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RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on January 17, 2015, 06:35:55 PM

Title: [MOD] (Alpha 9) Automated healing
Post by: skullywag on January 17, 2015, 06:35:55 PM
Hey everyone.

So i was messing with EdBs scenarios and started a game on the lone survivor, it soon dawned on me it was gonna nigh on impossible to survive as I couldnt heal myself. So I started tinkering and came up with this mod. It uses a hopper (Medical Gel Synthesizer) to feed in herbal meds (10 per) itll heal disease (completely) and injuries, it might even fix some things that are unfixable in the core game (please test this).

Download SelfHeal (http://www.mediafire.com/download/jgbz8s843spbaca/SelfHeal.zip)

Currently the injured pawn gets into the crypto and will be healed after a while (its a long ish time) he will then be popped out with all injuries that can be healed, healed. If they have a frail or bad back or cateracts these will be healed but will require multiple treatments. Diseases will also be treated, again may need multiple treatments.

The pod needs to be fed herbal medicine (10 per treatment) via a custom hopper. (This is temporary until i can figure out a better way of handling this)

So yeah play with it, feedback is appreciated. I still feel its OP but im hoping once I get the logic for working out length of time and meds used I can balance it better.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Azrail on January 17, 2015, 06:59:56 PM
I like the idea of a tweaked healing tank. Reminds me of all those healing pods you see in sci-fi movies.

If you want ideas for balancing how about it needing a hopper to feed it med kits and just have it heal the injuries at the level of those healing kits. It wouldn't be OP anymore as all it would be doing is working as a normal pawn would healing you but minus the need for the doctor. It would auto balance itself out that way as you still need to build the healing pod and supply it power where as normally all you would need is a bed and another pawn.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Shinzy on January 17, 2015, 07:10:22 PM
I'd have it draw way more power =P it did seem to only heal one wound at a time and took me over 14 days to fully heal person beaten senseless (you can haul patients straight in there which is grape!)
but I feel it'd be very exploitey during hectic times like that if you can build room full of them
and slowly heal others while your doctor patches up someone at much steadier pace

but then again big powerdraw on early game =P pff
Azrails hopper thing came to mind first, too!

imma do some *proper* testing with my ongoing game =P they're about to get some clubs to face right soon! Tribal attack coming through! ;D I should be able to build one of them healtanks

Also renamed the mod as MoreHealpods =P *poke*
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 17, 2015, 07:17:34 PM
I have the hopper code already written, I just didnt implement it here as personally i feel its an ugly mechanic. (the hopper in general)

Id like another way. However if I could have the colonists load the actual building....it is already a container....hmmm

Ill tweak the time, it wasnt supposed to take that long lol. 1 day should be plenty. I should probably add a powercut mechanic, as in if power is cut it dumps the patient out with nothing healed.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Igabod on January 17, 2015, 07:33:04 PM
Make bacta tanks from Star Wars! High power cost, requires a medpack to be brought to the tank before the patient is put in it. Should take at least 3 days to fully heal a patient. Has a slight chance of failing to have any effect. Has an even smaller chance to make colonists walk on water.... oh, wait, they already do.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: RemingtonRyder on January 17, 2015, 08:44:03 PM
Well, for a drawback, it might be nice if the colonists get addicted to using the thing even when they're not injured, like the Goa'uld sarcophagus. :)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Igabod on January 17, 2015, 10:00:27 PM
Quote from: marvinkosh on January 17, 2015, 08:44:03 PM
Well, for a drawback, it might be nice if the colonists get addicted to using the thing even when they're not injured, like the Goa'uld sarcophagus. :)

Lol everybody keeps suggesting addiction on all the mods. That's something that is going to require a LOT of work to make possible.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: f0xh0und696 on January 18, 2015, 06:35:21 AM
or instead of medkits, use herbal meds and "gel" for the pod
;)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Dragoon on January 18, 2015, 08:33:07 AM
Quote from: f0xh0und696 on January 18, 2015, 06:35:21 AM
or instead of medkits, use herbal meds and "gel" for the pod
;)

I like the gel idea how would you make it tho? or maybe make the gel a building component (because feeding it med kits to heal doesn't really wound helpful as you would still need someone to put them in while you are healing right?)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: f0xh0und696 on January 18, 2015, 09:24:16 AM
well instead of having it inject into the pod, why not have it in the building recipe is what I meant by it.
makes it seem more realistic-ish
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Iwillbenicetou on January 18, 2015, 09:27:39 AM
But still have Medicine/Herbal Medicine feeding into it.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: f0xh0und696 on January 18, 2015, 09:38:10 AM
now that you mention it, yeah, if it can work, so instead of a colonist healing you its the pod/hopper doing it.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 18, 2015, 10:24:34 AM
in simple terms im thinking of having the colonist who wants healing grab a medicine (herbal heals poor, medicine good and advanced/glitter medicine totally) and take it to the pod then get in. The only things that could then interupt the process would be pod destruction or powercut. I also want to make it heal all ailments (including diseases and broken body parts, mahbe at the cost of more time...not sure).
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Dragoon on January 18, 2015, 10:25:35 AM
hmm it would be better just as a building with lots of power (not too much drain tho) I could see how people who are in capable of doctoring would not grab a medkit.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 18, 2015, 10:35:29 AM
that would be up to me to define there would be nothing stopping a non doctor grabbing a kit.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: f0xh0und696 on January 18, 2015, 10:48:02 AM
point noted. 
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Shinzy on January 18, 2015, 01:01:19 PM
I did some moar testening with this alongside testing my own stuff on my game
it helped a bit with treating the sudden malaria and a tribal assault
but my own doctor was still the more reliable for the healing
don't seem to op at all (especially if you plop the requirement for meds for it)

only complaint I have is the interaction circle being on exactly the opposite side to what it's on the other pods ..you cheeky bugger
and well only healing one wound at a time then squirting the colonist out again
then having to crawl right back in to heal the next wound
But then I don't think you really meant it for that to begin with ;D also makes the doctors more convenient that way

Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 18, 2015, 02:18:05 PM
no ive fixed the multiple trips out, all injuries are fixed in one go now. Does it work on diseases? hadnt tested that bit. Ill sort the circle out, no idea why it flipped sides....what do people think about time, im thinking a day as the pawn will still need rest to clear the injuries and not get infection.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: SilverDragon on January 18, 2015, 03:11:50 PM
Oh my, I'm scratching my head really hard thinking about all the cool things this mod could have... :) Like an implant attached to some unused part of the body which would connect to the pod, and the pod could have an add-on like box for a droid that would scramble out in the event of the implantee becoming incapacitated or even dying (Thinking about my solo colonists runs). Maybe even another abit bigger security box that could be attached to the pod system, incase hostiles were still roaming around and the rescue droid couldn't fetch the injured colonist... I'd love to have a (faster) centipede provide security when all is lost, it'd be quite hilarious to watch if they can make the rescue run. :D
Uhhh so many possibilities... <3
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 18, 2015, 04:47:22 PM
Ok with a bit of a push from our resident modding guru Haplo I now have it healing diseases aswell. So now i have a powered casket that can heal all wounds and diseases on a pawn, for nothing more than the cost of the building, power and time.....still seems OP to me...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: eatKenny on January 18, 2015, 04:58:21 PM
Quote from: skullywag on January 18, 2015, 04:47:22 PM
Ok with a bit of a push from our resident modding guru Haplo I now have it healing diseases aswell. So now i have a powered casket that can heal all wounds and diseases on a pawn, for nothing more than the cost of the building, power and time.....still seems OP to me...

just give it a -10 mood "oh sh*t i'm in hands of machines". so it's either die or go psycho ::)

(http://www.stasisgame.com/wp-content/uploads/2012/06/prometheusK_screencap50.jpg)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Tormound on January 18, 2015, 05:13:21 PM
If you release a balanced version(that's not considered OP) can you release two versions? Balanced and OP?
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Igabod on January 18, 2015, 05:54:53 PM
The only thing I can think of to balance it even further would be to add a research topic. It would pretty much force those people playing on the lone survivor scenario to rush straight for that research but I don't see a problem with that. Build a research bench immediately and research the healing pod before your first raiders show up. That combined with making the healing time take a little longer makes it far less OP. I think that it's less OP than it would be if you just created a medical droid who is incapable of everything except medical stuff. Though having a med droid that just goes into a little cubby and shuts down when it isn't needed would be really cool.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 18, 2015, 06:22:24 PM
ok perhaps im getting too hung up on the balance. Ill do some tidying up of what i have, I want to sort out the hauling of incap'ed pawns as it uses the same driver as a the sleep casket, so that could interesting when using both lol. Once ive done all that ill release a proper version.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: SilverDragon on January 18, 2015, 07:12:05 PM
Quote from: skullywag on January 18, 2015, 04:47:22 PM
Ok with a bit of a push from our resident modding guru Haplo I now have it healing diseases aswell. So now i have a powered casket that can heal all wounds and diseases on a pawn, for nothing more than the cost of the building, power and time.....still seems OP to me...

You could try to (eventually) implement the need of medicine to heal certain degrees of injuries like, herbal medicine for bruises and scratches etc aka yellow injuries, medicine for red injuries, and maybe something even more drastic with glitter meds? :) I think the MAI android mod uses a Nanite Assembler "addon" to their Recharge Station beds, it acts as a table container that holds plasteel, and the robots heal in their beds while consuming the plasteel.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 19, 2015, 03:36:29 AM
Did a bit of playtesting with it. On EdBs lone survivor scenario you only start with 6 medicine so picking the herbal stuff as part of the build recipe is the right thing to do. Lets pretend its the cause of all the slime...ok...

you cant put prisoners in one, which isnt really realistic but the base game doesnt allow this either so...

I need to up the time taken when disease is found, i found myself hopping in it whenever i had one, I feel this is the thing thats gonna make me add a resource use to it, it removes the need for doctors entirely if i dont.

Deffo need to up the power costs.

On the subject of replacing doctors im also thinkin of tweaking the code to (if i can) make it behave like a doctor of a set skill level and work out the time it would take them to do the job. This means having a high skilled doc is still gonna be better than the machine. This isnt gonna be easy based on what ive see in this area of the code thus far.

Title: Re: [MOD] (Alpha 8) Automated healing
Post by: f0xh0und696 on January 19, 2015, 05:10:52 AM
thats why i sugested using herbal meds, it not only sounds like something you'd expect (you don't consume herbal meds to instantly heal a broken bone) and it make the lone survivor scenario abit easier.
Also words cannot describe how useful this mod is ,cant play the  lone survivor scenario without it.
thank you :)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Dragoon on January 19, 2015, 09:00:06 AM
I like the idea of -10 mod to balance it out as well as lots of power (but what if someone is a mechanoid nerd or that back story that tried to fuse humans and robots O_o why that be a -10 mood for em XD ?)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Tormound on January 20, 2015, 03:15:38 PM
was he updated healing pod uploaded?
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 20, 2015, 03:18:36 PM
Not yet still working on it, playing with the mystic jobdriver stuff...black magic o.O
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: solnar on January 20, 2015, 05:12:39 PM
Using this idea you could go and make a sarcophagus from the stargate universe
Also lore friendly if you do a -mood the longer you use it
http://stargate.wikia.com/wiki/Sarcophagus (http://stargate.wikia.com/wiki/Sarcophagus)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Killaim on January 21, 2015, 03:45:31 AM
Quote from: Dragoon on January 19, 2015, 09:00:06 AM
I like the idea of -10 mod to balance it out as well as lots of power (but what if someone is a mechanoid nerd or that back story that tried to fuse humans and robots O_o why that be a -10 mood for em XD ?)

maybe being covered in medical goop or just general ickyness. or its just really really painfull getting the treatment ? or it wears you out making you sluggish from the meds it uses - so many things really.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 21, 2015, 04:06:11 AM
So im working on some new jobdrivers, toils and stuff and the code is starting to click. I think I can make it so a colonist can be right clicked on (or at least a bed) they go grab some medicine and treat themselves. If i can achieve this it means i can do anything with this mod in terms of self healing.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Killaim on January 21, 2015, 07:22:36 AM
Quote from: skullywag on January 21, 2015, 04:06:11 AM
So im working on some new jobdrivers, toils and stuff and the code is starting to click. I think I can make it so a colonist can be right clicked on (or at least a bed) they go grab some medicine and treat themselves. If i can achieve this it means i can do anything with this mod in terms of self healing.

would be nice if they could treat minor injuries themself. though it would also be nice then to have a more varied degree of medical kits/things.

like a trauma kit for big stuff - bandages/painkillers for medium stuff - and low gear stuff i dont know the english word for you slap on small tiny cuts for the scratches and stuff.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 21, 2015, 11:58:09 AM
A Plaster.

That would be nice but if theres no internal severity list then itd be up to me to make that and keep it up to date until there is.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Senacharim on January 21, 2015, 01:17:08 PM
Quote from: Killaim on January 21, 2015, 03:45:31 AM

maybe being covered in medical goop or just general ickyness. or its just really really painfull getting the treatment ? or it wears you out making you sluggish from the meds it uses - so many things really.

What about it being bad for clothing?

Either go in naked or risk having your favorite shirt/pants/whatever cut to ribbons so the auto-doc can do surgery on you...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 21, 2015, 01:17:51 PM
Haha ive got the jim carey insta strip image in my head...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Killaim on January 21, 2015, 02:07:02 PM
Quote from: skullywag on January 21, 2015, 01:17:51 PM
Haha ive got the jim carey insta strip image in my head...


let the healing begin
(http://media.giphy.com/media/Y08MG6VzaMAuI/giphy.gif)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Igabod on January 22, 2015, 12:46:25 PM
Quote from: Killaim on January 21, 2015, 02:07:02 PM
Quote from: skullywag on January 21, 2015, 01:17:51 PM
Haha ive got the jim carey insta strip image in my head...


let the healing begin
(http://media.giphy.com/media/Y08MG6VzaMAuI/giphy.gif)

Man I wish I could do that. My love life would still suck, but at least my shower time would be way more epic.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Tormound on January 25, 2015, 09:45:21 PM
I fear Skully may have succumbed to the dangers of dabbling in black magic.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 26, 2015, 03:12:40 AM
nah still here. stupid real life getting in the way, uk tax returns suuuuuck. Hoping I can get back into this at the weekend.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: shadowstreaker on January 26, 2015, 04:20:57 PM
The idea I got from this is the Auto-Doc in the Fallout universe.

In case you don't know what it is (you might) it's a robot with the tools attached for medical procedures, but older ones can get a bit... erratic and dangerous, essentially going insane, but its specialised for medical procedures (Which ofc makes it amazing in CQC).

But I guess this would verge a bit too close to MAI
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: numen0r on January 28, 2015, 11:19:12 PM
please upload the updated op version ur using. I'm dying to play with it!
i'll update it to the balanced version later, i just want to test it in the meantime.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Facepunch on January 29, 2015, 07:36:55 PM
Suggestion for this, I can't find anything anywhere that does it, make it heal old wounds (Scars, old gunshots, etc.) I'd really appreciate it. Or even if you can point me in the direction of a mod that does that already.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: palandus on January 29, 2015, 07:59:50 PM
Healing pod and goop reminds me of Private Rico in that healing pod after he got wounded in Starship Troopers 1. Remember how it was filled with goop?

Here is a way to balance it out:
1) Make it heal all wounds but...
2) Make the time it takes to heal those wounds 2x longer than having a skilled doctor do it.

This way, it provides all the benefits of self healing but it is not ideal for when you have a skilled doctor around as the doctor can make the healing process completed a lot faster. Though if you lack a skilled doctor (ESPECIALLY IMPORTANT in ALPHA 9 as Tynan is making it so that Doctors can screw up operations) then this would be a godsend.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 30, 2015, 03:00:19 AM
it already takes a day in ticks to fully heal. Im working out some kinks currently. I keep finding a colonist who will not heal, it shows to injurys found but im staring at their injury list going...uhhh...i think ive found a bug in core....but im not sure, have to debug further. I might post up the version I have now tonight. Its a bit OP but meh im not sure this kind of thing is ever going to be truly balanced.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 31, 2015, 06:22:44 AM
So ive now got a version that can fix scars and other random injuries as well. Im working on the nicer parts of getting it to make sounds and stuff, so am almost done with this. Ill release tomorrow and let you guys go nuts with it, im expecting at least 1 balancing pass after release.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: SilverDragon on January 31, 2015, 06:48:24 AM
I'm excite. I like stuff. ;D
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: drakulux on January 31, 2015, 08:59:10 AM
Will we need to start a new colony or world for the update?
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 31, 2015, 09:11:13 AM
dont think new world is needed, even if you have my old version of this it should just work, worst case youll have to deconstruct and rebuild the caskets.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Khaosius789 on January 31, 2015, 02:27:44 PM
Release it!!! :D
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on January 31, 2015, 02:45:18 PM
Im still battling with some code issues, Tynan hasnt followed his normal rules with the original casket so messing with inspect strings (the stuff in the bottom left panel) is tricky. The issue being I cannot show how much power is needed if I extend the sleep casket, if I create a WHOLE new casket ill have to write all the code all the way down the chain and the issue here is some of it is obfuscated and therefore I have no access to it so lose some functionality. So yeah tricky....
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: palandus on January 31, 2015, 03:50:40 PM
Good old procedural abstraction making life wonderful, eh?

Cancel that; thought for some reason you said black boxed. My bad.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: numen0r on February 02, 2015, 05:08:57 PM
how bad could this be so that its been weeks working on bugs?
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 14, 2015, 12:46:58 PM
this isnt a bug, its fundemental to the mod working how I want it to work, im struggling with something that no one seems to have done before, yes i could fallback to what i class as a crappy way of doing it but thats just not me, if I have to fight for a few more weeks to get this working I will, sorry if thats not good enough for you but its how i work. If i were to release now you could cure everything in the game for the cost of the casket....i wont be releasing this until its working correctly.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 15, 2015, 07:46:15 AM
Ok, ive done what i didnt want to do and used a hopper for herbal meds...its not the most elegant but it works, this thing takes 600 power constantly and needs 10 herbal meds a pop, im hoping to improve the logic to use a number of meds based on disease/injury but thisll do for now as a first full release, ive only slightly tested it, so I expect bugs, but nothing major i doubt.

Also the question that was raised about using a hopper and needing someone to feed them in, thus removing the heal self part of the mod has been addressed, the casket wont let you in unless it has the meds to heal you. I think itll warn you (last colonist, are you sure popup) if youre the only colonist but theres nothing i can do about that.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: numen0r on February 15, 2015, 09:19:53 AM
Thanks skullywag for releasing the update.

some things I noticed while testing:
Cataracts and Shattered rib cannot be healed. Scratch scars are healed successfully.

bugs (someone please verify them):
-colonists don't enter casket if time is sped up.
-after colonists are ejected from casket, the casket is still registered as reserved by the colonist. (quick fix: draft/undraft the last colonist that used the casket)
-casket takes all herbal meds from hopper regardless if it uses them all or not. so 75 max per stack. then after patient with 1 injury is ejected, it says it has no meds.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 15, 2015, 10:56:40 AM
hmm i thought i got those ( i was aware of all of em) let me have another play...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 15, 2015, 11:29:54 AM
Ok reuploaded with some tweaks, ive made the colonists hang around a little longer at the interaction cell (no idea why 400 ticks isnt enough seeing as it tries to pull them in every 250???) that seems to let them in each time i tried even on speed 4.

Fixed the reserved bug cuz im a twit.

Refixed the bug i fixed but didnt commit, now doesnt eat all your meds.

Ill look into the ribs and eyes thing, not sure I want to fix the eyes but the ribs...maybe...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: mrofa on February 15, 2015, 12:44:58 PM
Ugh code look soo complicated X_X
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 15, 2015, 01:39:54 PM
which bit? its mostly lifted from core, will happily explain what i can.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: mrofa on February 15, 2015, 02:51:08 PM
You  could to add JobPawn to explose data so it wont loose him while save/load.
Also you dont have reset for JobPawn if player for some reason make him change jobs and then go near the casket (Pawn get suck up):D
But saving jobs makes wierd error, not sure why even thru it works apart form that error in console.
Did a workaround on that thrugh, did save job hashes and compare them with the job hashes of the JobPawn, since they are unique to.
Apart from that rest of code look to advenced for my squishy brain :D

Hopper can be avoided with..
1. making it a wokbench, recipe uses medicine items, and spawn a invisible item, invisible item scans surrounding for nearest pod send a signal to pod to charge it, and pod send a signal to item to get destroyed.
2. Charging bar, something like on rikkikis weapon batteries in his laser mod. Adding such system to a pod that it charges itself from power grid, when its full it can operate.
3. Something like my plasma charging packs, craft a item from meds(potent med jell, make you colonist more potent!), this item can be store in pawn inventory, if pod detect it, will let pawn in to heal.
4. Making pod a sotrage for meds, it will consume each med on it and add it to its charged, if charges are full it will stop storing stuff, i think its something similar to haplo nanostorage.
5. out of coffie sorry...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 15, 2015, 02:58:20 PM
No idea about the job stuff?? ill look into that job interupt though.

1. It actually is a workbench (check the base extension in the class), I thought about the invis item but couldnt guarantee that it would pick up the right pod (people like placing these together), seemed hacky in the end.
2. I want some kind of charge system but as stated above the correct implementation eludes me currently.
3. The item in the inv thing is probably the best I could do right now, but id much rather wait until I can get an answer on the bill production dilema (probably from Tynan).
4. Another 1 I tried but failed at, I may come back to this and mix it with the bill production from number 1.
5. I too am out of coffee...
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Lozza on February 17, 2015, 05:42:38 AM
Quote from: skullywag on January 17, 2015, 06:35:55 PM

Currently the injured pawn gets into the crypto and will be healed after a while (its a long ish time) he will then be popped out with all his injuries healed.


This is good and all, but could we make it so that colonists carry others to the chamber? My doctor - only doctor - is incapped in a world and looking at death because my colonists can't carry him. A 'Carry to Heal-o-Sleep Chamber' command or something would be quite nice.
Thanks in advance.
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: Rock5 on February 17, 2015, 08:45:16 AM
(http://forumsgallery.tapuz.co.il/ForumsGallery/galleryimages/477_3101200482384.jpg)
Title: Re: [MOD] (Alpha 8) Automated healing
Post by: skullywag on February 17, 2015, 12:21:26 PM
I have the command in the dll for finding a casket i just couldnt figure out how to add it to the pawns right click menu. Why cant you just rescue him for now?
Title: Re: [MOD] (Alpha 9) Automated healing
Post by: skullywag on March 10, 2015, 05:52:48 AM
Got this updated to A9, have updated the OP with the new mechanics.

Edit - redownload if you downloaded before seeing this edit. Hotfix added for disease handling.
Title: Re: [MOD] (Alpha 9) Automated healing
Post by: f0xh0und696 on March 10, 2015, 08:43:20 PM
woo, alpha 9, thanks, will give it a try later.
also great mod.  ;D
Title: Re: [MOD] (Alpha 9) Automated healing
Post by: UMK on March 10, 2015, 11:15:42 PM
Can you create new Job and JobDriver to use medicine to self-healing, which will be activated when pawn is wounded and undrafted and have enough skill (instead of resting)? It will work fine with this mod.
P.S. You can even bother yourself with making pawns using carried medicine, and make them carry it.