RimWorld

RimWorld

Not enough ratings
Coma Drug
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
223.988 KB
Mar 11 @ 10:55pm
Jul 9 @ 8:03pm
2 Change Notes ( view )

Subscribe to download
Coma Drug

Description
A Glitter Worlds[www.glitterworlds.dev] Project by the Better Rimworlds org[github.com].

Overview
This mod adds the capability to induce medical comas in pawns through a specialized drug.

Medical comas can be used to keep injured pawns in a stable state, prevent them from experiencing pain, and potentially increase healing efficiency.

Features
- Medical Coma Drug: Administer to pawns to induce a controlled medical coma.
- Reduced Consciousness: Pawns in a coma have their consciousness reduced to 10%.
- Reduced Food Needs: Reduces the need to eat by 85% to simulate real-world situations.
- Stalled Luciferium Need: Keeps the pawn's Luciferium Need set to a minimum of 0.01% for the duration.
- Complete Immobilization: Affected pawns cannot move or manipulate objects (0% capacity).
- Medical Benefits: Ideal for critically injured pawns or during complex surgeries.
- Reduced Luciferium Need: The pawn's Luciferium need reduces 75% slower than normal.
- Provides Baseline Luciferium: Luciferium addicts will never fall below 5% of the need.
- Rapid Recovery: Pawns will recover 2x faster from diseases.
- Controlled Wakeup: When administered Wake-Up, the pawn will immediately awaken.
- Greater Survival Odds: By massively reducing the pawn's dietary and Luciferium needs, it greatly increases their survival odds, especially during times of famine and extreme injury and disease.

Use Cases

  • Running Low on Luciferium?
    Nearby towns out of stock? Three Coma Drugs provide 16.65 days of effect. This is usually long enough for towns to restock.
    Pawns in a medically-induced coma experience a drastic slowdown in Luciferium need depletion – only 25% of the normal rate. This means 26 days of coverage compared to 6.66 days at full need. They also won't drop below 5% need while in this state.

  • Severely Injured Pawn?
    Coma Drugs immobilize pawns, allowing their bodies to heal without further stress or injury.

  • Deathly Ill?
    A medically-induced coma provides a significant 200% increase in immunity gain speed, dramatically improving chances of survival against severe illnesses.

  • Food Shortage?
    Similar to real-life, pawns in a coma require significantly less food. Just one meal is enough to sustain a pawn for the entire 5.55-day treatment duration. You can put your entire colony into a coma to weather a long winter or any extreme food crisis.

  • Prisoner/Slave Management
    Need to quell a rebellion? Trying to transport prisoners to another planet via the Stargate (mod)[github.com] but they won't cooperate? The Coma Drug is your solution!

  • Difficult Detox or Mental Break?
    Is a colonist throwing a major tantrum from psychite withdrawal, or grieving over the loss of a loved one? The Coma Drug offers a humane alternative to drastic measures like double amputations or imprisonment. Let time heal all wounds while they peacefully slumber.

Usage
1. Research: Complete the "Medical Comas" research project (requires Medicine Production).
2. Production: Craft the coma-inducing drug at a drug lab (requires medicine, devilstrand, and 1 luciferium).
3. Administration: Select the pawn, go to the Health tab, and select "Administer coma drug".
4. Duration: The coma will last approximately 5.55 in-game days, depending on the pawn's metabolism.

Balances
- Provide medical benefits for injured pawns.
- Not cause addiction or tolerance.
- Have a controlled duration.
- Colonists need to have a Crafting skill of level 8 and an Intellectual skill of level 10.
- Reduces the hunger need by 85% to match real-world conditions.

Compatibility
- Compatible with RimWorld 1.2+.
- Should work alongside most other mods.
- Not dependent on any other mods.
- May have interactions with mods that significantly alter consciousness or health systems.

Future Plans
- Add effects of medical comas when the patient is in a hospital bed with a Vitals Monitor.

v2.0.0
- Added a mechanism on waking up the pawn with the Wake-Up drug.
- Increased the drug's immunity gain speed by 200%.
- Added a mechanism for reducing any Need at a constant slower or faster rate.
- Added a mechanism for keeping any Need at a constant minimum state and froze Luciferium need.
- Added support for Rimworld v1.6.
- Added support for Rimworld v1.3-v1.5.
- Majorly improved ./build.sh to handle XML changes as well.
2 Comments
.:CHG:. Hope  [author] Mar 15 @ 6:15am 
The construction cost is way too much for a starting civ, but you can find them via most traders. I don't even get the Drug Lab until mid-game, so I think it's relatively balanced.
HIM Mar 12 @ 5:48am 
>"prevent them from experiencing pain"
yes, please