RimWorld

RimWorld

[b18] Emergency Heal (He's not dead, Jim)
54 Comments
pgames-food 10 Feb, 2021 @ 12:44am 
ah cool thansk mlie :)
Mlie 9 Feb, 2021 @ 2:01pm 
pgames-food 13 Dec, 2019 @ 9:08pm 
ah thats ok , thanks for the information kikohi, yeah i had to remove it as was causing linked beds and tables not to be active
Kikohi 13 Dec, 2019 @ 4:37am 
I removed it yeah, wasn't working well with some other mods, and would need a complete rework. So i'm not planning to do so anytime soon sry
pgames-food 13 Dec, 2019 @ 1:04am 
hi did the version 1 of the mod get removed?
are you planning on making it again?
Ltc. Frost 17 Nov, 2018 @ 8:04am 
1.0 eta?
Utah  [author] 2 Sep, 2018 @ 5:28pm 
I don't have plans to update mods for now. Maybe on version 1.0

(maybe still work, idk)
thorman123456789 1 Sep, 2018 @ 3:56pm 
b19?
Estentor 16 May, 2018 @ 6:35am 
works with robots?
Viper 10 May, 2018 @ 8:59am 
Do these work through walls?
Torres 19 Mar, 2018 @ 3:13pm 
please report if this get fixed as I'd like to play with your mod but it kills the rest lol
sulusdacor 19 Mar, 2018 @ 6:20am 
just to let you know, the way you patch vanilla beds seems to break things.

by adding the comp properties in the abstract it seems rimworld does not like that. it screws up all the other beds that have a new comp defined. meaning i could not link anything from the vanilla game to beds when testing just with your mod and core.

you want to add/patch the linkable items to the direct defnames not the abstract. (like medicaddons, more furniture etc. to make your mod compatible with others)

for more complicated patching you can use modcheck: https://ludeon.com/forums/index.php?topic=36534.0
Knight 23 Feb, 2018 @ 12:10pm 
Hey, I just booted up Rimworld again and noticed that you've fixed the 3x speed lag bug, Just wanna say thanks and sorry again for having a bit of a go.
galaxy gas gilbert 18 Feb, 2018 @ 7:32pm 
I made it and it just disapeared no object there
Utah  [author] 18 Feb, 2018 @ 9:14am 
@Knigh it's ok, i appreciate that you reported bugs! These effects can't be disable because aren't just visual, they're fake-buildings. The facility link emerge of him, not of building. The problem is because had so many fake-buildings spawning and disappearing at the same time. I did a little update and it's should be fixed now
Knight 18 Feb, 2018 @ 7:50am 
Apologies if I sounded annoyed, I was just frustrated after trying to find the issue for so long. I appreciate the fast response though and cheers for making the mod - I'm not entitled to anything. And is it not possible to potentially disabled the visible effects whilst keeping the buffs? Weird. I look forward to the update.
Utah  [author] 18 Feb, 2018 @ 7:31am 
@Knight it's not about the particles but's how they're spawned (they are necessary, isn't just a visual thing). It's simple fix this, i will do it within today
Knight 18 Feb, 2018 @ 7:02am 
I've realised its the unecessary particle effects. How can I disable this?
Knight 18 Feb, 2018 @ 6:59am 
At 3x speed my framerate drops to about 20 fps when the medical nanobots popper is placed down. My computer specs are more than powerful enough to run this game + this mod so it must be a bug.
Intel Core i7-4790k/GTX 980Ti/16GB RAM/1TB 850EVO SSD.
Rocky the Rock 17 Feb, 2018 @ 11:07am 
Great for larger raids, where anybody injured in-battle doesn't require a larger portion of people to play doctor, rather about 2 to tend anybody extremely quickly.
Utah  [author] 17 Feb, 2018 @ 8:21am 
@Sandyyy CHORA PTISTA BOLIVARIANO A ROBALHEIRA DO PT TA ACABANDO
Emily Cavendish 17 Feb, 2018 @ 8:02am 
OH AN BRAZILLIAN FR'END TRYING TO MAKE MODIZ.

STACK TO COMUNISM. REMOVE BUFFS. NO BUFFS AT ALL. WELL ADD DEBUFF AND STACK THE PAIN.
Uhthis 16 Feb, 2018 @ 7:26pm 
Hm, seems really powerful, even if you decrease the buffs it provides. Perhaps have a limit to how many beds can be affected by it, but add a small bit to its lifespan?
The Deaf Guy 16 Feb, 2018 @ 6:31pm 
@Tremeloe hm, im not quite sure
Utah  [author] 16 Feb, 2018 @ 5:35pm 
@ConnorC909 o que você acha?
The Deaf Guy 16 Feb, 2018 @ 5:17pm 
er, not to be rude, but, is english your first language?
Utah  [author] 16 Feb, 2018 @ 3:53pm 
Update with big nerf and other improvements
Teneombre 15 Feb, 2018 @ 11:21pm 
I'm glad you continue to update/improve this mod. We were a little bit... agressively reviewing ^^
bpunsky 15 Feb, 2018 @ 5:14pm 
@Tremeloe good to hear :D
Utah  [author] 15 Feb, 2018 @ 4:58pm 
@bpunsky you're right. I was thinking that's out of my capacities but actually you inspire me to found a way to do this and i think will works. Anyway i will update this mod soon (tomorrow or sometimething like that) with a big nerf and additional features (maybe power requirement!)

@Teneombre i REALLY want 100% of chance but you're right and that's go cost more glitterworld soon

@bearhiderug yes!
bpunsky 15 Feb, 2018 @ 4:14pm 
uh, make that an eclipse and you only have solar power, since the solar flare would shut off your power anyway, oops
bpunsky 15 Feb, 2018 @ 4:13pm 
I think for balance, this should absolutely *guzzle* power. Like, it should drain two battery units an in-game hour or something ridiculous like that. This would also be interesting storywise at the beginning of the game; say you end up depleting the last of your power in the middle of a hot summer, while there's a solar flare happening, to save a bunch of colonists. Then you have to worry about heatstroke until the flare passes.
Teneombre 14 Feb, 2018 @ 4:27am 
agree that the vanilla chance are a bit messy but you should agree that this allow a lot of sucess surgery (4 perhaps ? I have a heavy modded game so can't remember the normal time for a surgery) for only one glitterworld medicine (which cost maximum 300, probably 120 only).
Utah  [author] 12 Feb, 2018 @ 4:11pm 
@Teneombre i'm not a big fan of the vanilla surgery chance to take it how base

@saint ketamine i'm considering make a quest reward version of the nanobots popper that never expires (or something like this) and add to this mod. After do this and maybe other little things, i've think about make a "hardcore" version of this mod if people want (against my will)
Teneombre 12 Feb, 2018 @ 3:39pm 
glitterworld medicine normaly allow a successfull surgery, but a surgery ask two of them (if not three). I guess it's the problem here for balancing. This item allow multiple surgery sucess for really few glitterworld medicine (I didn't count component nor silver, this is peanut)
ketty 12 Feb, 2018 @ 1:30pm 
This is awesome! Great work, great idea.

I have to agree with the others though - this would be PERECT as an item stash reward! Is it possible to set up a mod option that turns the recipe on and off?
LeSneak 11 Feb, 2018 @ 7:16pm 
Add Special Version that is expencive or item stach that lasts forever.
alex10019529 11 Feb, 2018 @ 6:46pm 
the compoment is too cheap , maybe change to 20 glitterworld medicine will be better (still too over power in my opnion)
Glerk 11 Feb, 2018 @ 12:15pm 
this is too damn OP.
should be an item stash reward.
Utah  [author] 11 Feb, 2018 @ 11:02am 
@Teneombre maybe my description is dubious, i'm not sure about my english. Actually you give me a nice idea to a new hardcore item that improves the recover. Maybe i make it and add to this mod soon
Teneombre 11 Feb, 2018 @ 9:35am 
In fact, you are right, I miss understood the description, and I was thinking it was also allowing you to recover faster (which whould have be OP to survive two fast raids).
Utah  [author] 11 Feb, 2018 @ 6:45am 
@Tal'Raziid works fine with new modded beds if they're using the vanilla "beds" or "sleeping pot" abstract parents
Utah  [author] 11 Feb, 2018 @ 6:36am 
Wow, a lot of opinions so fast here. This mod was going to be much more tryhard. But i recognized that's not must be a reward to late game but a tool that helps to get there

With 125 silver, 3 components and 1 glitterworld you're able to save someone of plague, guarantee a surgerie and rapid tend various colonists after war. If you do all this with one Medical NanoBots Popper, you deserve this because is very hard do all this in 6 hours

But i disagree that this mod is WOW SO MUCH OP. What this mod does? Medical tend isn't a op thing, surgerie successful isn't a op thing, immunity gain speed isn't a op thing (works just for 6 hours, so some values needs be high)

Thanks for all feedback! I will probably change various values and things after opinions. But i think that's need more time of tests before this
Teneombre 11 Feb, 2018 @ 5:07am 
...
Tal'Raziid 11 Feb, 2018 @ 4:48am 
If ya dont liek the mod, don't use it. It doesn't even seem to work with my neuTech pods, so i don't particularly care, nor need them
Teneombre 11 Feb, 2018 @ 4:43am 
nor uranium, nor glitterworld medicine nor luci is especially difficult to have in late game. Miracle should be keep for hardly needed time.
Tal'Raziid 11 Feb, 2018 @ 3:56am 
I mean. The description says MIRACLE multiple times. IMO, the only nerf it needs is to be bumped up to endgame-endgame research requirements, and require some uranium and more glitterworld meds, or maybe a luci
Teneombre 11 Feb, 2018 @ 3:54am 
Nice but as so many people say, it need a big increase in cost. When reading the description, I was especting an item you can only have as a reward for world even (it is as op as resurect mech, beam caller and this kind of stuff. It should be indreadibly rare)
십빠빠 11 Feb, 2018 @ 3:47am 
OP..