[1.5] MedPod 1.5.30 (8 Jul 2024) - Advanced regenerative medical beds

Started by sumghai, July 24, 2020, 08:01:37 AM

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sumghai



MedPod adds advanced regenerative medical beds capable of treating virtually every injury and disease, inspired by similar beds from Neill Blomkamp's 2013 sci-fi film Elysium.


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







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


  • Pawns prioritize MedPods over other medical bed types, by distance and type, but will fall back to regular medical beds if no MedPods are reachable
  • Pawns will not use MedPods that have insufficient power
  • Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods
  • Healthy pawns can consume alcohol and drugs without immediately needing to use MedPods; however, injured pawns will get these drug effects removed during treatment
  • Doctors will avoid feeding, tending or operating on patients currently using MedPods (the scanner/reatomizer gantry arm would smack them in the face if they tried to do so)
  • MedPods consume varying amounts of power in idle, diagnosis and treatment modes; ensure that you have an adequate power supply
  • MedPods by design ignore Ideology memes and precepts like scarring and drug use; see the FAQ for details
  • MedPods can be restricted to colonists, slaves or prisoners
  • MedPods will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Latin American Spanish
  • Russian
  • Simplified Chinese
  • Spanish
  • Traditional Chinese
  • Ukrainian






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





  • none


View full changelog on Steam Workshop


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





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

Passenger009


Torneco


Canute

You can find the power use when you check the info page of that building.
The simple Medpod
125W idle, 500W while scanning, 2000W while treating.
Lux Medpod
125W idle,  750W while scanning, 3000W while treating.

When you use chemfuel generators for your base power source and only have around 1000W surplus power, like i do most of my colonies so shortcircuit event have less effects,  the medpod won't be able to treat.
You need have 1 battery at last or enable some generatos before.

You need to have

Torneco

I usually try to have all my power made in geothermal generators. I think i will give it a try.

Rapace99

hey, I'll leave my opinion on this mod which is really good but still lacks a little balance in my opinion.

for craft the medPod, you need an item that is operated by disassembling an AI core. the problem is that exotic sellers have this item, often by 8 just for 400 silver.

Using an AI core for crafting would be better, especially considering the advantages of the medPod.

In any case, a menu that allows you to choose if the medPod regenerates lost limbs or not, heals brain damage or not will be welcome I think !

in any case thank you for this mod !

Canute

Quotefor craft the medPod, you need an item that is operated by disassembling an AI core.
So far i know it is on trader only, you can't craft or loot it. Maybe as random quest reward.
Yes it is a big handicap when you first time this mod (or Replimat from the same author and need the same item), but once you know it you will buy the isolinear chip if you see him on a trader just for later use.


Torneco

I liked the mod, but i think that it unbalanced. Some suggestions:
- If you want to do more mods, you could unify the isolinear thing for all your mods, or make all of them a modification of the AI Core.
- The pawns heal very fast, maybe too fast. It took less than a half day to heal a missing member. And the pawn receves no penality. You could apply some debuff, like increased hunger and tiredness, maybe some sickness too, to represent the body using some resources to rebuild itself.
- You could increase some building costs, adding more advanced components and uranium.
- Or the machine needs biomass and medication extracted from herbal medicines to treat injuries. Or some other kind of fuel.

sumghai

MedPod has been updated for RimWorld 1.2.2723 - see first post for download link.


Version 1.1.0 - 15 August 2020
---------------------
- Updated for 1.2.2723
- MedPods now stop all bleeding in hediffs before starting treatment
- Fixed a bug where patients with the Anesthesia hediff are trapped in an infinite diagnosis/treatment loop
- Recompiled assembly for 1.2
- Updated translations
  - Fixed incorrect references in Japanese translation

Note: All future updates will be exclusively for RimWorld 1.2 onwards. The 1.1 version is only included to help players migrate their saves.





Quote from: Rapace99 on August 02, 2020, 03:52:45 PMfor craft the medPod, you need an item that is operated by disassembling an AI core. the problem is that exotic sellers have this item, often by 8 just for 400 silver.
The current pricing and availability of the Isolinear Processor from Exotic Traders is fine as-is.

Quote from: Torneco on August 03, 2020, 08:30:30 PM
- If you want to do more mods, you could unify the isolinear thing for all your mods,
For each of my mods that use Isolinear technology, I made the deliberate decision that each mod would have require a unique Isolinear-type item:

  • The in-universe (Watsonian) reason is that each of these advanced system have differing computational requirements, so a Isolinear Computing Module from Replimat would be overkill when inserted inside a MedPod, whereas a Isolinear Processor from MedPod would be too underpowered to run a Replimat system.
  • Out-of-universe (Doylist), I simply wish to avoid duplicate defs

Quote from: Rapace99 on August 02, 2020, 03:52:45 PM
Using an AI core for crafting would be better, especially considering the advantages of the medPod.

Quote from: Torneco on August 03, 2020, 08:30:30 PM
or make all of them a modification of the AI Core.
The AI core in-game is powerful enough to run an entire starship, which is overkill for the MedPod.

Quote from: Rapace99 on August 02, 2020, 03:52:45 PMIn any case, a menu that allows you to choose if the medPod regenerates lost limbs or not, heals brain damage or not will be welcome I think !
I have no plans to add mod options. This is meant to be a less fiddly mod than Replimat.

Quote from: Torneco on August 03, 2020, 08:30:30 PM- The pawns heal very fast, maybe too fast. It took less than a half day to heal a missing member.
You can easily write your own XML patch to modify the diagnosis and healing times - see the MedPod Lux defs in the mod's Royalty folder for an example.

Quote from: Torneco on August 03, 2020, 08:30:30 PMAnd the pawn receves no penality. You could apply some debuff, like increased hunger and tiredness, maybe some sickness too, to represent the body using some resources to rebuild itself.
I'll think about this, but I'm not promising anything.

Increasing patient hunger after treatment probably makes the most sense, whereas making them tired or ill is contrary to the purpose of the MedPod (it's supposed to heal patients, not make things worse for them).

Quote from: Torneco on August 03, 2020, 08:30:30 PM- You could increase some building costs, adding more advanced components and uranium.
The current building costs are fine as-is.

Quote from: Torneco on August 03, 2020, 08:30:30 PM- Or the machine needs biomass and medication extracted from herbal medicines to treat injuries. Or some other kind of fuel.
I have no plans to make the MedPod require consumables, as the original MedPod from Elysium didn't do so.

RibDibbington

Hi, sumghai. Your mods have been fantastic. They're a great way to streamline late game and take your faction's capabilities to the next level. I'm having a bit of a problem with this one, though... it doesn't play well with standard operations (giving someone bionics, for example), requiring you to keep at least one standard medical bed around. Also, and I understand it's a matter of mod compatibility, it's not compatible with "Children and Pregnancy." Specifically, anyone actively giving birth who is put into a MedPod will have the pod spontaneously erase the pregnancy entirely! For as long as it takes in game (IRL equivalent time), that's... a problem. Anyway, I know it's not your fault, but it's something to consider when using this mod with others that cause novel health conditions for pawns. The MedPod is GOING to erase those conditions.

sumghai

MedPod has been updated for RimWorld 1.2.2723 - see first post for download link.


Version 1.1.1 - 23 August 2020
---------------------
- Updated for 1.2.2723
- Added AlchoholHigh to the whitelist of always treatable hediffs
- Allow MedPods to explicitly treat conditions from the whitelist of always treatable hediffs (rather than being passively removed)
- Fixed compatibility issue with Elite Bionics Framework
- Updated compatibility patches
  - Added patch for Androids Expanded
- Updated translations
  - Fixed whitespace issues in Simplified Chinese translation





Quote from: RibDibbington on August 22, 2020, 04:43:03 PMit doesn't play well with standard operations (giving someone bionics, for example), requiring you to keep at least one standard medical bed around.
My reasoning is that:

  • If surgeries were allowed on MedPods, they would act as instant undo buttons for botched operations
  • A MedPod restores missing limbs and body parts back to their au naturel state, eliminating the need for crude pegs legs and messy organ transplants; for bionics and other implants that are supposed to be "superior" to the natural body parts they are replacing, there should be an added cost and inconvenience to installing them on pawns, hence the need for regular hospital beds
  • Allowing MedPods to install bionics would require coding functionality that would, by extension, eventually allow consumables (biomass, flesh, whatever), which is something I'm dead set against in terms of accuracy to the original MedPods from Elysium
As an aside, I'm planning a "spacer colony starter kit" mod which will include a regular medical, because not all players want to use MedPods, and also because part of the gameplay experience for that mod is about gradually rediscovering and unlocking "lost" technologies from a defunct spacer faction called the United Colonial Federation (the "federation" counterpart to the Royalty DLC's Empire).

Quote from: RibDibbington on August 22, 2020, 04:43:03 PMit's not compatible with "Children and Pregnancy." Specifically, anyone actively giving birth who is put into a MedPod will have the pod spontaneously erase the pregnancy entirely! For as long as it takes in game (IRL equivalent time), that's... a problem. Anyway, I know it's not your fault, but it's something to consider when using this mod with others that cause novel health conditions for pawns. The MedPod is GOING to erase those conditions.
If those hediffs are not diseases, injuries or other "bad" conditions, it's up to the mod author to correctly tag their hediffs with vanilla RimWorld's <isBad>false</isBad>.

Perhaps I should write some tutorials on the GitHub wiki.

sumghai

Hey everyone, just a heads-up that I've set up a basic wiki on GitHub.

For modders, here is a guide for fixing/patching your hediffs:
https://github.com/sumghai/MedPod/wiki/For-modders:-Making-your-mod-compatible-with-MedPod

For tweakers and those dissatisfied with the game balance:
https://github.com/sumghai/MedPod/wiki/Tweaking-MedPod-performance

sumghai

Hey folks, just a heads-up that I've now added a FAQ to the mod description, which provides reasons for why I am rejecting many common requests (e.g. consumables, balance, surgery, mod options).

From now on, if you ask a question that is already answered in the FAQ, you will be simply referred to the FAQ again.

Torneco

Thanks for the mini guide on how to tweak your mod. For us who don´t understand the code it´s very helpful!

sumghai

MedPod has been updated for RimWorld 1.2.2753 - see first post for download link.


Version 1.1.2 - 19 September 2020
---------------------
- Updated for 1.2.2753
- Added market values for MedPods
  - This fixes an issue where some variants of the MedPod Lux are regarded by traders as cheaper than the standard MedPod
- Added hard cap of 30 seconds for maxDiagnosisTime and maxPerHediffHealingTime XML parameters in CompProperties_MedPodSettings
  - The debug log will display error messages if a user tweaking the mod tries to exceed this limit
- Increased crafting cost of MedPods
- Increased mass of MedPods
- Fixed a bug where blacklisted hediffs can cause patients to be trapped in an infinite diagnosis/treatment loop
- Fixed a bug where patients may gradually starve to death while using MedPods
- Fixed a bug where patients were not gaining rest while using MedPods
- Updated translations
  - Added Russian translation (courtesy of GunnedMan)