RimWorld

RimWorld

MedPod
2,018 Comments
sumghai  [author] Sep 15 @ 11:49am 
@Entity - Sorry, but I have no plans to split the functionality of MedPods into separate machines for treating different conditions, nor do I plan on disabling the ability to restore missing body parts.

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.
Entity Sep 15 @ 10:31am 
5 until 8 days for each lims as there is a high nutritional requirement that only allows to heal one string of body part.
Entity Sep 15 @ 10:30am 
I would split the functions into three separate ones:
- 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!
Entity Sep 15 @ 10:29am 
Good evening,

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.
sumghai  [author] Sep 13 @ 1:39pm 
Updated to 1.6.5 - 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] Sep 11 @ 5:14pm 
@minhnim - Yes, please follow the procedures outlined in my previous comment, and report the bug to the MedPod mod's GitHub issue tracker.

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.
minhnim Sep 11 @ 2:21pm 
Hello sumghai, thank for confirming that it isn't intended.

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?
sumghai  [author] Sep 10 @ 11:27pm 
@minhnim - Unfortunately, I cannot reproduce the issue you described.

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.
minhnim Sep 10 @ 6:34am 
This won't happen for healthy pawn, but once the pawn have some kind of health issue and need to use MedPod (e.g I simulate a big cut on LeftShoulder, where the Archotech Arm is), the MedPod will try to regenerate the whole limb
minhnim Sep 10 @ 6:04am 
Hello, thank for this mod, very nice graphic and features.

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.
sumghai  [author] Sep 5 @ 11:14pm 
@ItsDanl - What mod or DLC does this "immortal" hediff and "friendly ancient amorphous threat" come from?

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.
ItsDanl Sep 5 @ 4:19pm 
medpod infinitely diagnoses the immortal hediff when the friendly ancient amorphous threat "dies"
raz334 Aug 27 @ 4:19pm 
** Thank You, This is an Amazing feature that should totally be vanilla and the isochip requirement is the perfect counter balance. **
sumghai  [author] Aug 24 @ 2:13pm 
@RoitDargon - I'm not sure what you mean by "injecting the gene", since I personally don't play with (or like) the gene side of the Biotech DLC.

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?
RoitDargon Aug 24 @ 3:00am 
Hmm, in my first save, I used surgery to inject the gene. So the pawn was under anesthesia. Could that be why the robot put the pawn into the medpod? And then the medpod cleared Xenogermination Coma together?
sumghai  [author] Aug 23 @ 4:52pm 
@RoitDargon - As far back as RW 1.5, MedPods will not treat patients undergoing Xenogermination Coma.
RoitDargon Aug 23 @ 1:26pm 
Can this mod remove Xenogermination coma? In my previous save, after I injected the gene, my robot put the pawn into the medpod, removing the Xenogermination coma. But in the latest save, it seems that this effect does not work. I can't put the pawn who injected the gene into the medpod.
sumghai  [author] Aug 20 @ 12:10am 
emercy Aug 19 @ 11:09pm 
This mod it’s so powerful that break the game . It fast , cost nothing ( after installing it ) , and erase condition that are part of the history ( mental break for alchemist) .
Please balance it .
Nice animation by the way
sumghai  [author] Aug 17 @ 12:25am 
@The Ninja - I can't reproduce the issue as you've described.

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?
The Ninja Aug 15 @ 8:23pm 
I am also not having any luck with traders offering the isolinear processors. Ive had multiple traders from ships to land and not a single one has had it to offer.
sumghai  [author] Aug 14 @ 12:50am 
@Pie - Those debug log messages only appear if you have both Development and God mode enabled.

Turn off God mode and you'll be golden.
Pie Aug 14 @ 12:41am 
Great mod. One issue; The log pops up every tick for every pawn on whether they need to use it. Currently debugging something, and it's a bit much.
sumghai  [author] Aug 13 @ 10:47pm 
@crua9 - Sorry, but as per the FAQ, I have no plans to add mod options or the ability for players to pick and choose which specific hediffs to heal/ignore.
crua9 Aug 13 @ 2:35pm 
Is there a way to adjust the effective this is? I'm fine with this dealing with burns, but I don't like it giving pawns parts that is burnt off or whatever. It is too powerful
FingerBlaster3K Aug 13 @ 2:12am 
aye cheers, missed that
sumghai  [author] Aug 13 @ 1:43am 
@FingerBlaster3K - Please see the FAQ https://github.com/sumghai/MedPod/wiki/FAQ
FingerBlaster3K Aug 13 @ 1:16am 
hey, awesome mod but kinda irks me that there is no mod setting for creating a cost of using the pod. would it be possible (and plausible) to add a mod option where each pod operation costs a glitterworld medicine with a small storage like for like a stack of them? i like to have an illusion of balance
Damocles04 Aug 11 @ 12:19am 
Oh that was that easy XD thanks!
sumghai  [author] Aug 11 @ 12:04am 
@LZIM - Danny's situation definitely sounds like a mod modifying the medical bed rest jobdriver in a way that's interfering with MedPod's own patches, since the red highlighted name indicates that the patient is being woken up before treatment is complete. And you're correct in that I no longer use the induced coma hediff, as there were edge cases where patients were being rendered permanently unconscious.

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?
Damocles04 Aug 10 @ 11:05pm 
Hey, I can't figure out how to treat animals like livestock in the vetpod, even if I build the larger one... any help here?
LZIM Aug 10 @ 9:38am 
Also, question.. After adding Odyssey DLC I noticed several traders are no longer showing any Silver or items. Still haven't sorted out why that might be but I don't see any of them offering Isolinear Processors anymore either so my side hustle of build several of MPLs per quadrum is ditw.

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.
LZIM Aug 10 @ 9:30am 
Danny's comment about pawns still having red on their names as though they are still injured after being treated does eventually go away. As thought the med pod treatment didnt get them to 100% health

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.
sumghai  [author] Aug 9 @ 11:15pm 
@M1911A1 Oversize® - I haven't really played with gravships from the Odyssey DLC, so I'll have to look into that when I have the time.

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.
M1911A1 Oversize® Aug 9 @ 10:44pm 
and when is this lethe mod coming out
M1911A1 Oversize® Aug 9 @ 10:43pm 
btw when on gravships medpod settings rest
sumghai  [author] Aug 9 @ 9:06pm 
@M1911A1 Oversize® - Star Trek -style biobeds are just advanced hospital beds for surgeons to manually operate on patients, rather than being automated like Elysium 's MedPods, and so will instead be implemented as part of the upcoming Lethe mod.
M1911A1 Oversize® Aug 9 @ 7:14pm 
can you make a submod or mod option to let you do surgerys star trek the orvill style
sumghai  [author] Aug 7 @ 2:39pm 
@Danny, @ M1911A1 Oversize® - 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.
M1911A1 Oversize® Aug 6 @ 10:55pm 
found confilicts with mods that you set the onwer of prisoner beds
M1911A1 Oversize® Aug 6 @ 10:49pm 
when treating prisoners my pawn keep escorting the prisoner to the medpod and back in a loop
Danny Aug 6 @ 10:19am 
There is a bug, when it is healed but it gives pain even there is no critical damaged or scar. I trued use debug or developer mode to check out what wrong with it.
It doesn't show any part or organ damaged, I guess it must be the mod buggy?
sumghai  [author] Aug 3 @ 11:18pm 
Updated to 1.6.4 - 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.
Hotshot53 Aug 3 @ 7:43am 
Its not exactly a problem, thank you for looking into it and explaining, I'm glad to know what to expect.

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.
sumghai  [author] Aug 2 @ 10:01pm 
@Hotshot53 - I took a look at my current logic for MedPods, and it already ignores genetic drug dependencies such as Go-juice dependency for Hussars.

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?
sumghai  [author] Aug 2 @ 4:08pm 
@Hotshot53 - That's pretty tricky. I'll have to look into adding extra logic to check each hediff to see if there is a corresponding drug dependency gene.

Let me make a note of it on GitHub so I don't forget.
Hotshot53 Aug 2 @ 7:53am 
I mean Xenotype addiction generally, as in the Category. There are a few different kinds. The Hussar one is "Go-Juice Dependency" and it progresses through several stages. (https://rimworldwiki.com/wiki/Genes#Go-juice_dependency)
sumghai  [author] Aug 1 @ 10:39pm 
@Hotshot53 - I'm not familiar with the Xenotype addiction withdrawal hediff, and I didn't find any reference to it anywhere in the source code. Are you sure you're not referring to something else?
Hotshot53 Aug 1 @ 5:13pm 
Can the Medpod Treat Xenotype addiction withdrawl? Can you keep a Hussar alive with it for instance?
sumghai  [author] Jul 30 @ 11:38am 
@Tomato, @LillyVanillie - Please see the FAQ [github.com].