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https://steamcommunity.com/sharedfiles/filedetails/?id=3225120958&searchtext=spaceports
1. can we get a way to set limits in mod options for maximum patients? my game freezes when 60 drop pod in from a MCE. i figure it's percentage based on my beds but i'd rather a hard setting
1b. can MCE's get the staggered raid treatment so it isn't all at once?
you might want to have it always 'missing' since i have had people come in with 'want kidney' and a small stab wound that healed on its own before my pawn could get close, if the part was missing or had some sort of scar it would avoid the wound from healing on its own
(a missing part would not work with a heart...someone needing a heart while missing one would be funny thought)
They mostly cancel out but it would still be nice if both could be skipped somehow
The patient is neither a colonist, and not even dead?
Activating your MCE is like a beacon saying "Hey, send your group over here, we can handle it and take care of all." and then send 50% coffins back.
Is there an "event" happening on your map like toxic fallout or a dropped ship part with mechanoids? Top left of the hospital tab tells you if there is danger on your map.
I will have a look. Also have a look if I can prevent the paying for not received transplants
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