RimWorld

RimWorld

Hospital
776 Comments
BeeBro Jun 3 @ 12:47pm 
How does the delivery of patients work when I'm doing a medieval run (+tech limit mod) so I there are no drop pots? Thanks for this great mod
HighFlyer96 Jun 3 @ 11:01am 
I observed the same. Patient comes with a slightly cut liver or heart, asks for a transplant, but after treatment or sometimes just after letting time heal the wounds without intervention, they pay for the organ they never received and walk away.
Hypersonic314 Jun 3 @ 8:45am 
Hello, I've been really enjoying this mod! I have one small issue, which is that sometimes patients will arrive looking for a prosthetic like a bionic arm, which I have in stock for this occasion. They will lie down in a bed then immediately get up, pay in full, and leave without receiving treatment. It's a beneficial bug of course but feels a bit cheesy and I'd like to fix it if possible.
Trudgn May 20 @ 7:25pm 
Update to my issue. Somewhere in my ~100hrs into this save, I switched the hospital hours from 'yellow' to 'blue'. Checking my save file, I saw 24 'false' entries and realized I'd closed the hospital.

Switched that around, and I have a functioning hospital again. Not a bug, blame the user.
Mask of Humble May 19 @ 5:26pm 
Any way possible you could make this comparable with the Medpod mod, I really would love to set up a automated medical treatment facility.
Luke May 19 @ 7:20am 
Weird thing going on, mas cas event, 8 open beds, 9 patients, 1 colonist reserved bed. I opened the last bed for hospital use, but 3 of the pawns from the mas cas just keep playing musical beds where two take beds, then the third kicks one out who then goes to kick the other out repeat forever, ignoring the now open bed.
HighFlyer96 May 14 @ 4:05am 
@andy Ryanisunique107 just asked the same in the comments a week ago. That's Royalty DLC content. There are quests where you are supposed to look after colonists (including prisoners) or animals. Check out the Rimworld wiki site about quests, CTRL+F "Hospitality".
And I'm not sure about the Rimworld modding limitations, but I think modders can't just make DLC content and features vanilla gameplay.
andy6752 May 14 @ 12:08am 
I would love to see a mod like this but where colonies pay you to house their prisoners. like you'd have prisoners beds empty and factions would send prisoners and as long as you keep them alive you get payed just like guests
FunnilZ May 10 @ 8:36pm 
is there compatibility for prisoner hospital beds like with slave beds
Adamas  [author] May 9 @ 11:41am 
Hi @MysticalCyan - this has been on my list a while, and now that you mention it, I'll give it one more upvote :)
@ 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
MysticalCyan May 8 @ 6:28pm 
Is there a way to track your hospital statistics?
HighFlyer96 May 8 @ 2:28am 
@Ryan AfaIk that's DLC gameplay. Or at least MFI activated by a DLC.
Ryanisunique107 May 7 @ 4:10am 
you should make a prison mod that lets other factions send their prisoners to you to hold onto for a certain amount of time
HighFlyer96 May 5 @ 1:33am 
When your pawns are drafted, they should be able to treat anything, no matter if colonist, enemy, animal or wildlife. Have you tried that?
Telarin May 4 @ 3:16pm 
Found a minor bug. Patient arrived wanting a denture. My pawn failed, and the patient now has a bleeding wound. Unfortunately, I can't seem to interact with the patient any more to treat the wound, the only option in the right click menu is to strip the patient.
HighFlyer96 Apr 26 @ 5:52pm 
@Infinityvy Open the hospital tab and click on "refuse operation" on the respective patient. (Seen on the 2nd screenshot of this mod). This blacklists the body part until you allow it again in the hospital window.
Infinityvy Apr 26 @ 3:02pm 
is there a way to deny patients? i sometimes get patients saying "sth wrong with brain" and it will just automatically queue my archotech brain implants which i very much do not want.
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
wobbed dot com Apr 15 @ 7:44pm 
OK, love this mod, this (plus Factional War) have been the been the centerpiece of half a dozen playthroughs so far because I love playing nonviolent trauma centers. So there is the ongoing conflict with CE where bleeding patients try to stabilize themselves and keep interrupting treatment. I'm wondering if you'd be amenable to implementing an option that could spawn these patients (or all patients) with something like a 6h anaesthetic hediff that would allow colonists the chance to rescue them and patch them up without having to deal with stabilizing shenanigans. I have psychic coma on the dev pallette to subdue troublesome patients which works great but of course it's just a hack. And without it I have to wait for them to pass out from blood loss before I can treat them which is not the greatest solution. To be clear, this is Not Your Problem! CE is CE. But that said, spawning bleeding patients as unconscious could be a simple workaround, if you were up the the task.
Trudgn Apr 13 @ 5:44pm 
Hey Adamas,

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=
Xeonzs Apr 13 @ 9:05am 
Recently you added a "allow patient during danger" option to the settings page (not mod settings), this however has an opposite effect for me, I have it unchecked still and am on a new playthrough, but the patients are still landing (and leaving) even though there's an active mech cluster on the map (the hospital tab also doesn't recognize the danger present).
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.
HighFlyer96 Apr 13 @ 1:16am 
Oh that sounds great. I haven't assumed it would work. I thought it would scan for the inventory in general, not just for allowed items. This will definitely suffice, thanks!
Adamas  [author] Apr 13 @ 1:06am 
90% if the issues posted here will be a mod conflict. It is the same on other mods that are not just altering XML and art. Having this many and such deep Harmony mods in Rimworld is amazing, but it's a curse at the same time.

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.
HighFlyer96 Apr 13 @ 12:32am 
Can't say the same. Only done one surgery, but it appeared correcly and he paid for it accordingly. Do you have other mods that refine the medical gameplay or interactions with guests?

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.
LZIM Apr 12 @ 8:55pm 
still noticing that with surgeries enabled hospital pawns appear, use up an expensive item like a bionic leg, become guests then laeve without paying for anything. Pawns spawning for surgeries do not appear on the hostipal tab and so theres no way to tell what they want until you choose to operate on them.
Adamas  [author] Apr 12 @ 10:43am 
@Trudgn can you find out if there any error logs showing up? (in dev mode there is a button to show these)
Trudgn Apr 12 @ 9:28am 
Started a new playthrough just to use this mod and am loving it. One issue just popped up for me. I 'captured' a patient when desperate for a pawn with crafting skills. They were a member of my colony for about a year but never did any assigned tasks, just wandered around. Not ideal, but had good melee skill to help with defense.

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.
HighFlyer96 Apr 11 @ 10:22am 
@一个龟龟 Do you have "Allow patients during danger" on?
一个龟龟 Apr 11 @ 6:26am 
Nice mod, thanks!! I noticed patients became hostile with Hospitality mod guests (hostile faction) after they are cured. Is it expected?
Breadboy Apr 10 @ 5:32pm 
with the 'more injuries' mod, there's a hemorrhagic stroke hediff that applies to the brain, always fatal without surgery. patients from this mod arrive with it applied to whole body instead of the brain, which disables the surgery and kills them. please advise
xkelseydawnx Apr 8 @ 12:57pm 
I seem to be having issues with patients from mass casualty events not leaving after they've been healed. They just hang around almost like guests with the Hospitality mod, eat my food, but won't sleep in any of the guest beds set up through that mod. Dismissing them doesn't make them leave, either. Any idea what might be causing this?
Adamas  [author] Apr 5 @ 10:28pm 
@ZwartGeest I dont remember to be honest. It is probably fixed by now, just forgot to update that description page
ArticBlazer Apr 2 @ 4:05am 
sometimes when a patient arrives, their diagnosis sometimes have a ailment that just cures itself immediatly when they arrive. and also sometimes for some reason the patient will just stand still ontop of the bed, preventing my pawn from helping them
ZwartGeest Mar 29 @ 12:24am 
mind if I ask what the problems with VRE Androids is in more detail?
HighFlyer96 Mar 27 @ 4:25am 
I observed a patient paying his bill upon recovery, head to my fridge and eat a meal before departure. I assume, once the patient has healed, normal visitor AI kicks in and the visitor just takes what they need. Do you think there is something you or I can do about it so they also pay after they have taken a meal instead before it or would this make it too complicated?

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...
sex haver (haver of sex) Mar 24 @ 2:20pm 
WHAT DO YOU MEAN IT WAS OFF BY DEFAULT I'M SO DUMB FUUUUUUUUUUUUUUUCK!!
OloKolo Mar 21 @ 2:59am 
I wish there was a prison version
SaMaHaJoGu Mar 20 @ 10:10pm 
I'm not sure if anyone has reported this, but there is a soft incompatibility with the bunk beds mod. With mass casualty enabled, the people that arrive end up taking up an opened slot in a bunk bed before they get transferred over to an actual hospital bed. And some of them never actually make it to a hospital bed as they have already been successfully tended (at least I think so). But for sure they're going to bunk beds before hospital beds. However, some of them (if you have quarantine beds set up) will make it to a hospital bed for recovery.
Adamas  [author] Mar 19 @ 2:35pm 
I will put it on my todo list to create a checkbox somewhere to override the restrictions, if you want to take the risk or the risk is low (like the chilling insectoids).
HighFlyer96 Mar 19 @ 10:16am 
In the Hospital Tab, it lists on the top left reasons why new patients won't arrive or old one refuse to leave. It makes sense those restrictions exist, as it's basically being another colony not wanting to deploy sick or injured colonis into a more hostile environment.
Arkantos Eli Mar 19 @ 9:33am 
It seems that no patients will show up if:
- 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
HighFlyer96 Mar 18 @ 9:29am 
@M*C*O thank you very much, I went through Misc but completely missed that one.
M*C*O Mar 18 @ 7:22am 
@HighFlyer96 put down a spot for them to land. Under Misc -> Patients land here
HighFlyer96 Mar 17 @ 1:30pm 
Hey, I really like this mod, yet there is one thing bugging me. The patients land all over the map. Is there some way to designate a landing area or manipulate the algorithm into favoring one location over another?
Niki Mar 16 @ 9:04am 
please blacklist neural stacks from Altered Carbon 2: ReSleeved from operations list

they turn the pawn into a different one, killing the original and failing the operation
Niki Mar 16 @ 3:12am 
"Prostetics and other bodyparts are fully compensated together with a surgery fee based on the medical skill needed for 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 ...
Triel Mar 13 @ 2:28pm 
Apparently people can ask for animal implants from alpha implants... I'll leave it to you if it should be banned or not.
LZIM Mar 12 @ 4:49am 
not clear why but my hospital patients are back to being zombies that refuse to leave. I'm having to kill them.. I mean disable more patients in the map settings. the hospital tab is stuck on !!! commandos since I had an imperial and a commando patient at the same time that started fighting instead of just leaving the map. why is !!! commandos stuck and why would it apply to any other hospital patients that have no issues with commandos?
Triel Mar 11 @ 3:55pm 
Kay.
Adamas  [author] Mar 11 @ 2:15pm 
@Triel there is a hardcoded list in the mod itself, I just updated it everytime a disease is reported that does not fit a hospital patient. So I will add separation sickness next :)
Triel Mar 9 @ 3:11pm 
Could use a banned disease list, cause you can get patients with separation sickness from dryads expanded (Its uncureable and not meant to be on anything other than a dryad)