RimWorld

RimWorld

773 ratings
[RH2] BCD: CASEVAC
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
15.055 MB
1 Aug, 2021 @ 6:41am
4 Apr, 2024 @ 10:11pm
7 Change Notes ( view )

Subscribe to download
[RH2] BCD: CASEVAC

In 1 collection by Chicken Plucker
Red Horse²
22 items
Description

Evacuate casualties out of contact faster with your pawns working as a team with this CASEVAC mod!



CASEVAC allows rescuers to have up to 4 pawns help carry a casualty to the nearest hospital bed. This speeds up their movement with each added pawn, saving precious time to get the casualty further medical attention.

What is BCD?
Battlefield Casualty Drills, medical procedures in the event of a casualty in combat.

What is CASEVAC?
CASEVAC is short for "Casualty Evacuation" which can be done by land or by air. When casualties are evacuated, soldiers are trained multiple methods of carrying the casualty to speed up their evacuation.



The following mod adds:
- New rescue type called "CASEVAC"
- CASEVAC allows up to 4 pawns to help speed up the move speed of the rescuer for each added pawn
- Can only CASEVAC your own colonists
- Can be prioritized in skill menu

Summary: When you choose to CASEVAC, a pawn (up to 4) may join in and will increase move speed of the rescue. Move speed is affected by terrain type and pawn's movement capability.

Clarification:
CASEVAC adds 25% move speed of each extra pawn. This means a total of 4 pawns performing the casualty carry adds up to a total of 100% + 25% + 25% + 25% = 175% of all involved pawns' move speed capacity. Their speed isn't going to be 400% faster, the total is limited.

Demonstration:




No other known mod conflicts (yet)

Combat Extended Compatible?
Should have no issues with combat extended.

Safe to enable mid-save?
Yes.

Safe to disable mid-save?
May cause errors



Please consider to:
[ko-fi.com]

So I can use the money to buy the casualty a tourniquet for their neck!
(Note: This is a joke. Never apply a tourniquet on someone's neck.)





Credits:
Taranchuk - C#
84 Comments
SghHanzMullerSW 22 hours ago 
does this mod still work in 1,6
Sorayuki 28 Jun @ 9:37am 
The CASEVAC mod induces critical System.OutOfMemoryException crashes during pawn pathfinding calculations when multiple pawns attempt wounded evacuation. Stack traces confirm this occurs in Verse.AI.PathFinder.FindPath() with overlapping transpilers (VFESecurity/VFEInsectoids). Urgent compatibility fixes are needed to prevent save corruption.
UyTheo 5 Jun @ 5:16pm 
Does this work with the injured carry mod? Or could it be incorporated into this mod?
GravitWry 5 Jun @ 7:23am 
Oh jeez, this hasn't been touched in a while, hope it won't have too many bugs.
♂Dungeon♂Master♂ 25 Mar @ 3:01am 
colonist do nothing when you prioritize casevac, and at best, only one colonist rescues (casevacs) another colonist, not multiple, as of 1.5.4
♂Dungeon♂Master♂ 25 Mar @ 2:51am 
doesnt seem to work
SaMaHaJoGu 17 Mar @ 8:04pm 
When I request a single colonist to CASEVAC, (even with the work prio set to 1 for all colonists, only the colonist I manually forced to do the job is doing the job.
surefirecure 26 Nov, 2024 @ 7:29am 
Just checking - because I'm using Hospital, injured people seem to count as colonists. CASEVAC doesn't work, though. Functioning as intended?
Laurie 30 Aug, 2024 @ 7:05am 
Or you could give the equip your colonists with a yayo or go-juice and they can get up themselves once their wounds are stabilised
gRaveyard 5 Aug, 2024 @ 2:42am 
Hey, gotta ask - I have a mod (can't figure out which XD ) that adds the Rescue work type, which means I can set that to the highest priority, which means I get pawns automatically rushing to rescue.

I've also got CASEVAC set to priority 1. Haven't needed it so far, but...do pawns *automatically* join in with anyone carrying another pawn? Or does it specifically have to be the CASEVAC command? If so, that would be unfortunate XD