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The mod is balanced in line with the original source material ( Elysium ) and my future plans for Lethe.
Please see the FAQ on GitHub for details to all your other enquiries.
- Wound, cuts and bleeding healing, with the tool you already build. Maybe some medical pawn to monitor the process, like a bed that is connected with a dresser. Multiple Machines are connected with one monitor.
- Surgeries to be done on maschine, nothing new to think of, new tool. Maybe na upgrade of the first tool, build above, like robot arm or arms.
- Limb regrowth, which should take at least 5 until 8 days, a total new tool.
Healing frail body parts:
UConn Health doctor charging the field of stem cell
https://www.youtube.com/watch?v=JALLSCoOAhU
Johnny Rico in Healing Chamber Medical Tank - Starship Troopers (1997)
https://youtu.be/PatFND_tEt8?t=103
Have a nice day!
I like the design of the machine and the general approach, to atomatisate the process of a medical pawn.
But in core, we have a biopod with pleasure, healing and age reversal. Healing cycle can already heal smaller limbs like fingers or a noses.
The only primary leap is the bigger limbs healing or repair, which is, if a healing cycle takes 4 until 5 five days, let me see your mod as implanced as fu..ck.
I would strip the ability to heal limbs, it's too much, I would like to have an medicin input, like antibiotics and other drugs to be at disposal at need for the machine, not to be dragged around all the time. For what drug production, I think its to easy without.
Additionally cancels this mod the ability to train a medical pawn, that can perform surgeries.
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.
This is so that I can keep track of confirmed bugs, and notify you when a dev build or bugfix is available for you to test.
I removed my mod one by one and I found out that the combination of MedPod, Integrated Implants and Athena Framework (gives some features for Integrated Implantes) will reproduce this issue. Missing one of Integrated Implants or Athena Framework and this mod work perfectly.
With only the minimum 5 mods: Harmony, Core, MedPod, Athena Framework & Integrated Implants and in this order, I spawn a quick dev test map, spawn lots of Geothermal power source then the normal med pod, choose a perfect healthy pawn and gives an archotech arm, therefore they will have missing finger, hand ..., give lots of cuts in foot so that it isn't treated in priority by Medpod, then when the pawn use Medpod, we can see in Health tab with hidden Hediff on, the missing limbs disappear one by one until the cuts in foot is completely healed.
Do you still need the bug report in Github?
I spun up a test savegame just now, gave a pawn an Archotech arm on their left shoulder, then applied various damage hediffs to the pawn (including simulating a big cut on their left shoulder). When the pawn was rescued to the MedPod, the MedPod only treated the injuries, while correctly ignoring the body parts removed by the Archotech arm.
Perhaps you have a mod compatibility issue?
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.
I want to ask if it is intended that the Medpod tried to regenerate the hidden missing parts after installing Archotech Leg/Arm? I.e after installing an archotech arm, we have lots of removed finger/humerus... and for unknown reason, this pawn use Medpod to regenerate these hidden missing parts, and as I use Nice Health Tab, the visual looks quite off.
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.
MedPods will not treat patients with specific hediffs or traits. Perhaps in your case, after you, umm, "injected" the gene, the Xenogermination Coma hediff wasn't applied properly to the patient yet?
Please balance it .
Nice animation by the way
Both caravans and orbital ship exotic goods traders have a 50% chance of having 1 Isolinear Processor for sale. I've tested this sucessfully with and without the Odyssey DLC.
Perhaps you have a third-party mod interfering with trader inventory?
Turn off God mode and you'll be golden.
As for traders no longer offering Isolinear Processors, that's odd. My patch only prevents them from selling whole MedPods, while they should still have a 50% chance of stocking 1 Iso Processor.
@Damocles04 - Per the mod description above, did you set the medical care level of your animals to Industrial or better?
I usually would buy them from black market or exotics traders but those are the traders with no silver or items. Even the traveling traders (Merchants Guild's from Medieval 2) would offer to trade the processors but they are also unable to trade.
Example, an unwavering raider pawn was medivac'd from an outpost using SRTS shuttle, was waiting for her turn in the MedPod Lux with 30 minutes left before bleeding out. Tossed her in and she got repaired but was released at 76 percent 'Severe' pain. She has red on her name but she is no longer injurer.
It is either designed that way, or a holdover from previous versions where pawns used to be sedated until full healed.
I can't say for sure when Lethe will be out - it's currently still in the very early stages of development, since I'm also working on the next content update for my mousefolk race mod.
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
It doesn't show any part or organ damaged, I guess it must be the mod buggy?
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.
The Drug Dependency will eventually kill the pawn if unmet, after they slip into the coma. You've answered the question thoroughly, and I'll get some Go-Juice Production.
I haven't really played much with xenotypes as I'm not a fan of that particular game mechanic, but I understand that a Hussar whose drug dependency isn't met will eventually fall into a coma, which might keep them stuck in a MedPod as the hediff keeps applying the coma.
Since MedPods aren't intended to supply drugs to fulfill addictions or chemical needs, you'll need to set the Hussar's medical care level temporarily to Herbal medicine or worse, kick them off the MedPod using the Abort gizmo, have a doctor administer Go-Juice to wake the Hussar up, and finally reset their medical care level back to Industrial medicine or better.
I'm still not sure what you mean by "keeping a Hussar alive with [a MedPod]". Could you please clarify what your specific problem/situation is?
Let me make a note of it on GitHub so I don't forget.