RimWorld

RimWorld

Hospital
808 Comments
Ramachandra Aug 1 @ 1:23am 
Hello. Maybe this mod could work better with the Spaceports mod. This version already support the popular Hospitality:

https://steamcommunity.com/sharedfiles/filedetails/?id=3225120958&searchtext=spaceports
HighFlyer96 Jul 31 @ 3:04am 
@shadow they don't leave the map by default, if there is a danger/event such as raid, crashed ship part, volcanic winter or manhunting animals. There is a checkmark you can tick for them to arrive and leave despite the dangers. Having active insects on your map is likely one of those dangers. You can see that in red text with exclamation marks on the top right of the Hospital tab. The hospital tab you can see here in the 2nd picture.
Fralee Jul 31 @ 12:51am 
@ Shadow Wolf, they drop the money on the ground/ normally the bed before walking to the edge of the map and disappearing
Shadow Wolf Jul 30 @ 10:05pm 
How do you get paid? I have patients who just get fully healed and then start roaming the map util they get hungry and start attacking insects and dying... IF i dimiss they still do the same behavior
ShadowH4nD Jul 30 @ 1:46pm 
such a cool mod. finally my elite surgeons have something to do in late game. feature requests?

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?
Adamas  [author] Jul 30 @ 12:37am 
It seems I'll have to do a round of compatibility fixes at some point, wasn't prepared for flying hospitals when I started this mod...
Deepfield Jul 30 @ 12:31am 
Just to let everyone know. You cannot have a space station hospital. Patients arrive but they cannot leave.
Fralee Jul 27 @ 12:25pm 
small 'bug' of sorts with most of the 'want organ' requests
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)
Professor_Sword Jul 26 @ 1:09pm 
I've found a slight mod incompatibility with this mod and the Persona Mechanoid 2 mod. When patients arrived, sometimes a Persona mechanoid would arrive with an illness I can't cure, because persona mechs aren't supposed to get sick in the first place. Though I'm not sure whether I should bring this issue here or their steam page.
MHKH The Slime Jul 21 @ 8:48pm 
Love the mod, can’t really play with out it, keep up the good work
IcerOut Jul 18 @ 7:14am 
Currently the gravship handling is a bit weird. If you leave with patients on board you lose relations with their faction, but then they'll get out of their beds instantly when you land and when they leave the (new) map you get around the same relation back
They mostly cancel out but it would still be nice if both could be skipped somehow
John Rimworld Jun 29 @ 7:08pm 
Patients coming in immediately hostile with this new version of Scaria should be disabled. I like accepting surgeries but randomly getting a hostile enemy dropped on you doesn't feel right.
dink sprinkle Jun 24 @ 8:42am 
I had a patient come in for a peg leg, but when the surgery failed, everyone got a debuff for "colonist left unburied"

The patient is neither a colonist, and not even dead?
Nuker1110 Jun 23 @ 7:08pm 
Had a Patient land with a stabbed liver, requesting replacement. As soon as he laid down, the stab healed on its own. He paid and left as if I'd installed a fresh "donor" liver. Won't say no to free silver!
Strix Jun 23 @ 4:05pm 
This intersects weirdly with the Simple Restraint Belt mod! Patients show up restrained, get unrestrained, and leave without paying! And I get free restraint gear... too much of it, in fact.
HighFlyer96 Jun 22 @ 3:40pm 
Pawns of the same colony punch each other's lights out for lesser reasons.
Crimson Jun 22 @ 1:27pm 
I get that but I dont think if a hospital cant save everyone in a MCE the next course of action wouldn't be to try to kill everyone in the hospital.
HighFlyer96 Jun 21 @ 1:41am 
Feels like cherry picking the rewards without wanting the risk. They trusted their pawns lives to your colony. MCE are meant to overwhelm your doctors.

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.
Crimson Jun 21 @ 12:08am 
Is there a way to remove the -10 rep hit if someone dies. Had a mass causality event of the plague and about 10 of the 20 people that arrived died and now the faction is hostile. Or maybe an option to disable plague?
Simplistic Views Jun 14 @ 8:12am 
@highflyer they have exit paths, unless a animal fence is going to stop them, but they are going into my pantry and eating my food just fine so they can certainly still open doors at least.
HighFlyer96 Jun 14 @ 3:29am 
Do they have paths to exit the map or are you enclosed? (Mods that affect doors for restricted access/locks might affect it?)
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.
Simplistic Views Jun 14 @ 3:19am 
im having issues where my patients are all treated but they are not leaving, even when dismissed. I am not seeing any related error logs. Is there something I am missing?
Gen1ELman Jun 13 @ 5:29pm 
Ура, победа...
Adamas  [author] Jun 13 @ 11:39am 
Done - was a bit easier than expected :p
Gen1ELman Jun 12 @ 9:11pm 
thanks for answer!
Adamas  [author] Jun 12 @ 5:39am 
I will have a look at making it work in 1.6 At first sight the only thing that really is conflicting is the droppod stuff, so the way the patients will arrive.
Gen1ELman Jun 12 @ 1:00am 
But who said that this is spam? Maybe I just want to know if my favorite mod is available for the new version... but you immediately call it spam, damn it.
Adamas  [author] Jun 11 @ 10:24pm 
Hehe, beware, the allow comments is just a tickbox. Orion (from Hospitality) unticked it to prevent the 1.6 spam. I might follow him 😉
Gen1ELman Jun 11 @ 7:55pm 
works in 1.6?
Adamas  [author] Jun 11 @ 9:45am 
@mask of humble, I did make it compatible with medpod at some point, but it might be broken again.
I will have a look. Also have a look if I can prevent the paying for not received transplants
LiterallyBeenVibing Jun 9 @ 11:04am 
people laying in the beds just get up and have the "Standing" activity for like 10 seconds then lay down for like 3, not long enough to heal them.. what uh.. what do i do?
Todd Jun 9 @ 6:03am 
Awesome mod, I have been using it for my colony's RP! I was wondering if it would be possible to consider the idea of having assigned beds for pawns who are in labor for childbirth within the biotech dlc. I feel that would be a great addition :)
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.