RimWorld

RimWorld

MedPod
1,905 Comments
avali gaming 6 hours ago 
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] 13 hours ago 
@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 16 hours ago 
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
rtsrd 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
GreyKnight40k 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.
GreyKnight40k 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.
Tookatee Feb 5 @ 2:42am 
Does this mod treat the hidden metal horror infection from Anomaly? If not is there any plans to add any functionality with this? Seems to make sense that this device would at the very least detect the infection if not outright treat it.
FG_Remastered Feb 4 @ 10:53am 
@Metroxide:
1. The animal needs to have industrial medicine or better allowed.
2. If the animal is currently inside a bed, deconstruct or reassign it, so it no longer counts as "in bed"
3. Make sure the VetPod is both large enough and within the allowed zone for the animal. (Try building a bigger one with devmode if you aren't sure)
4. Make sure your power grid can handle the VetPod going into treatment mode for a few hours!
Metroxide Feb 4 @ 10:44am 
How do I properly utilize the animal medpod? I can't seem to put animals in it manually. I had an incident where my farm animals all got frostbite and couldn't walk because they lost all limbs - and now my Jagras is going to have a heart attack. I need help! xD
PatoPixelado Jan 24 @ 1:01pm 
okay thank you i got it. :3
PatoPixelado Jan 24 @ 4:23am 
if you can include option for anyone edit value to power consumption of tratament and diagnosis please in settings of this mod :D?
PatoPixelado Jan 24 @ 4:17am 
hello sumghai, where i can lower value to power consumption of tratament and diagnosis?
YolographicSight® Jan 23 @ 5:55am 
can you make a vetpod lux
CursedBun Jan 21 @ 2:16am 
Oh, sorry, I miss that note "Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods". Same for animals :vlambeerChicken:
CursedBun Jan 20 @ 11:53pm 
Is that pods works with animals from mods?
CursedBun Jan 20 @ 11:52pm 
But how to put animals to Vetpod?
sumghai  [author] Jan 20 @ 11:48pm 
@CursedBun - Yes, VetPods should be able to fix scars on animals.
CursedBun Jan 20 @ 11:00pm 
Can pods fix scars on animals?
sumghai  [author] Jan 18 @ 11:58am 
Updated to 1.5.35 - 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.