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RimWorld => Releases => Mods => Outdated => Topic started by: Neufusion on April 19, 2017, 02:18:47 AM

Title: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: 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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Neufusion on April 19, 2017, 02:20:17 AM
.
Title: Stat Balancing
Post by: Neufusion on April 19, 2017, 03:22:56 AM
I need some input on balancing the stats for the advanced medical pod





MetalsSteelPlasteelComponentsMedicinePowerImmunity Gain SpeedMedical Tend Quality OffsetBed Rest Effectiveness
Hospital Bed40800010-114%17%100%
Advanced Medical Pod150100501010350W300%300%150%

Edit:Added Plasteel Requirement
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: 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.  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.
Title: Research Requirements
Post by: Neufusion on April 19, 2017, 04:34:08 AM
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 ?
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: 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
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Neufusion on April 19, 2017, 04:44:46 AM
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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Neufusion on April 19, 2017, 04:59:38 AM
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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Pepelnica1488 on April 19, 2017, 05:41:55 AM
please balance,now this mod is shitty
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Neufusion on April 19, 2017, 06:08:26 AM
Quote from: Pepelnica1488 on April 19, 2017, 05:41:55 AM
please balance,now this mod is shitty

How should it be balanced?
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: SpaceDorf on April 19, 2017, 06:28:11 AM
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 :)
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: 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.)

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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: 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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Neufusion on April 19, 2017, 07:48:54 AM
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?
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: 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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Neufusion on April 19, 2017, 11:12:23 AM
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!
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: XeoNovaDan on April 19, 2017, 11:36:58 AM
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!
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Canute on April 19, 2017, 12:55:19 PM
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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: XeoNovaDan on April 19, 2017, 01:17:43 PM
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
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Source on April 19, 2017, 01:25:07 PM
Loading message...
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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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: Lethe on April 19, 2017, 02:29:51 PM
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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.1-beta) (2017-04-18)
Post by: XeoNovaDan on April 19, 2017, 02:37:15 PM
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 :)
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: Neufusion on April 21, 2017, 11:53:18 AM
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!
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: XeoNovaDan on April 21, 2017, 05:35:37 PM
Seems much more reasonable :)
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: Canute on April 22, 2017, 02:03:39 AM
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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: SpaceDorf on April 22, 2017, 11:25:42 AM
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.
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: blaxblade on June 08, 2017, 12:09:52 PM
Hello, i use a non steam version of game, how can i download this mod for a17?
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: tgbps4 on June 17, 2017, 05:39:57 PM
is this mod going to recieve an update for A17?
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: 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=).
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: tgbps4 on June 17, 2017, 07:27:28 PM
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
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: asquirrel on June 22, 2017, 10:28:02 AM
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? :)
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: sejuhasz on June 25, 2017, 01:29:09 PM
Can I also have the modded A17 version PM'd to me?
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: Jimbob_ on June 25, 2017, 02:23:44 PM
I would also like an a17 version of this :)
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: SuedKAT on June 25, 2017, 07:48:32 PM
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]
Title: Re: [A16] NeuTech - Advanced Medical Pod (v0.2) (2017-04-21)
Post by: Neufusion on January 14, 2018, 07:03:02 PM
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...