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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.)
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
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.
As for the Trauma Savant hediff always been removed, that is intentional.
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.
https://github.com/sumghai/MedPod/wiki/FAQ#q-why-doesnt-the-medpod-allow-players-to-pick-and-choose-which-hediffs-are-allowedprohibited-from-treatment
https://github.com/sumghai/MedPod/wiki/FAQ#q-could-you-add-mod-options
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.
It should have been a device for quickly curing diseases or wounds, rather than a cheating tool that kills game time.
Anyway, as per the FAQ, check that your animals' medical care level has been set to Industrial Medicine or above.
You can see how much electricity is required for different stages by viewing the info card for the MedPod.
Are you running any mods that may be altering bed size / behavior?
In any case, 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.
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.
All good now.
And if it's the case, is there a way for prisoners to use it automatically? Like colonists and friendlies do if the medpod is available and they actually can
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.
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
MEDPOD LUX is used.
Another concern I've seen is that when the lead trader for a caravan tries to use the medpod as a guest, they will lose their lead trader status, thus preventing trade with them and the caravan as a whole.
Although I'm not sure if this is a bug with Hospitality or the guest treatment function of the Medpod, I just know I've only ever seen this happen in that specific situation with the Medpod.
Would anyone know of a way to possibly manually give another one of the caravan pawns the lead trader status?
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.