RimWorld

RimWorld

MedPod
1,919 Comments
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.
Thank you for support, sumghai, I will use it later
sumghai  [author] May 6 @ 1:23pm 
@♛❉Regular_Aesthetics❉♛ - Maybe Github has been blocked in Russia again.

Anyway, as per the FAQ, check that your animals' medical care level has been set to Industrial Medicine or above.
sumghai, nothing changes, really, all buttons work but not this one
sumghai  [author] May 6 @ 9:58am 
@♛❉Regular_Aesthetics❉♛ - That link I gave you should redirect you to here https://github.com/sumghai/MedPod/wiki/FAQ/#q-why-arent-my-pawns-using-medpods
Sumghai, i remain on the same page, so button is not working properly
sumghai  [author] May 5 @ 11:44am 
@♛❉Regular_Aesthetics❉♛ - What do you mean by "nowhere"? Are you getting a blank page? Did you try scrolling up further on the same page?
sumghai, i`m sorry but when i press on "Why aren't my pets/animals using VetPods?" it leads to nowhere
sumghai  [author] May 4 @ 10:47pm 
How to make animals use it? Rarely they use it, but the most of time - not, even if they critically injured
sumghai  [author] Apr 23 @ 7:58pm 
@zishui - That's an intentional design feature, not a bug - MedPods consume more electricity during diagnosis and treatment stages.

You can see how much electricity is required for different stages by viewing the info card for the MedPod.
zishui Apr 23 @ 12:24pm 
there is a bug the machine when it starts the process it asks for 8000 energy and to complete it asks for 32000
FG_Remastered Apr 21 @ 12:40am 
@Player 1: That happens when a mod messes with job assignment. The most common culprits are "Common Sense", "Performance Optimizer" and "Rocketman". Put them at the end of your modlist (in that order) if you have them.
sumghai  [author] Apr 19 @ 6:17pm 
@davygravy - Correct, MedPods are not affected by Ideology DLC memes and precepts
ryhndo Apr 19 @ 2:55pm 
if not affected by ideo memes this is awesome for flesh purity
sumghai  [author] Apr 19 @ 2:13pm 
@Player 1 - That's not supposed to happen at all, as MedPods are hardcoded to only allow one patient to use it at a time, and other patients are automatically hauled to the next available bed.

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.
Player 1 Apr 19 @ 6:03am 
If you have multiple Injured Pawns they put ALL of them, at the same Time - on the MedBed and stay there try to put the next in the Pille into it... LoL But well it still work 1 after the other. Only annoing that all the Healthy ones stay try to push the next in.
sumghai  [author] Apr 19 @ 1:48am 
Updated to 1.5.39 - 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.
RogueRooster Apr 17 @ 11:53pm 
@Sumghai Hiya, me again. So galactic diversity got updated an can confirm that Miraluka's don't get their blindness fixed but they now sit in the medpod indefinitely trying to get their blindness fixed.
sumghai  [author] Apr 17 @ 9:31pm 
@AftDawn - Could you please provide a link to the RimVali mod you're referring to? The last I heard, there were multiple versions/forks of Avali race mods, each with different implementations, so I need to know which is the correct one to patch.
AftDawn Apr 17 @ 12:18pm 
Rimvali avali pawns with any pack based whole body affection (so like, starter pack member) will go to the medpod and try to get it removed, it doesn't get removed but it wastes alot of energy unless i stop it
Simon_Stendhal Apr 5 @ 11:11am 
Update on previous comment: Forget it, it's because I just needed to set their medical care level to industrial. Just like pawns. They are using it now.

All good now.
Simon_Stendhal Apr 5 @ 11:09am 
How do I make prisoners use the medpod? I put the only one I have inside the prison barracks but prisoners just don't use it at all, and they're in a very unhealthy state. I am assuming that it's because maybe my colonists need to take them manually to them when "capturing" them? I need confirmation on this. I put the medpod after capturing the prisoners and not before.

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
sumghai  [author] Mar 25 @ 9:54am 
@RogueRooster - No worries! The last I heard, Neronix has merged my PR to fix the issue into his code repository, so hopefully he'll release an update to his mod soon.
RogueRooster Mar 25 @ 7:52am 
@sumghai sorry I totally missed your very quick response, much appreciated, I got a little confused how my Miraluka suddenly had 100% sight stat and then realised he'd been in the medpod. Thanks again!
sumghai  [author] Mar 14 @ 11:43pm 
@RogueRooster - Thanks for the heads-up - I'm actually going to try directly submitting a PR to Neronix themself, to hopefully implement the required fix on their end.
RogueRooster Mar 14 @ 2:26am 
Could you add a patch so it doesn't cure blindness from Miraluka's from the Outer Rim - Galactic Diversity mod https://steamcommunity.com/sharedfiles/filedetails/?id=2980427615 I don't know how to do github, terribly sorry! Thanks so much for the mod and keeping it updated as long as you have!
sumghai  [author] Mar 13 @ 10:57am 
Updated to 1.5.37 - 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.
|_| Clyax Feb 27 @ 2:18am 
Thank you for your service to the game for inspiring the Biosculpter.
sumghai  [author] Feb 11 @ 9:11am 
@Taowa - 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.
Taowa Feb 10 @ 5:12am 
My jailer took the prisoner as soon as he was put to bed, without starting the treatment, without logs
MEDPOD LUX is used.
Tookatee Feb 7 @ 2:43am 
Cool! Thanks for that quick update.

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?
sumghai  [author] Feb 6 @ 11:38am 
Updated to 1.5.36 - 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.