RimWorld

RimWorld

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MedPod
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
1.895 MB
Jul 3, 2020 @ 9:23pm
Jul 4 @ 10:47pm
65 Change Notes ( view )

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MedPod

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
3 items
Description
MedPod adds advanced regenerative medical beds capable of treating virtually every injury and disease, inspired by similar beds from Neill Blomkamp's 2013 sci-fi film Elysium.


  • Pawns automatically use MedPods to treat injuries, missing body parts and diseases
  • Doctors/Wardens will rescue downed or transfer bedridden colonists/prisoners to MedPods
  • MedPods ignore prosthetics and bionics
  • MedPods only require electricity - no medicine or consumables required
  • Five models available:
    • MedPod - Standard model
    • MedPod Lux - Royalty DLC-only variant with faster operation but higher power consumption; stuffable
    • VetPod - For pets and other small domesticated animals
    • VetPod Large - For livestock and smaller animals
    • VetPod Mega - For megafauna, livestock and smaller animals
  • HD Quality textures for Camera+


  • Complete the Accelerated Cellular Regeneration research project
  • Obtain an Isolinear Processor from Exotic Goods Traders (caravans and orbital) or Quest rewards
  • Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components


  • Pawns prioritize MedPods over other medical bed types, by distance and type, before falling back to other beds
  • Pawns will not use unpowered MedPods
  • Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods
  • Healthy pawns can consume alcohol and drugs without immediately needing to use MedPods; however, injured pawns will get these drug effects removed during treatment
  • Doctors will avoid feeding, tending or operating on patients currently using MedPods
  • MedPods consume varying amounts of power in idle, diagnosis and treatment modes; ensure that you have an adequate power supply
  • MedPods by design ignore Ideology memes and precepts like scarring and drug use; see the FAQ for details
  • MedPods can be restricted to colonists, slaves or prisoners
  • MedPods will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Latin American Spanish
  • Russian
  • Simplified Chinese
  • Spanish
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please make a pull request on GitHub.






  • none



https://github.com/sumghai/MedPod/wiki/FAQ


  • LWM, Dubwise, PeteTimesSix, Jamaican Castle, Fluffy, Drowsy Corgi, Madara Uchida, dninemfive, Garthor, Wiri, Brrainz, Bradson - assistance with Harmony patches and other code snippets
  • MerGatto - minor fixes and optimizations
  • Vectorial1024 - Elite Bionics Framework compatibility
  • Proxyer - Japanese translation
  • jackfrost - Korean translation
  • GunnedMan - Russian translation
  • Vulnoxx - German translation
  • Zerstrick & PlayRapture - Spanish and Latin American Spanish translations





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts


Popular Discussions View All (19)
0
Feb 14, 2023 @ 9:48pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
1,920 Comments
sumghai  [author] 8 hours ago 
Updated to 1.6.1 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Tookatee Jun 29 @ 10:26am 
If you want to use a medpod to earn silver, just go the obvious route and use it to facilitate consistent and quick access to organ harvesting, one of the most profitable enterprises you can engage in. That alone can recoup the cost quite quickly and easily. Not to mention the amazing medical benefits something like a medpod provides can save you a fair bit of silver over time (saving money not using medicine to treat injuries, not needing bionics to replace lost organs/limbs, rapid healing of infections/sickness/anesthetic so colonists don't stay in bed as long, scar healing, etc.).
Tookatee Jun 29 @ 10:26am 
To be honest it sounds like you're trying to use the medpod well before you have the needed power capacity. So it's working as intended, you just need to improve your power infrastructure. Don't expect to be able to run this on a few windmills and one or two batteries, it's meant to be an endgame device.

Also nothing stopping you from just...turning it off when its not needed. Or toggling off the option that lets visitors use it...

While I do agree that you should be able to charge visitors to use your medpod, that seems like something for the Hospitality mod to address rather than this mod and a lack of it doesn't make the medpod a money sink.

In fact, selling full medpods to traders might probably be one of the most tedious, slow, and unprofitable ways you could use this mod lol. (Getting regular access to the needed components would be an accomplishment by itself.)
LZIM Jun 29 @ 5:51am 
lastly.. visitors will burn down all your stored kilowatt hours for free often causing coolers to fail and stored food to rot etc. I still dont understand not being able to charge visitors with their every individual medical fixed by the medpod, it literally should be the primary thing for earning money back versus just building them and selling them. in addition to the thing still not having any comsumables like glittertech medicine, hemogen etc.
LZIM Jun 29 @ 5:51am 
new update.. yay

muscle memory factor for clicking on the 1st popup menu item on merchants is now rescue to medpod. why? it will never be first priority thing we need then interacting with merchants specifically

muscle memory interaction with animal pawns.. is rescue to medpod.. needs Vetpod so automatically that interaction is invalid in all context.. save if you eventually build a vetpod.

mod may need a specialized battery since it is stils unusable until the colony has several power generators
sumghai  [author] Jun 12 @ 4:50pm 
Updated to 1.6.0 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.

Note that all future updates will be exclusively for RimWorld 1.6 onwards. The 1.5 and 1.4 versions are only included to help players migrate their saves.
sumghai  [author] May 30 @ 4:55pm 
@Alerios - Making a special exception for the Uhlans from Vanilla Races Expanded - Hussar to not remove their genetic luciferium dependency would be pretty complicated to code for. I may consider it in the future.

As for the Trauma Savant hediff always been removed, that is intentional.
Alerios May 30 @ 12:46pm 
Hey, will we ever see a patch preventing the Uhlan from Vanilla Expanded to remove automatically their luciferium dependency hediff? Btw, how can I prevent a Trauma Savant pawn to remove this hediff, I find it very useful.
Vartarhoz May 27 @ 5:13am 
Oki Doki
sumghai  [author] May 27 @ 2:48am 
@Vartarhoz - My intent is that MedPods and Replimats are far more advanced, and require highly skilled and trained engineers to properly fabricate and calibrate. Your pawns will simply have to get better at crafting such late-game facilities.

Colonists that have been anaesthetized but have no pending surgeries are still unconscious, so they'll automatically get carried to MedPods to remove the anaesthesia. This seems to be working as intended.