RimWorld

RimWorld

Hospital
847 Comments
Sweaters Nov 1 @ 7:30pm 
I agree @Xenik. i usually dismiss them after the first tend if it isnt looking good. would be nice if they arrived with maybe 5-10% plague instead of 20. its a little too much to catch up on without a sterile hospital with vitals monitors or like antibiotics or whatever
Xenik Nov 1 @ 11:35am 
mass casualty plague is impossible, 3/4 of the patients are already too far gone and wouldnt be able to build their immunity in time
Sweaters Oct 27 @ 2:42pm 
Are they by any chance in warcaskets? its also possible they rolled something super minor and have great healing which fixed them immediately
Raven Guertena Oct 27 @ 11:44am 
there is something weird going on, patients arrive and then after just seconds they feel all fine and leave immidietly. not sure whats going on
NazZaR Oct 19 @ 11:48pm 
Is there a way to prevent colonists using hospital beds?
LINX Oct 18 @ 9:47am 
I hope patients from different technological eras can arrive in different ways. The way the drop pod arrives feels quite odd. Would a shuttle be better?
Eskimo Joe Oct 12 @ 11:34pm 
There appears to be an issue in calculating the payment for various high end implants? is there a way to correct whatever math is happening in the background?

Or just set prices?
whirlwindmaze Sep 23 @ 2:29am 
@sweaters Weird, maybe I've got some mod conflict going on then - cheers for the info!
Numidyum Sep 21 @ 9:15am 
If i set my base on orbital platform does patients come with vacsuit and are they able to leave?
Sweaters Sep 20 @ 1:20pm 
Ive been able to disable this type of patient by blacklisting the disable infiltrator surgery. though i do feel like the failure rate is just a little too high still. my doctor who does those also has 7 crafting, which seemed plenty. but i guess not
Sweaters Sep 20 @ 12:19pm 
the mod ''Mechanoid Invaders'' by Elseud adds a mechanoid called Infiltrator. this infiltrator often shows up disguised as a patient. the chance to successfully ''heal'' this patient (disabling the mech inside) seems really low, and failing it reveals the pawn as a mech and kills it. this causes a -10 with the faction that pawn was from before turning into a mech.

the infiltrator patients show up so often that my standing with the factions actually goes down on average purely from this event.

Is there anything i can do myself about this? Or should i post on the Mechanoid Imvaders modpage for a patch of some sort?

thank you for your hard work.

also @whirlwindmaze my colonists already rescue the downed patients by themselves actually
whirlwindmaze Sep 19 @ 4:16am 
Love this mod, thank you for all your work with it!

Is it possible to get patients automatically rescued? Not sure if it's a mod conflict or just because they aren't colonists, but if patients arrive who cannot walk they are not taken to a hospital bed and often just end up bleeding out if I don't notice them in time.

Thanks!
Adamas  [author] Sep 18 @ 11:28pm 
@Inked faction selection is still a requested feature.
As for new features, I will see if I can do a new release in december
Inked. Sep 18 @ 6:33pm 
Question since I can't go ingame yet. Is it possible to allow/disallow what factions can send you patients? Kind of like you can decide what factions offer goodwill as rewards. Would like to only accept patients from certain factions if possible.
ian.conrad Sep 2 @ 9:42pm 
@pinkalicious -- the Hospital map settings are per-map. So if you move your gravship you'll have to basically retoggle it.

@Adams -- it would be great if you were to update this mod to work well with the Multifloors mod. There's example compatability in the Hospitality mod -- you can designate which floor patients should seek beds on.
pinkalicious Sep 1 @ 2:25pm 
Ever since the most recent update I seem to have stopped receiving patients. Has this happened to anyone else?
Greyah Sep 1 @ 7:45am 
For anyone interested, the file I edited was Stabilization_Utility you can find it in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3495749827\Source\CombatExtended\CombatExtended. I copied and pasted the code in chatgpt and them asked it "edit and give me the complete code so visitors can't stabilize themselves, but can still stabilize others if they want" for some reason sometimes it gave me the code without the first lines of code, so be careful and also pay some attention of what chatgpt described that it did with the code.
Greyah Sep 1 @ 7:36am 
Messing with combat extended files and thanks to chatgpt for coding modification, I made it work without problem, so far so good.
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
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