RimWorld

RimWorld

Autoinjectors
56 Comments
Amber 29 Oct, 2024 @ 11:13pm 
the mod seems to work well for me and i have an enormous modlist
rjoaquinw 9 Apr, 2024 @ 2:53pm 
i hope you can uptedate this mod i relly liked it
Thundercraft 14 Mar, 2024 @ 10:57pm 
Still planning to update the tag to reflect it working for 1.3?
Maybe an update for 1.4 or 1.5?
Anri  [author] 8 Jun, 2022 @ 8:35pm 
+Bestari
Still working on it, just very busy at the moment. When I have a little more free time it shouldn't take me too long.
Bestari 6 Jun, 2022 @ 3:29am 
Hey are you still working on 1.3 or have you discontinued the mod?
adamok5002 16 May, 2022 @ 9:12pm 
just an idea, but wondering if you can "borrow" some code from the mod that adds jump pack implants and perhaps make some form of rechargable injector implant/bionic. perhaps it takes the place of a bionic arm with slightly worse stats and only gives the effect of the standard drug with the upside of well, not needing to do surgery to recharge your soldiers
Pasaway 30 Jan, 2022 @ 1:01pm 
Thank you. This mod is really cool and I really want to skip my super soldier having a pain stopper and use an auto-injector so they can hulk up after being hurt and go on a rampage.
Anri  [author] 30 Jan, 2022 @ 8:58am 
+pasaway working on 1.3 at the moment, and while the original intention was that they couldn't be installed for balancing reasons, when I update it for 1.3 there will be an option in mod settings to allow the player to chose instead.
Pasaway 29 Jan, 2022 @ 8:31am 
I figured it out. Auto-injectors can't be installed on bionic arms.
Pasaway 29 Jan, 2022 @ 7:52am 
I am unable to install auto-injectors. They are not coming up on the operations menu.
zinapple 10 Jan, 2022 @ 1:43pm 
plz 1.3~:ritonaworried:
NylonWorms 28 Sep, 2021 @ 6:12pm 
+BF-Anri Thank you for answering my question. You might want to add that it works with 1.3 in the description.
Anri  [author] 28 Sep, 2021 @ 1:00am 
+NylonWorms
I have tested it and encountered no bugs, and no error messages, and so far as I know none of the new additions/changes of 1.3 should affect the mod in any form.
That being said, the reason it has not been given the 1.3 tag yet, is that I have not yet gone through and recompiled the code.
NylonWorms 25 Sep, 2021 @ 9:52pm 
Does this work with 1.3. I just wanna make sure this does work with 1.3?
Anri  [author] 14 Aug, 2021 @ 8:32pm 
+Reianor

Yes, it is certainly, you are correct.

And by compatible I mean no conflict. Due to the nature of balancing Autoinjectors it would be a large undertaking to automate adding new code for the use of drugs from outside the base game.
Reianor 8 Aug, 2021 @ 4:37am 
There are already mods out there that have implant weapons.
And weapons that add effects also exist.
So it's not almost certainly, it's certainly.

When you say compatible with any other mod do you mean they can coexist or do you mean your mod can inject chems and meds from other mods?
Taowa 17 Feb, 2021 @ 10:47pm 
Have moyo and rabbie clan needs of drug compatible ?
Spoekels 25 Jan, 2021 @ 12:05am 
@Best-Friend-Anri It's Definitely something I'm interested in, starting python and javascript driven 2 year school in 2 months, so a hobby that compliments that (logic, finger coordination, problem solving and so on) would be beneficial :) Thanks!

Keep up the good work, and good luck with the drug mortar ;)
Anri  [author] 24 Jan, 2021 @ 8:21pm 
+spoekels it very well could be, implants as weapons is a pretty neat idea, and could almost certainly be done, at least for melee. I am also currently making a drug mortar mod, which will be out.... eventually.


Also, just because it seems like you might be interested, if you would like to get into modding, check out this https://rimworldwiki.com/wiki/Plague_Gun_(1.1)
If you know the game and can read english, you can absolutely made a mod!!!
Spoekels 24 Jan, 2021 @ 1:50am 
Best-Friend-Anri - I wonder if it would be possible to make the auto injector a weapons class and thus make it possible to use the drug as ammo in said weapon :P

This way you could have the auto injector on the pawn permanently (maybe there is a way to prevent it from being droppen when downed, not a modder myself), and would still use the same amount of drugs as one would without the mod, just a thought, not remotely sure it would be possible, just wondering :)

Game Penguin 23 Jan, 2021 @ 6:59pm 
Can we have autoinjector on workshop for people like me who are too stupid to do it manually
Ross 23 Dec, 2020 @ 7:06am 
Also, another idea, is an autoinjector for the food need. Specifically some kind of concentrated nutrient-vitamin-glucose mixture. The pawn would receive a relatively punishing mood malus from the physical discomfort involved in...however it acts, ofc. It would also give them a hidden hediff counting down for X number of hours before the pawn is wracked with uncontrollable, extremely debilitating vomiting and nausea, as their body realizes -- yeah, that's not ideal.
Ross 23 Dec, 2020 @ 6:49am 
An idea is to have both single-use autoinjectors and re-useable, permanent autoinjectors. Perhaps permanent autoinjectors require the attachment of a special, highly advanced bionic augmentation to the users spine (to provide access to the CNS and endocrine systems or w/e), which you can then install 1-3 reusable autoinjectors into. The surgery for the spinal augmentation and the autoinjectors both should be relatively risky (more so for the spinal augmentation ofc), comparable to if not exceeding the difficulty of brain surgery, AND it should apply a hediff that requires semi-regular permanent maintenance to prevent the augmentation from failing and risking randomly setting off the autoinjectors (or worse -- adrenal spikes leading to homicidal rages are purely incidental, and extreme hunger and vomiting are not covered by warranty, please consult your doctor concerning ongoing side-affects).
Anri  [author] 1 Dec, 2020 @ 5:45pm 
@Russian Bear
Of course! This comment and your comment on my profile made my day too, I was struggling with trying to figure out if the autoinjectors should be permanent or single use, but now I realize, just do both!
I'm really glad you can enjoy my mod!
:)
Anri  [author] 1 Dec, 2020 @ 4:09pm 
@russian bear, there is now a github link in the desc for a version of the mod where autoinjectors are permanent. The cost of making autoinjectors has not changed however, if you're wanting to make them more expensive you will have to change the xml for the time being. So if you switch to the github version, implants are permanent, but nothing else changes.
Cheers!
Anri  [author] 1 Dec, 2020 @ 3:52pm 
@russian Bear
a perm option would be pretty good
it isn't possible to do just in xml, you would need some C# too
one sec I'll do something for you real quick
Russian Bear 1 Dec, 2020 @ 3:37pm 
Is it possible to change something in xml for myself to prevent impants from removing itself? Its just too stupid to craft quite expensive wake-up implant for just a single use. I would instead make it even more hard to craft but to work permanently, like the royalty cortical sleep preventer.
Russian Bear 1 Dec, 2020 @ 3:15pm 
Dude, Idk why but implant autoinjector disappears after single use. I made the pawn equip the drug and its extract, but still it happens. Is that made on purpose (then I dont even know the fucking reason...) or I dont understand smth here?
Anri  [author] 10 Oct, 2020 @ 9:43am 
+bearhiderug IV autoinjectors are implanted onto right and left arms.
Paradox 3 Oct, 2020 @ 4:15pm 
@malachiingram14 That's pretty much exactly what the Healing Enhancer and Coagulator do
johnhenman 29 Sep, 2020 @ 8:45am 
i like this idea
Notacultist 28 Sep, 2020 @ 9:26pm 
would love to see an autoinjector that could knit wounds closed or slow bleed rate, perhaps either made out of a concoction of herbal or a healer mech serum
pgames-food 28 Sep, 2020 @ 4:23pm 
(thanks for future possible patch - i'll post back here once i get the 1.2 finished)
Deviloflife2 28 Sep, 2020 @ 2:27pm 
Ik just wanted to tell you
Anri  [author] 28 Sep, 2020 @ 1:18pm 
I dont get that error, but I'll check it out and hopefully publish a fix in like 2-hours here
In the meantime it shouldn't affect anything from a practical perspective
Deviloflife2 28 Sep, 2020 @ 12:38pm 
Ok
Anri  [author] 28 Sep, 2020 @ 11:43am 
and if that doesn't work if you could pastebin the whole error message that would be great
Anri  [author] 28 Sep, 2020 @ 11:43am 
Strange, I dont get that error myself and haven't heard of it before, maybe try deleting the mod and redownloading?
Deviloflife2 28 Sep, 2020 @ 11:21am 
No
Anri  [author] 28 Sep, 2020 @ 11:17am 
+Deviloflife2 are you running combat extended?
Deviloflife2 28 Sep, 2020 @ 11:08am 
i get errors that it has no mass is the normal?
Anri  [author] 28 Sep, 2020 @ 8:57am 
+Aegis, as of the moment, no. It would be cool, but unfortunately the process of adding autoinjectors is entirely manual, and while i plan on adding support for some other mods in the future, the mod does not do it automatically.
Anri  [author] 28 Sep, 2020 @ 8:53am 
+Want Commit Die, I probably will add support for VGP drinks at some point in the future! Sounds neat!
Aegis 28 Sep, 2020 @ 12:42am 
Interesting idea for a mod, does it also allow for auto injectors to be made from non-vanilla drugs?
Freg 27 Sep, 2020 @ 5:43pm 
Moyo Race:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2182305386

Rabbie Race:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1837246563

I haven't had the chance to play since 1.0 (Still waiting for some mods to update). So, I haven't used Moyo, yet. I distinctly remember Lunarium having a 6 day period until crippling and lethal withdrawal happens, though.
Scythe 27 Sep, 2020 @ 11:47am 
Absolutely fantastic idea. Penoxyciline is on a 5 day CD i dont know how you would code that and im not sure the need cooldown for luciferium. Anyway you could make this compatible with the vanilla exapnded mod? An injector for all the brewing modules? (gin whisky etc)
Anri  [author] 27 Sep, 2020 @ 9:58am 
+Leoli I can't say I've heard of those mods, can you link them here and I'll take a look and see if I can add those for you!!!
Anri  [author] 27 Sep, 2020 @ 9:54am 
+pcgames-food I might be able to patch this mod so if you have someone has your mod installed then you can implant autoinjectors onto plasteel false teeth!
Freg 27 Sep, 2020 @ 8:57am 
Any chance for this to have compatibility with the Lunarium from the Rabbie race and/or Deep Blue from the Moyo race?