RimWorld

RimWorld

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Hospital
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Mod, 1.4, 1.5
File Size
Posted
Updated
503.146 KB
Jun 20, 2023 @ 11:26am
Mar 22 @ 7:20am
42 Change Notes ( view )

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Hospital

Description
Description:
This mod adds a new event type "Patient arrived". It allows you to run a hospital and get goodwill and silver in return.
The patient will arrive in a drop pod. (on an optional Patient Land Spot, to be found under Misc menu) Your colonists will automatically tend to their wounds, cure their disease or perform a surgery.

The type of surgery you can be asked for depends on the materials you have - if you have a bionic arm in stock, you can get a patient that wants it installed. In case you do not want to perform the surgery you can dismiss the patient without penalty in the patient overview screen.

Goodwill gain:
If you take good care of a patient, you gain goodwill with it's faction. The goodwill is calculated by the hospital rating, which is in return depending on the mood of the patient. If you mess up surgery, you can get a bad reputation really quickly.

Billing:
You get compensated for time and material spend on a patient. Meals are compensated by 110% of their marketvalue, medicine is compensated by 120% of their marketvalue. Prostetics and other bodyparts are fully compensated together with a surgery fee based on the medical skill needed for the operation.

First time set up:
After installing the mod, check the map settings on the new patients screen. It allows you to set a timetable on the hours you want to receive patients (green squares). It also allows you to open/close your hospital. If you start a hospital it is recommended to have plenty of beds and open it only one hour a day and disable surgery. You can configure the kind of medicine they will get (herbal,glitter...) and the kind of meals(lavish, simple,...).

Setting up the beds:
There are two new toggles available on a medical bed:
Hospital Bed: enable this for patients to allow to use this bed. Patients will never use this bed if it is disabled. Colonists are allowed to use this bed even if it is enabled.
Surgery Bed: enable this for surgery patients to come to this bed first, before other beds. Non-surgery patients will avoid this bed, unless all other hospital beds are taken. This toggle only applies to hospital beds.

Mass casualty events:
In the global settings of the mod you can enable a feature if you want some more challenge called "Mass Casualty Events". This event triggers every now and then and will spawn a large number of patients. The events are a pandemic with all patients that suffer from plague, a big raid that spawns patients with mostly gunshot wounds, a large plane crash and a large building fire (burn wounds).

FAQ
Q: Safe to add and remove during a game?
A: Yes, but recomended to remove only when you don't have patients to minimize weird side-effects.
Q: I find the letter popping up annoying, can I change it to a message?
A: Yes, in the mod settings.
Q: I want MOAR SILVER!
A: There is a silver multiplier setting in the mod settings.
Q: Can I harvest blood and organs through this mod?
A: Sure, but it might have consequences.

Compatibility notes
I tested and fixed some compatibility issues with following mods (not 100% guarantee it is bug free):
- Hospitality (allied visitors don't take patients out of their bed)
- Multiplayer (fixed a few desyncs)
- Diseases Overhauled
- Expanded Prosthetics and Organ Engineering
- MedPod (patients prefer medpods over other beds)
- Combat Extended: there are some reports of strange effects, for example patients will try to "stabilize" themselves before proceeding to a hospital bed. But there are other random weird things happening that I do not have time for to investigate all. So not compatible at the moment.
- VRE - Androids : known issues with androids

[ko-fi.com]
[discord.gg]
[github.com]

Credits
Spanish translation: maxitoMC21
Popular Discussions View All (21)
13
Feb 25 @ 1:24pm
MedPod Compatibility
Cpjet64
3
Aug 4, 2024 @ 1:36am
Hospital is bugging out the Caravan system
Thog
5
Mar 25 @ 1:32pm
Random people come and sleep in hospitalbeds?!
Mooneye
759 Comments
wobbed dot com Apr 15 @ 7:44pm 
OK, love this mod, this (plus Factional War) have been the been the centerpiece of half a dozen playthroughs so far because I love playing nonviolent trauma centers. So there is the ongoing conflict with CE where bleeding patients try to stabilize themselves and keep interrupting treatment. I'm wondering if you'd be amenable to implementing an option that could spawn these patients (or all patients) with something like a 6h anaesthetic hediff that would allow colonists the chance to rescue them and patch them up without having to deal with stabilizing shenanigans. I have psychic coma on the dev pallette to subdue troublesome patients which works great but of course it's just a hack. And without it I have to wait for them to pass out from blood loss before I can treat them which is not the greatest solution. To be clear, this is Not Your Problem! CE is CE. But that said, spawning bleeding patients as unconscious could be a simple workaround, if you were up the the task.
Trudgn Apr 13 @ 5:44pm 
Hey Adamas,

Here were my logs after loading into my game, not sure if I needed to wait a bit so a hospital event had a chance to trigger?

https://gist.github.com/HugsLibRecordKeeper/ffe8ba8b2746d0a1cc0bd37701d8c1e0

Wondering if it's related to this relationship warning?

Could not resolve reference to object with loadID RelationshipRecord_2045617 of type RimWorld.RelationshipRecord. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=RimWorld.VirtualPawnRelation curPathRelToParent=
Xeonzs Apr 13 @ 9:05am 
Recently you added a "allow patient during danger" option to the settings page (not mod settings), this however has an opposite effect for me, I have it unchecked still and am on a new playthrough, but the patients are still landing (and leaving) even though there's an active mech cluster on the map (the hospital tab also doesn't recognize the danger present).
I know the cluster is still considered active by the game, because my pawns haven't received the "defeated mech cluster" moodlet yet.
I didn't have this issue before.
HighFlyer96 Apr 13 @ 1:16am 
Oh that sounds great. I haven't assumed it would work. I thought it would scan for the inventory in general, not just for allowed items. This will definitely suffice, thanks!
Adamas  [author] Apr 13 @ 1:06am 
90% if the issues posted here will be a mod conflict. It is the same on other mods that are not just altering XML and art. Having this many and such deep Harmony mods in Rimworld is amazing, but it's a curse at the same time.

About surgeries: as a workaround can you put that last heart on disallowed? Once you need it for your colonoy, put it on allowed again and disable surgery in the hospital.

But I also have this idea of filter window on the hospital settings, similar to the filter window you have on production tables to allow/disallow certain categories or items to be used. I just need to time to put it into code.
HighFlyer96 Apr 13 @ 12:32am 
Can't say the same. Only done one surgery, but it appeared correcly and he paid for it accordingly. Do you have other mods that refine the medical gameplay or interactions with guests?

I just wish I could select the technology level I allow surgeries with (Neolithic for peg legs and wood hands, prosthetic, natural, bionic and archotech.)

Alternatively, having a checklist which type of organs or body parts I allow giving away, as not to give away my last heart I saved for artery blockages etc.

But so far I've been more than happy with it.
LZIM Apr 12 @ 8:55pm 
still noticing that with surgeries enabled hospital pawns appear, use up an expensive item like a bionic leg, become guests then laeve without paying for anything. Pawns spawning for surgeries do not appear on the hostipal tab and so theres no way to tell what they want until you choose to operate on them.
Adamas  [author] Apr 12 @ 10:43am 
@Trudgn can you find out if there any error logs showing up? (in dev mode there is a button to show these)
Trudgn Apr 12 @ 9:28am 
Started a new playthrough just to use this mod and am loving it. One issue just popped up for me. I 'captured' a patient when desperate for a pawn with crafting skills. They were a member of my colony for about a year but never did any assigned tasks, just wandered around. Not ideal, but had good melee skill to help with defense.

Said pawn died in the last raid, and since then, not a single patient has shown up at the hospital, and mass casualty events have stopped. Of course, I'm on permadeath, so I hope I didn't just botch this save.
HighFlyer96 Apr 11 @ 10:22am 
@一个龟龟 Do you have "Allow patients during danger" on?