(https://github.com/Neufusion/NeuTech-AdvancedMedicalPod/blob/master/About/Preview.png?raw=true)
Description
NeuTech - Advanced Medical Pod
Using the latest medical technology from NeuTech, including Negative-Pressure Wound Therapy and Robotically-Assisted Treatment, the Advanced Medical Pod improves postoperative recovery, treatment of injury/illness, accelerates immunity, and reduces healing time. Connectable to Vitals Monitor. Does NOT induce cryptosleep.
Comfort 90%
Bed Rest Effectiveness 90%
Immunity Gain Speed 150%
Medical Tend Quality 20%
Heat Per Second 2
Requirements / Usage
Metals 150
Steel 100
Plasteel 60
Component 20
Medicine 15
Power 1000W
Functions the same as a Medical Bed.
Requires power connection.
Requires NeuTech - Advanced Medical Pod research:
Base Cost 3000
Required Research Building Hi Tech Research Bench
Required Research Facilites MultiAnalyzer
Prerequisite Hospital Bed
Compatibility
Should be compatible with all mods
Changelog
v0.1-beta 2017-04-18 - Initial Release
v0.2 2017-04-21 - Added new Tech requirement, Adjusted stats and requirements, updated graphics
Author
Neufusion (https://ludeon.com/forums/index.php?action=profile;u=74120)
This is my first publicly released mod!
Download
GitHub (https://github.com/Neufusion/NeuTech-AdvancedMedicalPod/releases/latest)
How to install
- Delete old folder of this mod.
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
.
I need some input on balancing the stats for the advanced medical pod
| Metals | Steel | Plasteel | Components | Medicine | Power | Immunity Gain Speed | Medical Tend Quality Offset | Bed Rest Effectiveness |
Hospital Bed | 40 | 80 | 0 | 0 | 10 | - | 114% | 17% | 100% |
Advanced Medical Pod | 150 | 100 | 50 | 10 | 10 | 350W | 300% | 300% | 150% |
Edit:Added Plasteel Requirement
I don't think significantly increasing rest effectiveness is a good idea. Would be kind of silly, but effective, to have a whole colony use these for actual beds. It's also pretty cheap for what it does. I would think 100 plasteel added on would make sense. Or more, I mean it basically replaces doctors. Depends on whether you want this to be a sort of cheat to get out of early game sickness or an endgame convenience.
Currently, v0.1-beta requires Medical Bed research.
Should I change it to require:
a. Medical Bed research and ?
b. New Advanced Medical Pod research that requires Medical Bed research
c. New Advanced Medical Pod research that requires Medical Bed research and ?
Well again, it sort of depends on what you want out of this thing. If you want it as just some endgame convenience, then sure keep the stats and add a research tech that requires med bed and increase the materials. If you just want it as a way to bypass silly strong sicknesses, then do whatever you want really xD
Quote from: Greep on April 19, 2017, 03:53:26 AM
I don't think significantly increasing rest effectiveness is a good idea. Would be kind of silly, but effective, to have a whole colony use these for actual beds.
Ah, actually it is "Bed Rest effectiveness " as in injured or sick, not normal rest. So it wouldn't do anything special for regular sleeping.
Quote from: Greep on April 19, 2017, 03:53:26 AM
It's also pretty cheap for what it does. I would think 100 plasteel added on would make sense. Or more, I mean it basically replaces doctors. Depends on whether you want this to be a sort of cheat to get out of early game sickness or an endgame convenience.
I added a 50 plasteel requirement. It still needs the doctors to do the work. It's not automatic.
Quote from: Greep on April 19, 2017, 04:37:00 AM
Well again, it sort of depends on what you want out of this thing. If you want it as just some endgame convenience, then sure keep the stats and add a research tech that requires med bed and increase the materials. If you just want it as a way to bypass silly strong sicknesses, then do whatever you want really xD
Not trying to cheat or bypass anything. I was aiming to keep it balanced as a mid/late game item, after a fully established hospital with hospital beds, to help the horrible doctors and reduce turnaround time for injuries.
Looking for input from users because *I* can make it do anything, just wondering what the community wants out of it.
please balance,now this mod is shitty
Quote from: Pepelnica1488 on April 19, 2017, 05:41:55 AM
please balance,now this mod is shitty
How should it be balanced?
I was alle
I like the Idea, but the way you are going about it, you should have started the thread in WIP
For Balance.
Comfort 80% <- affects the mood of the pawn using this item.
make this one higher, pawns should like the good treatment ( everything that counters the pain and sickness moods is good )
Bed Rest Effectiveness 150% <- bad idea .. 100% or less, well rested pawns have a tendency to get out of bed .. rest effectiveness reduces the amount of sleep needed.
Immunity Gain Speed 300% <- right intention, to high for my taste
130-150 should be plenty, you could make some different copies of the bed to try out how huge the effect of this is ..
Medical Tend Quality 300% <- just feels to high .. compare it to medicine and glitterworld medicine .. should not be more than that .. operation without at least normal medicine should not be viable ..
Additional .. think about a Advanced Vitals Monitor which gives a Blood Pumping and Blood Filtering Bonus .. the Pawns Main Functions against sickness.
( normally a old Pawn, or one who lost a Kidney is as good as dead when sick. )
A Pain Reducing Effect would also be nice :)
Quote from: SpaceDorf on April 19, 2017, 06:28:11 AM
Bed Rest Effectiveness 150% <- bad idea .. 100% or less, well rested pawns have a tendency to get out of bed .. rest effectiveness reduces the amount of sleep needed.
"Bed Rest" is "Rest in bed to recuperate from not-immediately-life-threatening medical problems." It's not the same as regular rest. (If you set "Bed Rest" as Priority 1 on a pawn, he'll only go to bed during anything/work/joy hours if he's injured.)
Quote from: SpaceDorf on April 19, 2017, 06:28:11 AM
Medical Tend Quality 300% <- just feels to high .. compare it to medicine and glitterworld medicine .. should not be more than that .. operation without at least normal medicine should not be viable ..
Apparently, Medical Tend Quality doesn't apply to surgery. It's the treatment of injury and illness. So you get nicer bandages, quicker immunity, and less chance of infection and scarring.
Quote from: SpaceDorf on April 19, 2017, 06:28:11 AM
Additional .. think about a Advanced Vitals Monitor which gives a Blood Pumping and Blood Filtering Bonus .. the Pawns Main Functions against sickness.
( normally a old Pawn, or one who lost a Kidney is as good as dead when sick. )
A Pain Reducing Effect would also be nice :)
Good idea, I'll look into. Possibly, I'll tone down this mod and add the Advanced Vitals Monitor.
At some medical mod's you can set the patient to anesthestic state to increase healing.
I would suggest that any patient that use these bed, geting this.
Pro, he will heal faster, don't got mood penalty, need less food.
Contra, you can't use him for emergency task if needed.
Quote from: Canute on April 19, 2017, 07:42:51 AM
At some medical mod's you can set the patient to anesthestic state to increase healing.
I would suggest that any patient that use these bed, geting this.
Pro, he will heal faster, don't got mood penalty, need less food.
Contra, you can't use him for emergency task if needed.
Hmmm, forced anesthetic state... I wonder if I can XML mod that or need to dive deeper into DLL mod?
Quote from: Neufusion on April 19, 2017, 07:36:38 AM
Quote from: SpaceDorf on April 19, 2017, 06:28:11 AM
Bed Rest Effectiveness 150% <- bad idea .. 100% or less, well rested pawns have a tendency to get out of bed .. rest effectiveness reduces the amount of sleep needed.
"Bed Rest" is "Rest in bed to recuperate from not-immediately-life-threatening medical problems." It's not the same as regular rest. (If you set "Bed Rest" as Priority 1 on a pawn, he'll only go to bed during anything/work/joy hours if he's injured.)
You are right - And so am I.
The "Bed Rest" Job/Workgiver sends a Pawn to get rested and recuperate in a Medical Bed.
The "Bed Rest Effectiveness" value of a Bed adresses the Rest need of a pawn.
Quote from: SpaceDorf on April 19, 2017, 09:22:07 AM
Quote from: Neufusion on April 19, 2017, 07:36:38 AM
Quote from: SpaceDorf on April 19, 2017, 06:28:11 AM
Bed Rest Effectiveness 150% <- bad idea .. 100% or less, well rested pawns have a tendency to get out of bed .. rest effectiveness reduces the amount of sleep needed.
"Bed Rest" is "Rest in bed to recuperate from not-immediately-life-threatening medical problems." It's not the same as regular rest. (If you set "Bed Rest" as Priority 1 on a pawn, he'll only go to bed during anything/work/joy hours if he's injured.)
You are right - And so am I.
The "Bed Rest" Job/Workgiver sends a Pawn to get rested and recuperate in a Medical Bed.
The "Bed Rest Effectiveness" value of a Bed adresses the Rest need of a pawn.
I see... Thanks for your input!
I'd give it a significant nerf and make it much more expensive, it seems ludicrously powerful for relatively little material cost. Here's my proposition:
Metals: 100 -> 200
Plasteel Cost: 50 -> 80
Uranium Cost: 0 -> 100
Change Medicine to Glitterworld Medicine
Components: 10 -> 18
Power Consumption: 350 -> 2000 (make it much less practical for mass-use)
Immunity Gain Speed: 300 -> 160
Tend Quality Offset: 300 -> 50
Bed Rest Effectiveness: 150 -> 87
Comfort: 80 -> 45 (couldn't imagine that sort of thing being very comfortable, especially if hacked together using rimworld technology as opposed to glitterworld)
I'd also gate it behind spacer-tech research which requires hospital beds and vitals to be researched, and maybe 3.5k research points. All of these changes are doable with only XML.
This mod looks very promising though, and I hope it becomes a hit!
QuoteUranium Cost: 0 -> 100
Do you want heal or poison the patient ? :-)
QuoteChange Medicine to Glitterworld Medicine
I agree with that, or 10/20 medicine + 10/20 neurotamine/antibiotica.
QuoteDo you want heal or poison the patient ? :-)
radiation poisoning, so they won't bitch about being ill/injured :)
I think glittermeds because this seems borderline-glitterworld level of technology... and there's no way a lot of
70% medical potency can achieve this. That's like saying herbal medicine for this in A15 :P
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Done...
I don't think using that power it's enough to work, it's a Advanced Medical Pod, and the process to develop the restauration of the cells, neuronas and injuries from inside and outside requires a whole of time, this machines works better, but that does not mean that they work faster, you should add like W500 to function completely, and use at least 25 components to his requirements because, it's advanced spacer technology.
You maybe should add more medicines to function, in this case Glitter Medicine, or use 5 Glitter Medicine instead of more medicine, using only 10 it's too easy to obtain.
The Inmunity factor speed, at 150%, you are excesive with the spacer technology of that class , at least that is transcendental technology: 300% it's not normal, and too OP, the same goes with the medical tend quality, but at 120%, 300% it's like simply leave a pawn with medicine at 2 makes the work and recovers all class of injuries at more of 200%, you must be realist with the process and function of this machine.
Otherwise, Keep Going, Because i like this mod.
Agreeing with the others about it taking glitterworld meds rather than just normal meds and that it should take more components.
More electricity, perhaps 800-1200W.
Another possibility would be requiring a cryptocasket to be built first, then you upgrade that to the advanced medical pod. Then it'd be pretty costly. It would be only for end game if you do it like that though.
To be fair, I get the impression that this should be an end-game medical solution that should be used sparingly unless you have extreme resource and electricity overhead.
These changes are easy to make anyway, as this mod's 100% XML :)
Quote from: Neufusion on April 19, 2017, 02:18:47 AM
(https://github.com/Neufusion/NeuTech-AdvancedMedicalPod/blob/master/About/Preview.png?raw=true)
Description
NeuTech - Advanced Medical Pod
Using the latest medical technology from NeuTech, including Negative-Pressure Wound Therapy and Robotically-Assisted Treatment, the Advanced Medical Pod improves postoperative recovery, treatment of injury/illness, accelerates immunity, and reduces healing time. Connectable to Vitals Monitor. Does NOT induce cryptosleep.
Comfort 90%
Bed Rest Effectiveness 90%
Immunity Gain Speed 150%
Medical Tend Quality 20%
Heat Per Second 2
Requirements / Usage
Metals 150
Steel 100
Plasteel 60
Component 20
Medicine 15
Power 1000W
Functions the same as a Medical Bed.
Requires power connection.
Requires NeuTech - Advanced Medical Pod research:
Base Cost 3000
Required Research Building Hi Tech Research Bench
Required Research Facilites MultiAnalyzer
Prerequisite Hospital Bed
Compatibility
Should be compatible with all mods
Changelog
v0.1-beta 2017-04-18 - Initial Release
v0.2 2017-04-21 - Added new Tech requirement, Adjusted stats and requirements, updated graphics
Author
Neufusion (https://ludeon.com/forums/index.php?action=profile;u=74120)
This is my first publicly released mod!
Download
GitHub (https://github.com/Neufusion/NeuTech-AdvancedMedicalPod/releases/latest)
How to install
- Delete old folder of this mod.
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
Ok guys, v0.2 is here! I listened to your input and did some adjusting.
Decided to tone down the stats. NeuTech is spacer tech, not glitterworld tech. Might add a NeuTech Vitals Monitor to bring the stats up a little higher than the stock one.
Set power to 1000W so it can be ran with a dedicated fueled generator or can run for 1 day on a fully charged battery (yes, you can fully charge the battery and pack it up with the Advanced Medical Pod).
It takes quite a bit to get one up and running now because of the new research requirement and parts requirements; pawns need to make multiple trips to deliver all of the parts.
I created a test scenario with doctors and test subjects and it seemed to play out pretty well.
Enjoy!
Seems much more reasonable :)
Currently i don't use the mod.
But i got a question, can pawns use the bed even without power ?
Then we can use sensor switches to powerup the bed when someone comes close.
If not you maybe should create a patch for repower mod to give the bed an idle power use.
It would be more reasonable to go the way of the repower mod ..
low energy use when not in use.
High Energy when in use.
Either make it a requirement or ask if you may use some code.
Hello, i use a non steam version of game, how can i download this mod for a17?
is this mod going to recieve an update for A17?
He have updated it to A17 on Steam. (https://steamcommunity.com/sharedfiles/filedetails/?id=933008442&searchtext=neutech) However I think he's reworking it considering the comments about the branding as well as the red cross symbol, NeuTech is a real company after all and the Red Cross symbol is protected. Personally I couldn't care less about such things, but I can understand if a modder don't want to deal with such things and then it's easier to just remove the logos etc.
I can PM you the Steam update I have at the moment if you want, have edited mine to work with [sd] medicaddons (https://steamcommunity.com/sharedfiles/filedetails/?id=786233894&searchtext=).
Quote from: SuedKAT on June 17, 2017, 06:05:01 PM
He have updated it to A17 on Steam. (https://steamcommunity.com/sharedfiles/filedetails/?id=933008442&searchtext=neutech) However I think he's reworking it considering the comments about the branding as well as the red cross symbol, NeuTech is a real company after all and the Red Cross symbol is protected. Personally I couldn't care less about such things, but I can understand if a modder don't want to deal with such things and then it's easier to just remove the logos etc.
I can PM you the Steam update I have at the moment if you want, have edited mine to work with [sd] medicaddons (https://steamcommunity.com/sharedfiles/filedetails/?id=786233894&searchtext=).
That´s understandable, but I would prefer an external download source if possible: I like to download my mods manually
I have SD medic addons. How does this mod conflict? I used both in A16 and didn't have any problems. At least any obvious problems. :D Could you PM or upload your modded version for me? :)
Can I also have the modded A17 version PM'd to me?
I would also like an a17 version of this :)
I've attached it to the post, will remove it if Neufusion don't find it ok.
This is the A17 version he have released on steam but not here, I've made it linkable to Clutter, More Furniture and [sd] medicaddons. If you don't use those mods this will cause errors and you will need to make a small alteration. Just open:
\NeuTech Advanced Medical Pod\Defs\ThingDefs\Buildings_Furniture.xml
I recommend NotePad++ but any text editor would do the trick pretty much.
Scroll down until you find this:
<linkableFacilities>
<li>ClutterCabinetA</li>
<li>ClutterLockerA</li>
<li>sd_medicaddons_medieval_surg_washpan</li>
<li>sd_medicaddons_medieval_surg_instruments</li>
<li>sd_medicaddons_medieval_surg_lamp</li>
<li>sd_medicaddons_industrial_surg_instruments</li>
<li>sd_medicaddons_industrial_surg_lamp</li>
<li>VitalsMonitor</li>
<li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
<li>sd_medicaddons_spacer_surg_instruments</li>
<li>sd_medicaddons_spacer_surg_lamp</li>
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>
</linkableFacilities>
If you for example want to remove all links to More Furniture simply delete everything with "Anon" in it so it looks like this:
<linkableFacilities>
<li>ClutterCabinetA</li>
<li>ClutterLockerA</li>
<li>sd_medicaddons_medieval_surg_washpan</li>
<li>sd_medicaddons_medieval_surg_instruments</li>
<li>sd_medicaddons_medieval_surg_lamp</li>
<li>sd_medicaddons_industrial_surg_instruments</li>
<li>sd_medicaddons_industrial_surg_lamp</li>
<li>VitalsMonitor</li>
<li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
<li>sd_medicaddons_spacer_surg_instruments</li>
<li>sd_medicaddons_spacer_surg_lamp</li>
</linkableFacilities>
Then just save and you should be all good. The same goes for Clutter and [sd] medicaddons, the Vitals Monitor is the the one in the standard game.
[attachment deleted by admin due to age]
Apologies for the late response on updating my mod to A18 but life and paid work took over.
How do I update it? I seem to remember the last update being easy where I just updated it in my mod folder and then used the in-game mod manager to upload it. Now I can't seem to find anywhere in steam or rimworld to upload...