RimWorld

RimWorld

Field Medic [1.0-1.6]
467 Comments
flyfire2002  [author] 19 hours ago 
(And again, on 1.5 and with just the bare bone I cannot reproduce the issue)
flyfire2002  [author] 19 hours ago 
Which version of the game do you have? From 1.3 onward the both the base texture and the mask used are 64x64. There are 128x128 textures that remains in the folder but they are not really used since that version.
тетеря, блин 19 hours ago 
thanks for checking. another one possibly related, yellow:

Texture MedicBag has dimensions of 128 x 128, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas

https://gist.github.com/HugsLibRecordKeeper/0747fc163596313b5777332bbe9f47f9
flyfire2002  [author] Jul 30 @ 11:53pm 
Confirmed that VIE-R&A caused the issue.
flyfire2002  [author] Jul 30 @ 11:52pm 
Yup, could not reproduce with just Harmony, Ideology, and Field Medic. I think it is Vanilla Ideology Expanded - Relics and Artifacts that causes the issue. That mod adds tag making apparels relic-able, according to the mod description.
тетеря, блин Jul 30 @ 5:14pm 
maybe, just maybe there is a mod that adds more relics options – I honestly don't remember. But if it's critical and it's fixable, it would be great.
flyfire2002  [author] Jul 30 @ 5:12pm 
OK I'll take a look.
тетеря, блин Jul 30 @ 5:00pm 
the red one.
flyfire2002  [author] Jul 30 @ 4:36pm 
Weird. This item do not have relicChance value. I don't think it is supposed to be relic-eligible. Is this log yellow text or red text?
тетеря, блин Jul 30 @ 4:14pm 
main menu:

Config error in IdeoRelic: ThingDef Apparel_flyfire2002_MedicBag is on available things list of IdeoRelic precept, but missing CompStyleable thing comp!

https://gist.github.com/HugsLibRecordKeeper/eb81b2d2febc6177b8e3bd161ea71679
天真浪漫 Jul 14 @ 7:13am 
伟大
flyfire2002  [author] Jul 13 @ 1:38pm 
Maybe I can add an mod option for that. No guaarantees though and in any case requiring the medic bag will be the default
flyfire2002  [author] Jul 2 @ 12:47am 
Updated, both done.
flyfire2002  [author] Jun 30 @ 5:46pm 
Update Plan:
* I'll look to update this mod to 1.6 this week, though I might need to do a minor bump again when 1.6 comes out officially.
* I want to rewrite the code a little bit to use the vari-tick mechanism of 1.6. That should come in about before end of July if I drag my foot.
超赛神 Apr 16, 2024 @ 7:32am 
支持
flyfire2002  [author] Apr 14, 2024 @ 7:23pm 
Much respect to you, MarkH! I did the latest patch with Monodevelop and it worked quite fine, so I think I am tooled up again :)
MarkH Apr 14, 2024 @ 3:08pm 
Except for this one... I do appreciate the work you've put into the mod, flyfire2002. :)
And if you do want any help, I have zero RimWorld modding experience, but a couple decades of C# experience.
MarkH Apr 14, 2024 @ 3:06pm 
*VS Code, I mean.... last comment, I swear!
MarkH Apr 14, 2024 @ 2:22pm 
On a side note, VS Core is nice for many different languages, too. Pretty much what I exclusively use when I forced to deal with javascript.
MarkH Apr 14, 2024 @ 2:19pm 
Visual Studio Code (as opposed to the full VS) is actually quite nice, too. It has a native Linux version as well.
I know a lot of people swear by Rider, though I haven't tried it.
flyfire2002  [author] Apr 13, 2024 @ 9:39am 
OK, monodevelop works reasonably well, and it has an usable assembly browser, so it is probably good enough for modding Rimworld (folks mostly said it is bad otherwise). Thanks for the suggestion, Noxilie!
Noxilie Apr 13, 2024 @ 3:12am 
>I ditched Windows a long while ago and therefore I can no longer do C#
>I will need another IDE past that time
monodevelop .com ?

Anyway, thanks for still maintaining this, you are the best :)
flyfire2002  [author] Apr 13, 2024 @ 12:42am 
OK Rider can tide me over for like 30d free, and I just updated this to 1.5. I will need another IDE past that time, or see if I can juice up my other (windows) device to make that work with VS again.
flyfire2002  [author] Apr 12, 2024 @ 9:38pm 
OK, maybe I should look up Rider. Let me give it a try over the weekend.
flyfire2002  [author] Apr 12, 2024 @ 9:36pm 
To clarify: Tell that to Microsoft so they can get their Visual Studio shit together *and make it run on Linux* :) I don't have a window anymore on which I can do dev.
flyfire2002  [author] Apr 12, 2024 @ 9:35pm 
Tell that to Microsoft so they can get their Visual Studio shit together :)
MarkH Apr 12, 2024 @ 7:27pm 
@flyfire2002 Every version of .Net Core since 3.1 (we're on .Net 8 now) has been cross-platform. In fact, I have several .Net programs running on a Raspberry Pi. RimWorld is in fact written in Mono, which is a cross-platform version of the .Net Framework (which is pre-Core). There is a Linux-native version of the game, after all.
flyfire2002  [author] Mar 11, 2024 @ 7:39pm 
I ditched Windows a long while ago and therefore I can no longer do C# development (thanks Microsoft?). In anticipation of the new DLC/(possibly a) new base version (1.5), I will need someone to take over the mod. Please comment here :) Thanks!
flyfire2002  [author] Feb 11, 2024 @ 9:24pm 
Hi Cosmo, it should be possible, but I don't have plan to add new features for the year. Sorry
Cosmo Corban Feb 11, 2024 @ 1:05pm 
Would it be possible to make it so you only need meds in the inventory instead of an apparel, like how CE works.
Anarchyの海豚 Oct 14, 2023 @ 11:12am 
谢谢大佬
Anarchyの海豚 Oct 14, 2023 @ 11:11am 
我是用qol和人物编辑器改的哈哈哈
flyfire2002  [author] Oct 13, 2023 @ 9:59pm 
https://rimworldwiki.com/wiki/Apparel#Layers_and_coverage :不能同时装备两件同样的layer,又有(部分或全部)重复的bodypart的衣物/工具。

这个急救包的layer是belt, bodypart是torso和shoulders ( https://github.com/flyfire2002/RimworldFieldMedic/blob/1.3.0.1/Defs/ThingDefs/Apparel_MedicBag.xml )。外骨骼我刚查了是belt+torso,rimmunation的背包应该是belt+shoulders ... 你可以考虑一下在你自己的copy里把急救包的bodypart改成waist ...
Anarchyの海豚 Oct 13, 2023 @ 9:16pm 
我试过改bodypart,还是不行
flyfire2002  [author] Oct 13, 2023 @ 4:36pm 
大概他们的layer还有bodypart 重了...
Anarchyの海豚 Oct 13, 2023 @ 10:36am 
这个急救包不能和vanilla weapon expanded - Heavy weapon的外骨骼和Rimmu nation - clothing的背包同时装备哎
flyfire2002  [author] Jun 28, 2023 @ 5:07pm 
Yes. This mod is sort of a standalone version of the similar functionality from CE.
Church.exe Jun 28, 2023 @ 3:54am 
is there a similar mod/functionality in CE? (just coming back to rimworld after a few years away and trying to rebuild a new pack with very little memory of the game)
flyfire2002  [author] Jun 28, 2023 @ 12:30am 
That's correct. This mod conflicts with CE
Church.exe Jun 27, 2023 @ 1:31pm 
based on this
"[01/22/2019] Combat Extended 1.0 has been released. Since Field Medic's code was ported from CE's stablization code, please unload Field Medic if you wish to use Combat Extended. Have fun with CE ;) (I'm going to)"
I'm assuming the mod is incompatible with CE, is that correct or am I misunderstanding it?
flyfire2002  [author] Dec 30, 2022 @ 5:37am 
No it is an RMB menu action
Stellar Harbour Dec 11, 2022 @ 10:22am 
Does pawns tend downed pawns by themselves with mod?
Spürgelwürg Nov 21, 2022 @ 11:28am 
Love the concept of this mod quiet a lot, but I was also not entirely satisfied with the balancing. It's just too underpowered. So I made some changes and made it so that one dose of stabilization stems the bleeding completely, and the medical skill and tend quality affects how long the stabilization lasts instead. A 0 medical pawn stems the bleeding for 5 seconds, and a pawn with 20 for 60.
flyfire2002  [author] Jun 12, 2022 @ 5:26pm 
It is directly tied to the doctor's skill, unfortunately.
See https://github.com/flyfire2002/RimworldFieldMedic/blob/master/Source/FieldMedic%201.3/Comps/HediffComp_Stabilize.cs , `public class HediffComp_Stabilize`. Here the bleeding is first reduced, then gradually increased back to baseline. Assuming the doctor has 100% tending quality (level 8; I'm not quite sure if being outdoors/room dirtyness affects the value I fetch from the system), the bleed speed will be 20% of the baseline. Every second the ratio will be increased by 0.75 percentage points (i.e. next second the bleed speed is 20.75%, next one 21.5%).
Honey Badger Jun 12, 2022 @ 9:01am 
Is there any way to increase how effective medic bags are or how long the stabilisation lasts? I've never really seen them work as well as I'd hoped, like I'll give credit it's insanely fast for the stabilisation, but otherwise tending to the victims after doesn't buy me any more time than I had before, it may buy me at most 5 seconds, which sure can make a difference... if you have a level 15 - 20 doctor, but otherwise they're still a goner.

I would've expected it to at least stop the bleeding temporarily or perhaps reduce the bleeding, cause otherwise to me it just looks as if we're not stabilising them, but just giving them a blood transfusion there and then, while the wound is still open... Unless I'm doing something drastically wrong.
F1tgal911 May 10, 2022 @ 12:42pm 
Ok take care and ty!
flyfire2002  [author] May 10, 2022 @ 5:42am 
It could be that there is a bug in this mod. Unfortunately I'm moving and will not be able to work on this for at least two months. I'll add it to the issue tracker.
F1tgal911 May 10, 2022 @ 5:05am 
Not using CE here...
flyfire2002  [author] May 10, 2022 @ 2:56am 
I know Combat Extended does stablization. In fact you shouldn't use this mod if you are already using CE.
F1tgal911 May 8, 2022 @ 12:01pm 
I can stabilize a pawn without a medic bag...is there another stabilization mod out there??