RimWorld

RimWorld

Patches for MedPod
48 Comments
dltslt  [author] Mar 24 @ 3:18am 
i decided not to update the game version tag as long as i don't play the game. should something break down, i'm happy to fix it.
dltslt  [author] Mar 24 @ 3:12am 
as far as i understand this mod adds a bunch of new diseases. whether or not they are are detected and cured depends solely on *MedPod* it self. this patch only changes some configuration settings here and there.
Proxy ニャ Aug 20, 2024 @ 6:46am 
good luck then, and I hope to see your update soon!
dltslt  [author] Aug 20, 2024 @ 3:36am 
thanks a lot for the testing! let's see if I do a tag only update soon or rather look into mods like materials again; there might be some worthwile changes in those
Proxy ニャ Aug 19, 2024 @ 2:18am 
So, from the little testing I have done it seems that the mod works as is. All it needs is a tag update. Once again thank you for this great mod.
dltslt  [author] Aug 13, 2024 @ 12:25pm 
you'll probably be faster than me :) but i'm happy to update what's needed.
Proxy ニャ Aug 12, 2024 @ 1:33pm 
I will have to test it later, and I will tell you later if you don't check before me (I'm just coming back to playing Rimworld)
dltslt  [author] Aug 12, 2024 @ 10:47am 
i haven't played rimworld in a long time. is it only about a version update or are some things actually broken by now?
Proxy ニャ Aug 11, 2024 @ 4:17pm 
Can't believe I am the only guy asking if you have any thoughts on updating the mod
dltslt  [author] Jun 8, 2023 @ 4:52am 
@cgaither98 i haven't played in a while. can you verify this happens because of my patch?
cgaither98 Jun 3, 2023 @ 5:42pm 
Has a few problems when it comes to addictions it just kinda gets stuck while trying to treat it
dltslt  [author] Jan 1, 2023 @ 1:34pm 
the value(s) can easily be changed locally in the XML anyway.
SplitGhost Nov 24, 2022 @ 12:36pm 
I think you should set the power to something like 50k watts, because this mod is still pretty broken lol
VelxraTV Oct 30, 2022 @ 6:45am 
Thank you!
dltslt  [author] Oct 30, 2022 @ 6:02am 
updated and added the missing vetpod. i did not do any indepth testing of all included patches though. please let me know, if anything is broken.
dltslt  [author] Oct 22, 2022 @ 2:40am 
will do within the next week
VelxraTV Oct 21, 2022 @ 3:37pm 
Please update to 1.4
dltslt  [author] Aug 21, 2022 @ 8:30am 
thank you. what i once patched for replimat is in the seperate mod. which to be honest i haven't checked since 1.2... there is some interaction between those two patches, so that they use both ressources and further increase construction costs. but feel free and invited to drop some suggestions for a replimat patch.
Proper advantage Aug 19, 2022 @ 4:29pm 
I just realized that there's a separate patch for Replimat. But my understanding is that this mod includes the patches for the Replimat mod. Did I understand correctly?
Proper advantage Aug 19, 2022 @ 4:26pm 
Thank you so much for making this patch!! I always loved the contents of Medpods and Replimat but thought they were a bit unbalanced. Hope this fixes my worry and thank you again!
dltslt  [author] Aug 6, 2022 @ 2:50am 
from how i understand the source material (elysium) and the modders original intention, there is no chance of a regerneration cycle going wrong. however, it occured to me now, that it might be interesting to look at what could happen, should the cycle get interrupted (power failure, abort...). so far i don't have the skill to implement such an idea, as i believe it would require patching/changing the code of the medpod itself.
Aggressive_Pizza Aug 4, 2022 @ 8:30pm 
yk what would be interesting? a veerrry small chance for carcinomas and cancers. I'd assume with things regarding accelerated cellular regeneration would probably have a high chance of going wrong.
dltslt  [author] Jul 21, 2022 @ 5:40am 
Just look at the mod files. What you want to know you find in Common\Patches\patch-1-medpod.xml. You should also find my comments there.
Smoker Store Jul 19, 2022 @ 3:28pm 
How I can increase the regeneration speed?
Speak Into The ♥♥♥♥ Apr 5, 2022 @ 9:33am 
Fair enough, I only asked because I don't know how to do that :P
dltslt  [author] Apr 5, 2022 @ 8:18am 
Nope, I don't know how to do that. I also don't think I would include this here, as it is a "basic" function of the medpod.
Speak Into The ♥♥♥♥ Apr 4, 2022 @ 8:28am 
Would you be able to make it so the medpod doesn't regenerate limbs?
PawPawPanda Mar 15, 2022 @ 6:27am 
Thanks, I recently built the medpod but was shocked by how fast and cost-free it operated. This mod might bring some balance to the otherwise awesome mod.
GeodesicDragon Jan 1, 2022 @ 1:32pm 
The Medpods keep removing the scarification on my pawns. Any chance this could be fixed so that they stop complaining about not being scarred?
condottiere Sep 8, 2021 @ 11:01pm 
Thanks for updating!
#6 Jul 24, 2021 @ 12:35pm 
Glad I could help :)
dltslt  [author] Jul 24, 2021 @ 12:17pm 
@Sixdd thanks! should be fixed now. that happens when you add an operation after testing ;)
#6 Jul 24, 2021 @ 9:47am 
Just a heads up, in the Royalty patch the final Operation is missing it's closing tag and causes the game to fail to load.
dltslt  [author] Jul 22, 2021 @ 12:52pm 
Thank you for your comments. I had a looooooong absence from rimworld and gaming in general and I totally missed out on all the nice changes Medpod implemented in january 21. practically, the changes in power consumption I tested end of november 20 (and unfortunately never uploaded...) went into the base mod; not the diagnosis & healing time though. I decided to keep this mod alive because of the research prerequisites. update will follow soon, I still need to test the included patches for other compatible mods.
velcroboy333 Jan 25, 2021 @ 8:42am 
Not sure if Medpod changed the defname or what but it appears this patch is looking for ResearchProjectDef AtomicCellularRegeneration and fails as the research def in MedPod is called AcceleratedCellularRegeneration
Ross Dec 22, 2020 @ 5:32pm 
Love your patches for these lovely mods! Added a suggestion to the discussion on providing balance via additional physical infrastructure, but the suggestions more like a suggestion for the base mod itself. LOL. Anyway, thanks for the patches!
Kedi Dec 9, 2020 @ 10:25pm 
@dltslt Thank you, I understand so don't bother yourself too much. I recently found out that 40K Geneseed creator also have this problem, basically user have to manually force pawn to eat geneseed multiple times until they are fully grow. Your Medpod just make it faster and less work. Thanks again. Keep up the good work, I works fulltime as an IT tester, if you need help for future mod you could contact me.
dltslt  [author] Dec 9, 2020 @ 9:09am 
Unfortunately, no I cannot. Both aspects are controlled by the main coding of MedPod. First of all, making adjustments there exceeds my skill level. And secondly, I support the design decisions of the author. Meaning in this case, that stimulating organ regrowth is something this device is supposed to be doing. However, to create a fix for certain other mod's hediffs, I believe these other mod authors are the correct persons to adress. I believe there is even a short manual for that on sumghai's github, regarding what mod creators need to do, to blacklist certain hediffs for the MedPod. I will check and edit it into this comment.
Dcs5782 Dec 6, 2020 @ 9:45am 
i just want to ask if you can fix it so that the mods for like kids and babys the med pod dosent get rid of the pregnacy and yeet the unborn baby out the door
Kedi Dec 4, 2020 @ 1:09pm 
Could you make a setting feature to turn on/off regenerate body parts? The author would not bother to do it. I'm playing with 40k Gene seed mod to create Astartes and the organs just magically pop-up, it's very funny lol
Wololo Dec 3, 2020 @ 7:33am 
arg ! it's not a patch not to regenerate body parts.
Yabby_Shabby Dec 1, 2020 @ 5:42am 
You have my reward! Can't wait to see if you implement this for the royalty version as well!
Shark Nov 29, 2020 @ 2:46pm 
MedPod been on my subbed but inactive modlist like forever

Things change, huh? :steamhappy:
dltslt  [author] Nov 29, 2020 @ 8:37am 
Karolus, did you check out the discussion? Thoughts are appreciated.
Karolus40k Nov 29, 2020 @ 7:31am 
Wonderful idea. I did a playthrough with Medpod and once I got it, my doctors didn't actually do anything. Didn't even have to stabilize pawns, because why do that when you can just throw them in the magic box and completely regrow limbs within 10 seconds?
condottiere Nov 28, 2020 @ 11:53am 
Ditto as I commented on your Replimat mod: totally agree! For the Medpod, I felt like the original mod happened so instantaneously that it made irrelevant any injuries that were not instaneously fatal. I forgot to mention there that I really appreciate you also included Expanded Materials in this.
dltslt  [author] Nov 28, 2020 @ 11:34am 
Please check out the discussion and leave your thoughts there. Thank you.