RimWorld

RimWorld

Hospital
829 Comments
YuuYWeeW_50010 Aug 24 @ 1:05pm 
Only way to do it is by designating areas, but you can make the colony hospital's impressiveness and bed quality higher than the guest one to make colonists fill those beds first.
Iirly Aug 24 @ 9:27am 
is there a way to make certain beds ONLY for hospital guests?
Dr Sexy MD <3 Aug 19 @ 9:05am 
Thanks for the mod btw, love rping as space altruists
Dr Sexy MD <3 Aug 19 @ 9:05am 
Hey. I started an asteroid colony and I don't seem to be getting patients anymore
qux Aug 17 @ 3:30am 
Hi, I notice performance problem with large colony,
10079 ms needed for the tick "Jobdriver_FoodFeedPatient''

JobDriver_FoodFeedPatient.MakeNewToils: post: Hospital.Patches.Billing_Feed_Patch+BillPatientsForFood.Postfix

https://i.imgur.com/ZouJzVz.png
Fralee Aug 15 @ 5:08pm 
@Fox :
im pretty sure you can refuse a pawn that comes in with it, it should also blacklist it to stop further patients from showing up with it
Fox Aug 15 @ 3:43pm 
Author, I greet you. How can I disable or solve the problem with agriosis? A pawn with agriosis immediately attacks other pawns. It cannot be treated because of aggression, either from my pawns or the patient himself begins to attack, which leads to a decrease in reputation and death of one of the parties. Such a pawn comes with a diagnosis and infantry armor...
KalatheKat Aug 13 @ 8:52am 
Love this mod it's so cool to make my colony a major trading and charity zone. One issue I ran into a lot was pawns still wanting to undergo operations even if their limbs regrow. Is there a way to circumvent that without manually canceling the operations?
千早聖愛音です Aug 12 @ 4:39am 
Oh, that mass casualty event is such a happy and distressing choice.
Fralee Aug 10 @ 11:07am 
@ 千早聖愛音です :
normally if you have 20 beds you get 20 people needing aid (at lest form what I've seen). i get the same amount of people as i do beds in total, it dose not take into account how many beds are used ( if you have 20 beds and 9 in use it will still send 20 people)
千早聖愛音です Aug 10 @ 9:26am 
This is a very creative mod, but during mass casualty events I often get more people than I have beds, which annoys me.
Fuyu no tsuki Aug 10 @ 4:18am 
hellow, little problem, They dont leave, I've dismiss them since they were fine but they just roam without leaving (or paying)
I need another mod or somthing?
Spikem59 Aug 9 @ 11:17pm 
Does anyone know if there's a medieval revamp of this? Would love to set up a medieval/fantasy village with a church and an apothecary that serve the sick, but coming in a drop pod clashes with that feel.
Small issue - colonists keep putting injured/sick colonists in surgery beds as opposed to hospital beds
Xeonzs Aug 7 @ 5:53am 
Very small issue since 1.6 (I realize this hasn't been updated for 1.6 yet):
Pawns get spawned with the scaria infection, instead of a normal infection, which doesn't work on humans/pawns, thus it instantly gets removed and only the super minor wound on which the "infection was placed" remains.
This in most cases results in them laying down, getting healed and being fully recovered like 10 seconds later.
Fralee Aug 5 @ 4:41am 
@Lemonser: normally if there is a missing part and they want a prosthetic or some sort its automatically qued for the patient, they need at least basic medicine ( they cant use herbal for surgeries as far as i know )
Lemonser Aug 5 @ 4:06am 
The patient has no foot. There's nothing to heal—should I install a prosthetic?
Fralee Aug 5 @ 12:04am 
Schizophrenic Person has a good idea, having more damage form time to time would be neat. having someone that needs 2 surgerys like a replacement limb with wounds or even 2 replacement limbs
Schizophrenic Person Aug 4 @ 2:57pm 
Can you add an option where we can increase the damage patients have suffered?
Fralee Aug 4 @ 8:15am 
is it possible to add a 'medicine' column that lets us quickly change the type of medicine that is given to each patient ? since i have a lot of herbal medicine i let people with wounds use it up but if it's something like the plague or some other issue that takes many treatments to cure i use better medicine and have to flip to each person one at a time.

also:
is there some way of using the trade beacons to be able to tell what items are available for surgeries? i had like 4 people hanging around all wanting joy wires when i had none even thought i had a ton of other implants they could have asked for

loving the mod though, just annoyed that i keep getting asked for things i don't have ( aka being asked for the 1 implant i don't have :cubelol: )
Leutian Kane Aug 3 @ 8:06pm 
might want to recode patients having scaria, if they don anybody that has attack set instead of flee or do nothing will automaticly start shooting at them regardless of faction relations.
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?
MILF HUNTER Jun 13 @ 5:29pm 
Ура, победа...
Adamas  [author] Jun 13 @ 11:39am 
Done - was a bit easier than expected :p
MILF HUNTER 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.
MILF HUNTER 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 😉
MILF HUNTER Jun 11 @ 7:55pm 
works in 1.6?