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Switched that around, and I have a functioning hospital again. Not a bug, blame the user.
And I'm not sure about the Rimworld modding limitations, but I think modders can't just make DLC content and features vanilla gameplay.
@ the rest - I have noted down all ideas and issues. I cant promise when it gets adressed, but at least it is not lost in the steam comments
the only way i know to deny these patients is by canceling their queued surgery but this causes them to pay anyways and leave which is quite the exploit unfortunately.
otherwise great mod! its refreshing getting some new events that dont involve combat or misery for once
Here were my logs after loading into my game, not sure if I needed to wait a bit so a hospital event had a chance to trigger?
https://gist.github.com/HugsLibRecordKeeper/ffe8ba8b2746d0a1cc0bd37701d8c1e0
Wondering if it's related to this relationship warning?
Could not resolve reference to object with loadID RelationshipRecord_2045617 of type RimWorld.RelationshipRecord. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=RimWorld.VirtualPawnRelation curPathRelToParent=
I know the cluster is still considered active by the game, because my pawns haven't received the "defeated mech cluster" moodlet yet.
I didn't have this issue before.
About surgeries: as a workaround can you put that last heart on disallowed? Once you need it for your colonoy, put it on allowed again and disable surgery in the hospital.
But I also have this idea of filter window on the hospital settings, similar to the filter window you have on production tables to allow/disallow certain categories or items to be used. I just need to time to put it into code.
I just wish I could select the technology level I allow surgeries with (Neolithic for peg legs and wood hands, prosthetic, natural, bionic and archotech.)
Alternatively, having a checklist which type of organs or body parts I allow giving away, as not to give away my last heart I saved for artery blockages etc.
But so far I've been more than happy with it.
Said pawn died in the last raid, and since then, not a single patient has shown up at the hospital, and mass casualty events have stopped. Of course, I'm on permadeath, so I hope I didn't just botch this save.
I know, when they're fed by a doctor, they pay for the meal, but once they walk on their own, that's no longer possible.
It's not a big issue, but I was a bit annoyed by one patient dropping 10 silver and then eating a meal worth 20 silver. Makes me wanna steal a kidney or two...
- there are insectoids anywhere on the map (even if they are just chilling in a cave somewere)
- there is a volcanic winter going on (which doesn't prevent me from running the hospital, I got wind power, hella food and lots of meds)
I suggest strongly restricting the amount of conditions which forcibly close the hospital
they turn the pawn into a different one, killing the original and failing the operation
does this mean compensated financially and or with the item?
a patient came in my colony, asked for a bionic leg replacement, took the one which was in my storage, paid 600 and left.
this doesn't feel like a fair exchange? a bionic leg i was saving for my own colonists is worth more than 600 ...