedetails/?id=2992224079
Shigari Jun 2 @ 12:55pm 
I mean the Hospital mod, not hospitality, sorry.
Shigari Jun 2 @ 12:54pm 
I got some issues with certain conditions, and the mod hospitality. On the condition sides, things like the sedated one (from the sedation firearms mod), or the saurian claws (from the saurian xenotype mod) aren't healed by the medpod (not that the latter should be), but they still stay in the pod either way.
Hospitality mod makes some weird stuff with this mod too, since patients that ask for an operation go to the pod first, and stay there. If the operation isn't about a missing limb that can be cured by the pod (like putting a bionic limb instead of a real one), they just stay in the pod until they die of hunger.
sumghai  [author] May 27 @ 3:43am 
@Brilyn - Hmm, that might work. I'll look into it when I have time. Thanks again for your report!