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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
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
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)
I need another mod or somthing?
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.
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
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.