RimWorld

RimWorld

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Life Lessons: Medical Mishaps
   
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Mod, 1.5, 1.6
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4.011 MB
28 Apr, 2024 @ 2:58pm
20 Jul @ 8:48pm
16 Change Notes ( view )

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Life Lessons: Medical Mishaps

Description
Medical Mishaps is the medical module for Life Lessons. This mod adds an entire tree of medical proficiencies that will complicate medical treatments of most wounds and surgeries. An unproficient doctor may do more harm than good by attempting to treat wounds they're not qualified to treat, or may be unable to meaningfully help at all.

How it works
New proficiencies
This sub mod adds a set of new proficiencies centered around medical care and general medical knowledge. Pawns with medical backstories, or backstories that might reasonably include some first aid training, will generate with a subset of these new medical proficiencies.

Wound mechanics
Most wounds and injuries will now require a set of proficiencies to be effectively tended. If a doctor doesn't have the necessary proficiencies to perform the most effective treatment, they can fall back to a less effective but less risky treatment plan, requiring less advanced proficiencies.

Treatment plans
Each doctor has a "Treatment Strategy" option in their health tab. The "Safest" option means that the doctor will always choose the most-effective plan for which they are fully qualified, usually reducing the risk of treatment at the expense of effectiveness.
The "Most effective" option means that the doctor will always choose the most effective plan, even if they are not fully qualified to perform it. This usually comes with increased risk of doing more harm, but is usually more effective, and will also generate XP for the missing proficiencies.

Surgery requirements
Many surgeries now also require specific proficiencies. Most of these are "soft" requirements, meaning that you can still perform these surgeries with an increased risk of failure. Performing surgeries for which the doctor is not fully qualified will generate XP for the missing proficiencies.

Q&A
Q: How do I earn the new proficiencies
A: In most cases, using them with the "most effective" treatment strategy will slowly train your doctor at the expense of your patients. Using low-value patients is one strategy. These proficiencies cannot currently (but will eventually) be pioneered. The most cost effective way to train them is to learn from an existing doctor.

Q: Some proficiencies don't seem to be used
A: Some proficiencies were added due to being sensible stepping stones or with the intent of being used for other mods. Notably, there is very little use of "bone setting" or "internal fixation."

Disclaimers
Add to an existing save: Yes, but existing pawns may not have the medical proficiencies they would otherwise have on a fresh save.
Remove from an existing save: Likely to cause issues if core mod is still installed.
"Balance": The penalties applied can compound. Testing has been performed to determine correct functionality, but tweaks may be necessary for the systems to "feel" correct. Feel free to complain about non-sensible penalties.

Support, contact, suggestions
Discord[discord.gg]
Git[gitlab.com]
28 Comments
MagicPurplePony 5 Jun @ 3:51am 
please write in the description which mods this is compatible with or not. at least for CE , RBSE / EPOE , Reclaim, Reuse, Recycle (Continued) . it would be good to know in general how this mod works with different bionics and medical mods
Rock and Autism 23 May @ 3:02pm 
Is it intended that 150% pain modifier on treated wounds is global? If you have 50 pain from 10 bruises and 2 pain from 1 crack, once you treat it, instead of getting 1 extra pain from crack, you get ~26 extra pain.
UyTheo 8 May @ 7:18pm 
@Fellder what is the issue with compact hedriffs?
Proxy 29 Apr @ 4:59pm 
Where can i find the medical proficiencies?
Samuel_Bucher 9 Apr @ 3:01am 
Life Lessons is CE compatible, but what about this mod? CE affects the medical system, so I'm curious.
Wumpi  [author] 28 Mar @ 11:28am 
I see at least two other mods interacting with the same method in just that one strack trace. Post the full log and mod list.
po 26 Mar @ 8:29am 
Doctors get stuck (just standing and "waiting") while trying to treat a colonist's beam wound, I asked Deepseek for help and it told me there might be some problems with this mod. Here's my error logs. By the way, thanks for your work, I really enjoy Life Lessons. [rentry.co]
Fellder 1 Mar @ 1:14am 
Conflict with Compact Hediffs
Lurmey 1 Sep, 2024 @ 4:34pm 
I've only just noticed that permanent wounds aren't getting stuck with the 150% pain anymore.. looked in the changelog and can see that you fixed that on the 9th only 3 days after I mentioned it. Thanks for doing that!
Lurmey 17 Aug, 2024 @ 9:12am 
I've just spotted it. He doesn't know anaesthetisation.. so all tends will be at 150% pain...

Okay. That would be fine if it actually only applied to the the pain from the wound, but it seems to stack to insane amounts. If the pawn is in 40% pain without tending, the maximum they should go to at 150% pain on each wound is 60%, not maxing out over 100 after just ONE wound is tended.