RimWorld

RimWorld

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MedPod
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.822 MB
Jul 3, 2020 @ 9:23pm
Jul 7 @ 11:14pm
54 Change Notes ( view )

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MedPod

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
3 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, Bradson - 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
1,782 Comments
sumghai  [author] Jul 14 @ 10:50pm 
@onemorecup - Medical beds in RimWorld aren't assignable to specific colonists; in fact, the underlying base game code clears a bed's owners if it is set as a hospital bed. So by that logic, MedPods cannot be restricted to specific owners.
onemorecup Jul 14 @ 9:43am 
is it possible to add "set owner" to the medpod? I'd like a single colonist to be able to use one.
Altumnus Jul 13 @ 11:42am 
@Qloshae: The issue of animals not using the VetPod should be fixed. I had to adjust my animals' medical care to at least industrial-tech medicine, then they started to go to the VetPod.
ZLOBA Jul 10 @ 6:50pm 
Used this mod before, disabled it because i think it's OP, but now with anomaly.....I just want to know one thing, does medpod cure hidden metalhorrors?
sumghai  [author] Jul 7 @ 11:20pm 
Updated to 1.5.30 - 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).
Duke403 Jul 6 @ 10:48am 
Anyone know how to get them to re-equip weapons after using med-pods, or a mod for 1.5 that does this
Qloshae Jul 5 @ 2:10pm 
I see that you've already been informed of the animals not able to use medpods. Love the mod, hope it gets fixed.
sumghai  [author] Jun 25 @ 11:43pm 
@CMaia - No, it means people troubleshooting bugs should disable every single mod and DLC that is not relevant to the bug report.

Generally, mod conflicts and incompatibilities only occur between MedPod and 1~2 other mods, so it is extremely unlikely that having all 4 DLCs active simultaneously would reveal a bug in MedPod, and it is perfectly reasonable to ask that players disable everything else before troubleshooting.

The base game supports saving and loading of mod lists, which makes it very easy for players to restore their usual gameplay mod configuration after troubleshooting. And as per the troubleshooting guide, the binary search method is an excellent way to quickly narrow down conflicting mods from a list of 400+.
CMaia Jun 25 @ 11:20pm 
so if anyone that have all DLCs can't send you HugsLibs logs because that's 6 mods including this one and not counting the core of course, right? Counting DLCs is kinda unfair