RimWorld

RimWorld

MedPod
1,950 Comments
sumghai  [author] 13 hours ago 
@Rryu - Please follow the troubleshooting guide [gist.github.com], then submit a bug report in English only to Github [github.com]. Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.

@Hotshot53 - No, the MedPod is not designed to reverse the age of patients, so should you wish to fulfill the age-reversal precept, you will also need to build a Biosculpter.
Hotshot53 16 hours ago 
Does the Medpod include the ability to do age-reversal like the Biosculpter or should I expect to need both in a colony if I want that function? (I make a little late game project of finding valuable 70 year olds and reverting them all the way to their 20s, just for fun)
Rryu Jul 25 @ 2:52am 
I've build the Medpod, but when I order pawns inside they just freeze and stand still. Also, it seems other pawns suddenly don't remember how to use beds and they just lay akwardly on top of them in different positions, instead of under the covers.
sumghai  [author] Jul 23 @ 8:53pm 
@Nanao-kun - Which mod is the gene from?
Nanao-kun Jul 23 @ 6:39pm 
Is there any way to get trauma savant ignored? I have a colonist that has it as a modded gene and they're stuck going back to the medpod over and over again after it reapplies.
sumghai  [author] Jul 22 @ 12:19am 
@Farbott - Most drug related hediffs are classified as the "non-critical but treatable"; in other words, pawns that only have the drug hediffs won't immediately need MedPods, but when they use the MedPods for more critical injuries, only then do the drug hediffs get removed as well.

And yeah, I believe there are some mods with hidden but critical hediffs that make pawns use MedPods immediately.
Farbott Jul 21 @ 9:41pm 
no nvm im stupid its my nuclear reactor bleeding toxic fallout near the deep scanner and they're curing the invisible condition
Farbott Jul 21 @ 7:58pm 
Wait, I read that its supposed to ignore pawns drug effects, but each time someone drinks a beer they run over ASAP to get rid of it and the status, I don't have anything that should be making them prioritize treatment, is that outdated info?
sumghai  [author] Jul 20 @ 11:07pm 
@YapperToad - That's definitely intentional; the in-universe reason is that the (as-yet unnamed) healing energy beams coming out from the MedPod's gantry can't penetrate warcasket armor.
YapperToad Jul 20 @ 9:27pm 
VE Warcaskets cant use medpod lux, is that intentional? or do i need to chuck them in the large vetpod or something lol
Farbott Jul 20 @ 4:55pm 
oh neat, nice
sumghai  [author] Jul 20 @ 12:47pm 
@Farbott - I think it just uses the existing vanilla "pawn left the map healthy" goodwill game mechanic.
Farbott Jul 20 @ 10:35am 
So, wait, does the medpod when used by guests give you faction reputation once they leave or something? or is it just a nice gesture
sumghai  [author] Jul 20 @ 1:54am 
@Director Wane - I'm not planning on making VetPod Lux(es), especially as their power requirements would be even higher than the current range of VetPods.
Director Wane Jul 20 @ 1:52am 
Not Sure if This Has Already Been Suggested or Not. But Could You Add Lux Versions of The VetPods?.
sumghai  [author] Jul 20 @ 1:40am 
@Farbott - As per the FAQ, I have no plans to add mod settings for players to pick and choose which hediffs they want to treat, including Luciferium:

https://github.com/sumghai/MedPod/wiki/FAQ

However, there might be a couple of third-party patch mods floating around on the Workshop that tells the MedPod to ignore Luciferium.
法克儿, Jul 20 @ 1:32am 
Thanks, that was the issue. It was resolved after I increased the medical care level.
Farbott Jul 20 @ 1:21am 
from what i saw, this is able to treat luciferium, can we get a setting to make it unable to for those of us who want to roll with luci's punches from earlier game choices?
sumghai  [author] Jul 20 @ 1:19am 
@法克儿,- Did you set the medical care level of the colonist or animal to Industrial medicine or better?

@OceanOfGaming - I am not familiar with the quest system, and have never seen such a quest before.

When you say the patient "didnt [sic] want to leave", do you mean that the patient remains lying in the MedPod and cannot wake up? Or do you mean that they get healed, but they don't leave the colony afterwards?
OceanOfGaming Jul 20 @ 12:59am 
i had a qeust. a drop pod failure and the person inside didnt want to leave where you can accept them or deny them
法克儿, Jul 20 @ 12:53am 
Hello, the smart medical bed cannot be used. Whether it is an animal or a colonist, when trying to use the medical bed, it will display "Missing unreserved, unable to reach the smart medical bed."
sumghai  [author] Jul 19 @ 6:30pm 
@OceanOfGaming - What exactly do you mean by "someone that didnt want to leave that i didnt have accepted yet"?
OceanOfGaming Jul 19 @ 3:42am 
it was a drop pod accident with someone that didnt want to leave that i didnt have accepted yet but allow guests was on, temperature was 19C, medpod was powered but it still didnt work
sumghai  [author] Jul 19 @ 2:56am 
@OceanOfGaming - Are you trying to rescue a colonist, or non-colonist?

If it's a non-colonist, make sure that the Allow Guests option is enabled on the MedPod.
OceanOfGaming Jul 19 @ 1:41am 
resque to medpod doesnt work. regardless of where it is placed it tells me there is no medpod available
sumghai  [author] Jul 16 @ 12:50am 
Updated to 1.6.2 - 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 in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
sumghai  [author] Jul 15 @ 11:10am 
@Easterchicken - Good catch, thanks! I'll take a look tonight.
Easterchicken Jul 15 @ 5:47am 
With all DLC enabled there is a field overlap in the Reasearch Tab.
Maybe you will find a batter one.
I modded the file to

<researchViewX>19.00</researchViewX>
<researchViewY>0.50</researchViewY>
Richie Jul 11 @ 8:07pm 
I'm just saying i liked the joke of the lux having gel infused memory foam
sumghai  [author] Jul 11 @ 8:03pm 
@Richie - What do you mean?
Richie Jul 11 @ 6:00pm 
ah hell nah not the gel infusion 🤣
sumghai  [author] Jul 4 @ 10:53pm 
Updated to 1.6.1 - 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 in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Tookatee Jun 29 @ 10:26am 
If you want to use a medpod to earn silver, just go the obvious route and use it to facilitate consistent and quick access to organ harvesting, one of the most profitable enterprises you can engage in. That alone can recoup the cost quite quickly and easily. Not to mention the amazing medical benefits something like a medpod provides can save you a fair bit of silver over time (saving money not using medicine to treat injuries, not needing bionics to replace lost organs/limbs, rapid healing of infections/sickness/anesthetic so colonists don't stay in bed as long, scar healing, etc.).
Tookatee Jun 29 @ 10:26am 
To be honest it sounds like you're trying to use the medpod well before you have the needed power capacity. So it's working as intended, you just need to improve your power infrastructure. Don't expect to be able to run this on a few windmills and one or two batteries, it's meant to be an endgame device.

Also nothing stopping you from just...turning it off when its not needed. Or toggling off the option that lets visitors use it...

While I do agree that you should be able to charge visitors to use your medpod, that seems like something for the Hospitality mod to address rather than this mod and a lack of it doesn't make the medpod a money sink.

In fact, selling full medpods to traders might probably be one of the most tedious, slow, and unprofitable ways you could use this mod lol. (Getting regular access to the needed components would be an accomplishment by itself.)
LZIM Jun 29 @ 5:51am 
lastly.. visitors will burn down all your stored kilowatt hours for free often causing coolers to fail and stored food to rot etc. I still dont understand not being able to charge visitors with their every individual medical fixed by the medpod, it literally should be the primary thing for earning money back versus just building them and selling them. in addition to the thing still not having any comsumables like glittertech medicine, hemogen etc.
LZIM Jun 29 @ 5:51am 
new update.. yay

muscle memory factor for clicking on the 1st popup menu item on merchants is now rescue to medpod. why? it will never be first priority thing we need then interacting with merchants specifically

muscle memory interaction with animal pawns.. is rescue to medpod.. needs Vetpod so automatically that interaction is invalid in all context.. save if you eventually build a vetpod.

mod may need a specialized battery since it is stils unusable until the colony has several power generators
sumghai  [author] Jun 12 @ 4:50pm 
Updated to 1.6.0 - 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 in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.

Note that all future updates will be exclusively for RimWorld 1.6 onwards. The 1.5 and 1.4 versions are only included to help players migrate their saves.
sumghai  [author] May 30 @ 4:55pm 
@Alerios - Making a special exception for the Uhlans from Vanilla Races Expanded - Hussar to not remove their genetic luciferium dependency would be pretty complicated to code for. I may consider it in the future.

As for the Trauma Savant hediff always been removed, that is intentional.
Alerios May 30 @ 12:46pm 
Hey, will we ever see a patch preventing the Uhlan from Vanilla Expanded to remove automatically their luciferium dependency hediff? Btw, how can I prevent a Trauma Savant pawn to remove this hediff, I find it very useful.
Vartarhoz May 27 @ 5:13am 
Oki Doki
sumghai  [author] May 27 @ 2:48am 
@Vartarhoz - My intent is that MedPods and Replimats are far more advanced, and require highly skilled and trained engineers to properly fabricate and calibrate. Your pawns will simply have to get better at crafting such late-game facilities.

Colonists that have been anaesthetized but have no pending surgeries are still unconscious, so they'll automatically get carried to MedPods to remove the anaesthesia. This seems to be working as intended.
Vartarhoz May 26 @ 11:11pm 
Yea but just because I invented something that doesn't mean I can't let others craft it. Do you think all people who work on rocketships are engineers :D Anyhow, I still like the mod but there is one thing I find weird and don't like. Do you think it's a possible to way to make colonists ignore Anaesthetic? They straight jump to medpod to get rid of it.
sumghai  [author] May 26 @ 11:08pm 
@Vartarhoz - According to the RimWorld wiki [rimworldwiki.com], level 10 is considered "Skilled Professional" and 12 is "Expert". Since MedPods are intended to be far more advanced than base game ship parts, I believe it is appropriate that MedPods require level 12 construction skill.
Vartarhoz May 26 @ 7:44pm 
Construction skill. It required 12 to build one. My Constructoid couldn't build. I found it absurd since max in vanilla game even ship parts require 8 at most.
sumghai  [author] May 26 @ 5:19pm 
@Vartarhoz - What do you mean by "const 12" and "10"?
Vartarhoz May 26 @ 3:37pm 
I really don't like it requires const 12 so I edited to 10.
avali gaming May 7 @ 6:20pm 
is there a chance for mod options to be added in the future, possibly so i can disable certain things being cureable? i love the way the mod works right now, and fully embrace its imbalances, but there are certain things it heals that i'd rather it didn't for varied reasons, and it'd be nice to be able to disable their being healed on a case-by-case basis.
sumghai  [author] May 7 @ 10:50am 
@PIOᑎᕮᕮᖇ - haha organ printer goes brrr

All jest aside, the mod as it is right now is perfectly designed with respect to the source material Elysium and how I intended for it to be used in RimWorld.

It is up to each player to decide whether the mod fits their personal playstyle and difficulty.
PIOᑎᕮᕮᖇ May 7 @ 8:40am 
This device should not cure characters who have lost their organs or limbs, because in this way, I can remove all non lethal organs and limbs of the characters, regenerate them through healing, and then continue to remove them, and so on, accumulating a large number of organs and limbs for the base to sell. Although this instrument is a necessary tool for facing large-scale invasions in the middle and later stages, the materials and instruments of this mod occasionally appear in merchant or mission rewards. Players who accidentally receive it may initially think it is a gift, but this directly causes the game to lose balance. Players will accumulate huge wealth in the way I mentioned above, skipping battles, survival, trade, exploration, missions Waiting for many core gameplay elements, allowing the game to consume a short amount of time to complete the ending.
It should have been a device for quickly curing diseases or wounds, rather than a cheating tool that kills game time.