RimWorld

RimWorld

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Patches for MedPod
   
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Mod, 1.2, 1.3, 1.4
File Size
Posted
Updated
62.366 KB
Nov 28, 2020 @ 5:45am
Oct 30, 2022 @ 5:58am
5 Change Notes ( view )

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Patches for MedPod

Description
Personal Notes

First things first, these are my first two mods in form of simple patches for Replimat and MedPod. Please forgive any mistakes I might have made in crediting, file structure or whatever and let me know.

Why did I create this patch?
I totally enjoy the mods sumghai created. As I usually play a modded game, I observed that compared to my overall research tree I was able to gain both technologies and buildings too easily. Through unlocking those high tier buildings relatively early and abusing their mechanics I became unhappy with my gamestyle. So I thought about it and created some adjustments.

What is this patch about?
According to sumghai, the Medpod "stimulates and guides the patient's own healing, albeit at a vastly accelerated rate than is naturally possible". I want to uphold this fundamental idea and adjust some settings to my liking. For me the Medpod represents the pinnacle in medical achievments and therefore all other medical knowledge available should be obtained first. I want the game to reflect that and make my pawns feel proud of owning even one of those devices.

What will be changed?
Vanilla Core & Royalty gameplay:
  • Research project becomes Ultra-Tech and two additional prerequisites are added.
  • Energy consumption is increased. Implemented in Medpod.
  • Diagnose and healing time are increased by 40%.
  • Building costs increased. Implemented in Medpod.

Modded gameplay:
  • RBSE: more research prerequisites
  • Medical supplies (continued): more research prerequisites
  • Harvest Organs Post Mortem: more research prerequisites
  • War Crimes Expanded 2 Core: more research prerequisites
  • Replimat: add isolinear modules to building costs
  • Vanilla Furniture Expanded - Spacer Module: more research prerequisites
  • Vanilla Furniture Expanded - Power: more research prerequisites
  • Expanded Materials - Metals: adapt building costs to include new materials

Credits
Robin "sumghai" Chang, author of MedPod

License
I chose to (and believe I am also supposed to) license this mod under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[creativecommons.org]

Notes
Testing went fine so far. I had no issues.

I will look into into the suggestions in the discussion regarding even higher power consumption when using certain mods.
Popular Discussions View All (1)
10
Jul 23, 2021 @ 6:28am
Extreme power consumption - solution for no consumables?
dltslt
48 Comments
dltslt  [author] Mar 24 @ 3:18am 
i decided not to update the game version tag as long as i don't play the game. should something break down, i'm happy to fix it.
dltslt  [author] Mar 24 @ 3:12am 
as far as i understand this mod adds a bunch of new diseases. whether or not they are are detected and cured depends solely on *MedPod* it self. this patch only changes some configuration settings here and there.
Proxy ニャ Aug 20, 2024 @ 6:46am 
good luck then, and I hope to see your update soon!
dltslt  [author] Aug 20, 2024 @ 3:36am 
thanks a lot for the testing! let's see if I do a tag only update soon or rather look into mods like materials again; there might be some worthwile changes in those
Proxy ニャ Aug 19, 2024 @ 2:18am 
So, from the little testing I have done it seems that the mod works as is. All it needs is a tag update. Once again thank you for this great mod.
dltslt  [author] Aug 13, 2024 @ 12:25pm 
you'll probably be faster than me :) but i'm happy to update what's needed.
Proxy ニャ Aug 12, 2024 @ 1:33pm 
I will have to test it later, and I will tell you later if you don't check before me (I'm just coming back to playing Rimworld)
dltslt  [author] Aug 12, 2024 @ 10:47am 
i haven't played rimworld in a long time. is it only about a version update or are some things actually broken by now?
Proxy ニャ Aug 11, 2024 @ 4:17pm 
Can't believe I am the only guy asking if you have any thoughts on updating the mod