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RimWorld => Releases => Mods => Outdated => Topic started by: Kirid on March 24, 2014, 03:59:10 AM

Title: [MOD] (Alpha 6) MedBed 1.4
Post by: Kirid on March 24, 2014, 03:59:10 AM
MedBed

Description:
Adds 2 medical beds.
The basic is uncomfortable and cheap, but heals much faster than a normal bed.
The advanced medbed requires research and is more expensive, yet heals colonists extremely quick.
Screenshots:
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/MedBedscreen.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/MedBedscreen.png.html)    (http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/MedbedTech.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/MedbedTech.png.html)
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
- Restart Rimworld Otherwise there will be graphical glitches.
Notes:
Advanced medical bed texture- mrofa
I give my permission to include this in any modpacks. Contact me if you plan to use or alter the code or art. Please give me credit in either case.

Working on an Alpha 7 update. Simple medbed has been discarded.
Advanced bed is being updated as an expensive next tier beyond current medical bed. 
Change Log:
1.0- Released
1.1- Added advanced medical bed
1.2- Updated for Alpha 3
1.3- Updated for Alpha 5
1.4- Updated for Alpha 6

Attachment removed as it was corrupted with forum migration. Needs to be re-added.
Title: Re: [MOD] (Alpha 2) MedBed
Post by: mrofa on March 24, 2014, 06:42:21 AM
Cool. Dont worry about using it, its easy just have a med bay near the front lines, from what i seen wounded are taken to a nearest bed.
Title: Re: [MOD] (Alpha 2) MedBed
Post by: a89a89 on March 24, 2014, 06:43:09 AM
This looks pretty cool!
Title: Re: [MOD] (Alpha 2) MedBed
Post by: mrofa on March 24, 2014, 07:09:19 PM
Was less dead brain that usual so i made texture for them here (http://www.sendspace.com/file/hzu0o8) :D
Title: Re: [MOD] (Alpha 2) MedBed
Post by: Kirid on March 24, 2014, 07:44:16 PM
Quote from: mrofa on March 24, 2014, 07:09:19 PM
Was less dead brain that usual so i made texture for them here (http://www.sendspace.com/file/hzu0o8) :D
Wow those are awesome! Your textures are so pretty, I'd be lying if I said I wasn't jealous of your talent :P
Can I use them? You will get credit. Add them as a researched tech. I'll tone down the healing rate on these regular medbeds, and make the advanced ones really strong and expensive, or just a complete replace?

btw, I fixed the flickering edges on my beds by applying a 0.3 gaussian blur, made it the same quality as existing beds, my edges were very clean before that.
Title: Re: [MOD] (Alpha 2) MedBed
Post by: mrofa on March 24, 2014, 08:08:03 PM
Hehe thanks.
This textures are made for this mod :P

Did you add blur to everything or stroke only ?
That makes me even more confuse on that matter we will need to shake tynan for answers :D
Title: Re: [MOD] (Alpha 2) MedBed
Post by: Kirid on March 24, 2014, 08:32:38 PM
To everything. I don't use a stroke border often, at least not for an item like this. I merged all the layers and drew it by hand, it's actually several different colors. It worked in this case, and matches the games generally blurry textures.
Title: Re: [MOD] (Alpha 2) MedBed
Post by: mrofa on March 24, 2014, 09:09:06 PM
Wow thats hardcore
Title: Re: [MOD] (Alpha 2) MedBed
Post by: Kilroy232 on March 25, 2014, 09:57:08 AM
Love the idea of this mod, I will definitely give it a try and let you know if I have any ideas to help you out.

Quote
Was less dead brain that usual so i made texture for them here :D

Amazing textures guy, keep the amazing work up.
Title: Re: [MOD] (Alpha 2) MedBed
Post by: iame6162013 on March 30, 2014, 02:54:02 PM
wait a moment why don't make them use power so it's more balanced? :)
Title: Re: [MOD] (Alpha 2) MedBed
Post by: mrofa on March 30, 2014, 03:22:44 PM
Since at the moment he cant without messing with dll. If he adds power consumption, unpowered  bed would still be sleepable  and would still provide the healing rate bonus
Title: Re: [MOD] (Alpha 2) MedBed
Post by: iame6162013 on March 30, 2014, 03:28:53 PM
Quote from: mrofa on March 30, 2014, 03:22:44 PM
Since at the moment he cant without messing with dll. If he adds power consumption, unpowered  bed would still be sleepable  and would still provide the healing rate bonus

that's a shame :/
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 10, 2014, 02:58:26 PM
Updated to Alpha 3, removed old downloads.
I'll see about balancing and adding new features later.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Sicken on April 24, 2014, 08:42:06 AM
great mod i just wish my pawns would not set them as bed and just use them to heal
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Evul on April 24, 2014, 09:06:14 AM
Nice!
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 24, 2014, 09:35:43 AM
Yeah they don't work very well at the moment. I'll make it work someday. People seem to like using them for decor anyways.
I find they work well as prisoner beds. If you get your prisoners incapacitated from raids, they will heal a lot faster and warden will start working on them sooner.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: daft73 on April 24, 2014, 12:27:34 PM
Well they work fine, just end up with a MASH unit..instead of a colony. I'll trade the look for the versatility my colonists have to fight another day, usually the next day.
(http://i60.tinypic.com/ayr3n9.png)
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 05:35:57 PM
I can't find these beds ingame. I've started a new colony with the mod enabled, but I can't find them anywhere. Either something's up or I'm just blind :p
Title: Re: [MOD] (Alpha 3) MedBed
Post by: mrofa on April 27, 2014, 05:51:06 PM
You need to research them first :)

As for working, they work fine i got small medical unit at the entance, if i want ppl to get them in medical beds after fight i just fast change thier beds to prisoner beds and then change them again :D
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 06:21:54 PM
There's nothing to research -.-
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 27, 2014, 06:34:44 PM
The research should be called "Medical Bedding"
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 07:03:50 PM
It's not there, lol. Activated mod, rebooted game (to be sure), created a new colony and still nothing.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 07:06:29 PM
MedBed1.2, right? For Alpha 3f v3.413?
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 27, 2014, 07:21:34 PM
Yeah 3f, 413, Medbed 1.2.
I just download a fresh copy off here and tried it, still working fine.
Maybe try redownloading. Do you have other mods installed? Can you see other types of research?
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 07:52:40 PM
I've got the "Big Bang" modpack installed and a couple of others, yes.  Also tried re-downloading it twice :p I do see a lot of other research, yes.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 27, 2014, 08:02:27 PM
Have you scrolled down the research list?
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 08:12:11 PM
Yep. I'll check agian, give me a minute.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 08:13:34 PM
Only thing even related to medicine is "Medicine Refining", no beds :p
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 27, 2014, 08:31:56 PM
Do you have the basic beds in the furniture menu? If not, mod prob isn't activated.
Then go into godmode, the advanced beds should appear in the furniture menu. Just to make sure that's loaded
If they are, check that you have a Medbed1.2/Defs/ResearchDefs/ResearchProject_MedBed.xml that looks like this:
<?xml version="1.0" encoding="utf-8" ?>
<ResearchProjectDefs>


<ResearchProjectDef>
<defName>MedicalBeds</defName>
<label>Medical Bedding</label>
<description>Allows you to interweave cloth and medicines, in order to make advanced medical beds.</description>
<totalCost>35000</totalCost>
<prerequisites></prerequisites>
</ResearchProjectDef>


</ResearchProjectDefs>

and that MedBed1.2/Defs/ThingDefs/Building_Furniture_MedBed.xml includes <researchPrerequisite>MedicalBeds</researchPrerequisite> near the bottom of the <ThingDef> for AdvMedBed.

Otherwise I don't know what's going wrong.

Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 08:40:25 PM
I have the following beds:

Sleeping spot
Royal bed
Cheap bed
Podbed

No other beds exist.  Could any of those be a problem? I think the royal bed is a mod by the Devs and the podbed is from the Clutter mod (I think).
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 27, 2014, 08:43:13 PM
When attempting to spawn via "devconsole" I find a lot of items, but I'm not finding any medical beds or anything of the sort.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: mrofa on April 27, 2014, 09:28:28 PM
Im using both mods and dont have any problem with them.
Try to disable every mod exept the core and medical beds and run new game, go in god mode and check if you can build them.

If this wont work try this (http://www.sendspace.com/file/zo3o9w), its a older version of medical bed.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 28, 2014, 12:40:26 PM
The link is not an older version. It's the same version I downloaded :p  But I will try the "disable all other mods" thing and see if that works :)

RB
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 28, 2014, 12:45:24 PM
Still not showing up when I'm only running core and MedBed :/

RB
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 28, 2014, 01:01:59 PM
I think I got it working! =D  When I extracted the mod and placed it ingame I had the folder MedBed1.2 and another folder with the same name inside the first one. The mod it self was in the last folder, once I moved them to the first one...hey presto, I get beds ingame now! At least I can research them :p

RB
Title: Re: [MOD] (Alpha 3) MedBed
Post by: daft73 on April 28, 2014, 01:34:58 PM
Quote from: WhackyRavenLand on April 28, 2014, 01:01:59 PM
I think I got it working! =D  When I extracted the mod and placed it ingame I had the folder MedBed1.2 and another folder with the same name inside the first one. The mod it self was in the last folder, once I moved them to the first one...hey presto, I get beds ingame now! At least I can research them :p

RB
Yup you need to make sure your mod folder is all in order.
(http://i59.tinypic.com/dwa0aw.jpg)
Title: Re: [MOD] (Alpha 3) MedBed
Post by: WhackyRavenLand on April 28, 2014, 03:16:10 PM
My apologies for causing trouble! =)  Didn't think to check the folders when I got it in the modlist ingame where I could activate it =p

RB
Title: Re: [MOD] (Alpha 3) MedBed
Post by: daft73 on April 28, 2014, 03:20:29 PM
Quote from: WhackyRavenLand on April 28, 2014, 03:16:10 PM
My apologies for causing trouble! =)  Didn't think to check the folders when I got it in the modlist ingame where I could activate it =p

RB
Cheers mate, no apologies necessary. Just re-affirming your find. ;) 8)
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on April 28, 2014, 03:45:16 PM
Quote from: WhackyRavenLand on April 28, 2014, 03:16:10 PM
My apologies for causing trouble! =)  Didn't think to check the folders when I got it in the modlist ingame where I could activate it =p
RB
No problem, I'm glad you figured it out. I think I've had that issue before. It's a confusing one to sort out, less obvious.

I've been trying to write up the dll to make colonists perfer taking to medbed before regular beds, couple snags but I'm close, thankfully WorkGivers are defined in xml.It may be impossible, there are too many things connected to sleeping and ownership.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: mrofa on April 28, 2014, 08:01:43 PM
You would need to check out coding or xml of early/mid alpha 2, since at that time i had my colonist hauling wounded to the nearest not taken bed.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Two Scoops of Light Blue on May 23, 2014, 12:40:39 PM
Im having a problem with the mod. The beds and everything appear, and I can build them, but the colonists dont use them when being rescued. Has that just not been implemented yet?
Title: Re: [MOD] (Alpha 3) MedBed
Post by: minami26 on May 23, 2014, 01:18:56 PM
Quote from: Two Scoops of Light Blue on May 23, 2014, 12:40:39 PM
Im having a problem with the mod. The beds and everything appear, and I can build them, but the colonists dont use them when being rescued. Has that just not been implemented yet?

oh, you need to reassign the used bed of your colonists to the medbed you want them to use. the mod is not programmed to automatically be used by incapped colonists. *although that is a cool idea.
Cheers!
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Kirid on May 28, 2014, 03:56:41 PM
Quote from: Two Scoops of Light Blue on May 23, 2014, 12:40:39 PM
Im having a problem with the mod. The beds and everything appear, and I can build them, but the colonists dont use them when being rescued. Has that just not been implemented yet?
Yeah I'm not sure how some people get colonists taken to medbeds. I can't get them to work personally, but others seem content enough with the mod for now. I've tried looking into a dll solution, but I don't think it's possible right now. The task of TakeToBed is deeply hardcoded to Building_Bed specifically, and trying to change it is a nightmare. When the game allows me to mod that I will :)
Title: Re: [MOD] (Alpha 3) MedBed
Post by: mrofa on May 28, 2014, 04:28:01 PM
Its simple really, have a medbay near entrance to your colony, if a colonist is down, cancel his bed switching it between prisoner and normal, then the hauler will take your colonist to nearest free bed whic in this case would be your med bay.

Kirid you would need to write custom JobDriver_TakeToBed class, also add class for medic bed modifier to xml (like: <IsMedicalBed>True</IsMedicalBed>) then in jobdeiver class add a scan for bed with that modifier and insted of thing from targetB add result from scan. Well thats my thepry atleast looking it it in ILspy :D
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Jdalt40 on May 28, 2014, 10:44:13 PM
Hey kirid why don't you make like a stasis sleep container that needs power to keep people alive that are starving. Just thinking
Title: Re: [MOD] (Alpha 3) MedBed
Post by: insanevizir on June 07, 2014, 11:34:54 AM
Just tested and this mod works like a charm in alpha 4e.
Title: Re: [MOD] (Alpha 3) MedBed
Post by: Ivia on June 07, 2014, 12:15:43 PM
Quote from: insanevizir on June 07, 2014, 11:34:54 AM
Just tested and this mod works like a charm in alpha 4e.
Thanks :D!
This must be useful
Title: Re: [MOD] (Alpha 5) MedBed
Post by: Kirid on July 12, 2014, 07:48:44 AM
After inspecting the clutter mod I figured out how to update the beds. Cheers mrofa!
Please tell me if you notice any issues with balance or bugs.
Still cannot direct colonists to use the beds directly when injured to to take incapped, still can switch beds to prisoner, lockable doors may make it easier now.
Anyone who can figure out a simple way to do that will be a international hero.
Title: Re: [MOD] (Alpha 5) MedBed
Post by: murlocdummy on July 12, 2014, 11:53:24 AM
Everything seems to work on Alpha 5.  Thanks, Kirid!
Title: Re: [MOD] (Alpha 5) MedBed
Post by: mrofa on July 12, 2014, 12:03:39 PM
It might not work corretly i do get sometimes bad textures on prisoner beds, not sure if _side should be added to.
But then again with any mod active even with only itchis mapgen i get bad textures on vanillia stuff.
Title: Re: [MOD] (Alpha 6) MedBed
Post by: Kirid on August 13, 2014, 02:41:22 PM
Bump for Alpha 6! I think It's working fine. Make sure you restart the game after activating the mod. Please report any bugs or issues, I haven't tested it completely yet. But the beds are finally functional!!
Title: Re: [MOD] (Alpha 6) MedBed
Post by: Plasmatic on August 13, 2014, 04:31:06 PM
Quote from: Kirid on August 13, 2014, 02:41:22 PM
Bump for Alpha 6! I think It's working fine. Make sure you restart the game after activating the mod. Please report any bugs or issues, I haven't tested it completely yet. But the beds are finally functional!!

How does this work with the new health system in Alpha 6?
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Kirid on August 13, 2014, 05:18:07 PM
It works great. Beds still have a heal tick interval coded. Vanilla bed is 2000, basic medbed is 1500, and the advanced bed is 500. I tested it and the advanced medbed heals colonists very quickly even without a doctor.  This alpha makes it so colonists will automatically lay down in an assigned medical bed, and they wont be claimed for sleeping (no more insane micromanagment)
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Kumai0214 on August 13, 2014, 11:28:23 PM
So that means I can now have myself a medical room for where injured colonists go to heal, right?
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Kirid on August 13, 2014, 11:57:18 PM
Quote from: Kumai0214 on August 13, 2014, 11:28:23 PM
So that means I can now have myself a medical room for where injured colonists go to heal, right?
Indeed! Though you can do that now in the vanilla game with regular beds, these look a little more medbay-ish.

I'm considering redrawing the medbeds to match the vanilla beds. And possibly increasing the medpack cost of the advanced medical beds since medpacks are fully implemented now.
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: LuciferNZ on August 14, 2014, 02:56:39 AM
An interesting bug is occuring when the Animal rugs mod is also installed.

When the medical bed (basic) is turned to 'Medical' - the bed turns into a giant squirrel rug!
It still works, just looks.... a little odd hahaha!
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: LuciferNZ on August 14, 2014, 03:03:00 AM
Actually, now its using the squirrel meat sprite.

Seems to change randomly depending on where you scroll the screenview.
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: LuciferNZ on August 14, 2014, 04:09:22 AM
And thats the reason its good to read the instructions completely....

Yes, yes - a restart seems to have fixed it. *sigh* Sorry.
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Zeta Omega on August 30, 2014, 07:53:29 PM
Seeing as how your a medical person, do you think its possible to make a mod to regenerate or give people new or prosthetic limbs?
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: mathwizi2005 on August 31, 2014, 08:06:51 PM
With a little main code editing, I'm sure it will be possible
Its just a matter of getting the sprites to function properly with the models to show 'disabilities' or 'modifications'
Having different levels of research for better prosthesis should also be an option (from the simple peg-leg to the complex cyborg-esc body modifications)

(personally, I hope the prosthetic ideas actually get added to vanilla)
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Iwillbenicetou on August 31, 2014, 09:22:02 PM
It is. At a much larger scale.
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Rikiki on September 01, 2014, 03:28:53 AM
Yep, prosthetics are coming, just look at the changelog (Aug 18).
Changelog link: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Title: Re: [MOD] (Alpha 6) MedBed 1.4
Post by: Kirid on September 01, 2014, 08:51:02 AM
I learned my lesson several alphas ago when I tried to get medpacks and doctors to work. Entirely too much work for a mod that will become obsolete soon enough. Tynan works so incredibly fast :3 You guys are welcome to try though, its a fun learning experience.