RimWorld

RimWorld

[RH2] BCD: CASEVAC
84 Comments
SghHanzMullerSW 11 Jul @ 1:58pm 
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
Yeeoo 2 Aug, 2024 @ 11:46am 
Make sure you set CASEVAC priority to 1, start a casevac on a downed pawn, in time more and more people will rendevouz with the carrier and bring them to the hospital point. I've seen 6 colonists at once rushing a person. It's neat!
Solitaire 2 Aug, 2024 @ 12:13am 
I've never seen a Casevac on my own colonists work. I'm not sure if im doing it right. Do I just have one pawn initiate the casevac or do i select 2-4 to do it. Because when i do the latter, one pawn gets to the patient first and goes on without the others.
LocalYourBoxBro 26 May, 2024 @ 9:43pm 
Do remember, to all having issues, you can only CASEVAC your own colonists.
Chicken Plucker  [author] 2 Apr, 2024 @ 12:53pm 
@Kris
@Herd - Hey guys I know my reply is late but an error log or a way to replicate the issue would be the only way we can get this sorted.

That being said I may have run into the same issue or an entirely new one with prisoners.

I'm going to push the 1.5 update for now, but I'm waiting for Taran to fix it, cause I generated a log for him to go through for that one, cheers
Herd 13 Feb, 2024 @ 8:59pm 
@kris same issue, doesn't work for me anymore, no idea why.
Kris 9 Dec, 2023 @ 5:43am 
can somebody help? it doesn't work anymore. When I try to casevac a downed pawn, the first guy who casevac him just took him and block the other who want to help.
Chicken Plucker  [author] 5 Nov, 2023 @ 5:10pm 
@hottt3 - Just downed

@Pille - You can queue jobs with RimWorld by holding shift and issuing a new command.

For your second request and I do apologise for the late reply since I've been busy, I've got a lot of things and other features to sort out for other mods at the moment, but I'll consider it since it could be helpful. The only thing stopping new features are resources and time, since I commission a coder to help out for the C# end of the mod
hottt3 20 Oct, 2023 @ 8:15pm 
Thanks for the mod! It is not clear from the description whether it is possible to evac all wounded pawns or only downed ones?
Pille 14 Jul, 2023 @ 3:40am 
@ All:
Can you preselect several pawns to rescue or do you have to select one, start the rescue and then manually select others and add them each manually to the carrying job?


@ Chicken Plucker:
"Injured Carry" also lets you rescue pets and even colonists who are injured, but not downed yet. Of course that mod doesn't have the realism of rather slow carrying with the amazing mechanic of speeding up the carrying speed by adding more pawns to the rescue. Is there any chance of yo adding rescuing pets and maybe even not-downed-yet colonists?

Thanks for your great work!
Azarashi (Esp) 4 Mar, 2023 @ 2:17am 
thanks :)
Chicken Plucker  [author] 8 Jan, 2023 @ 5:13pm 
I've gone through most unadressed questions since the last time I've commented here, I stress again guys I'm aware some of you asked something 2 years ago and only got a reply now.

I apologise for the wait but I'm busy cooking chicken and a bunch of other things you know. Cheers
Chicken Plucker  [author] 8 Jan, 2023 @ 5:13pm 
@Pvt_OBrien - Should be fixed by now.

@Ruby - No, they don't need to be rescued if they are conscious. I understand in real life they may need assistance but I have a lot of limitations in RimWorld.

@MinuteFat - I would suggest bringing your idea to mod-suggestions over in RW discord mate, I'm overwhelmed with stuff. This reply alone took 2 years.

@Zobaken - Intended to work with enemies, seems to be a bug at the moment. I'll ask for it to be sorted. It's cause rescue and "capture" are two different jobs in vanilla.
Chicken Plucker  [author] 8 Jan, 2023 @ 5:02pm 
I'm aware the questions are from 2021 here guys but I'll answer your questions now. I've got several mods and a lot of things to do so I apologise my response took this long

@Wandinha Addams - Hello my friend. If its still available, sure. Thanks for your extra effort. Otherwise, thank you anyway for the offer

@Rage
@Kill7X - Your questions are similar. No this mod isn't designed to CASEVAC objects, just downed pawns and no the mod isn't designed to CASEVAC pawns in anything but a bed, not buildings like pods and helicopters. What you can do is set a sleeping spot nearby these areas.

@MatthewGrim - A lot of mods are possible mate but mods aren't easy to make. What you're suggesting needs C# and I have to hire a coder for his time to do something like this. I suggest you go to mod-suggestions on the RW discord if you want this idea to be considered by other modders.
Chicken Plucker  [author] 8 Jan, 2023 @ 4:58pm 
@Triestar
@Checkered Scones - I didn't respond because I didn't test it. I've got a lot of other mods I've been working on.

I've just looked at what you guys were asking about and from what I can see, there's no reason they would be incompatible seeing as "rescue injured" is its own job type that does not use CASEVAC and CASEVAC is its own job type.

If you guys run into the error, please let me know and I'll mark it as an incompatibility, otherwise guys its difficult for me to find time to test combinations of mods and compatibilities everytime I'm asked. If you guys have bug reports, I'll be on top of it like jelly on toast

Side note, Scones the picture you painted 2 years ago just confused me so I don't know what you painted but its a Bob Ross work of art, cheers
Chicken Plucker  [author] 8 Jan, 2023 @ 4:52pm 
@Aigis - The BCD booklet. The Aide Memoir which I've drawn in png just in the description.

@separat.mn - Just ran a test and performed CASEVAC on a friendly and a colonist. no errors. Triggered visitor incident and performed CASEVAC on a guest, no error spam as well.

I'm gonna need an easier way to replicate your issue.
Silver 3 Jan, 2023 @ 12:38am 
Out of curiosity, where did you get the chart from used as the background for the "About this mod", "Mod features" and "compatibility" images? I'm kinda curious.
separat.mn 7 Nov, 2022 @ 8:35am 
Hi. I found some error spam in console when i using this mod and hospitality
Exception in RimWorld.JobGiver_Work.TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Casevac.WorkGiver_Casevac.PotentialWorkThingsGlobal (Verse.Pawn pawn) [0x00007] in <175d657912134bc5b8cb4a4096a9a3f8>:0
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00312] in <2a35adf0a6b2491888068e783d046a45>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- transpiler rimworld.whyisthat.expandedroofing.fixbuildorder: IEnumerable`1 ExpandedRoofing.FixFinishFrameBuildOrder:Transpiler(IEnumerable`1 instructions)
- prefix Orion.Hospitality: Boolean Hospitality.Patches.JobGiver_Work_Patch+TryIssueJobPackage:Prefix(Pawn pawn)
RuneWulv 23 Oct, 2022 @ 9:42am 
@checkered Scones you can always get the mod "Down for Me" which makes it so you can click on a button on any pawns tab (animals included) and they will pretend to be downed. This would allow you to fix a bleeding out stubborn patient.
Yeeoo 20 Oct, 2022 @ 4:41pm 
Will you be updating your choice mods for 1.4 you magnificent lad you?
LouIdZarcs 11 Oct, 2022 @ 9:08am 
very cute
Helljumper27 18 Jul, 2022 @ 11:26pm 
cool af
triestar1 18 May, 2022 @ 4:11pm 
Because it was asked last year, and nobody response to that, does anyone tried it out with Rescue Injured? is it compatible?
Checkered Scones 20 Nov, 2021 @ 7:34pm 
Is This Compatible With Rescue Injured?

To paint a picture for you, my favorite pawn was fighting mechanoids but was bleeding out of every orifice in his body, but because i had him take go juice before the fight he didn't feel any of the pain, so because of that he was moving extremely slowly and bled out on the spot, because he wouldn't let my doctor staunch the gushing bleeding around him

kinda of like tom the cat after he got shot with lazers in a pool
Zobaken 5 Nov, 2021 @ 12:48am 
It's kinda sad you can only evacuate your own pawns this way. It'd be critically useful to transport downed enemies to the medlab if you ought to save them.
Lord Toe Beans the third 2 Nov, 2021 @ 1:14pm 
the BCD booklet is a nice touch XD
ProfLongbeard 24 Oct, 2021 @ 2:56pm 
@WREN_PL It's a whole set of specific techniques and more importantly, drills that medics and soldiers alike learn to efficiently rescue wounded. Moving a wounded person is risky enough as it is when doing it alone, let alone having to work together with a team of others, and especially while under fire. While pawns could probably just do an untrained CASEVAC, they might end up worsening the injuries of the patient through rough, uncoordinated movements, and potential drops.
TxColter 19 Oct, 2021 @ 1:56pm 
@WREN_PL, you're suggesting their be a research requirement for people to understand that more than one of them can pick up a person?
WREN_PL 14 Oct, 2021 @ 2:52pm 
TBH it would be great if CASEVAC was locked behind a research option, as in the manual was found somewhere and the lessons studied and applied by the colony's security team.
JACK 6 Oct, 2021 @ 12:21am 
this is very cool! I love the natural meeting point of realism and utility in this mod
UH-60 Black ♥♥♥♥ 3 Oct, 2021 @ 7:46pm 
That'd be sick with CE's security pack!
sgtklink 21 Sep, 2021 @ 8:32pm 
@MinuteFat Hell yeah, makes crew served weapons more accurate and faster. That would be nice.
MinuteFat 12 Sep, 2021 @ 2:57pm 
This multi-pawn rescue speed got me thinking. What about a "Weapon Crews" functionality?

Assign colonists to a colonist who is presently operating a manned turret, i.e a mortar. Up to three adjacent colonists can be assigned and will increase the rate of fire with diminishing returns; yes, more people to move ammo around and read artillery charts is helpful, but it also means there are more people getting in the way.
GelinBR 12 Sep, 2021 @ 11:50am 
I am not good at math but I dont think this statement is true...
100% + 25% + 25% + 25% = 200%
Lieri 4 Sep, 2021 @ 4:20pm 
JuzMan241, combine the mod "Down For Me" and have the injured pawn feign a "down" state.
Ruby 2 Sep, 2021 @ 12:15pm 
Can you casevac injured but not downed pawns?
Pvt_OBrien 1 Sep, 2021 @ 7:21pm 
When I use CASEVAC on an enemy pawn I'm trying to capture it always brings them to a non-prisoner bed and just drops them there which means the doctors won't tend them. Love your mods btw, you do great work
Popo Bigles 1 Sep, 2021 @ 7:19am 
@MatthewGrim

I'm just imagining someone purposefully getting a slight paper-cut in order for four people to lift him up due to his movement speed being in the single digits due to a weapon. A mobile, biological weapons platform if you would.
Kill7X 29 Aug, 2021 @ 12:14am 
Can I use it to help haul a downed colony pawn to one of your Helicopters or an SRTS aircraft?
MatthewGrim 26 Aug, 2021 @ 6:00pm 
is there a mod, or is it possible to drag away pawns , but the downed pawn shots at hostiles?
MahBR 20 Aug, 2021 @ 7:55am 
Hello Chicken Plucker, can I send you the translation of the mods ''Arrest Here!, CASEVAC, First Aid'' in Brazilian Portuguese. I'm currently working on translating the ''Rimmu-Nation² - Clothing'' mod. I don't expect to receive any credit for this, I just want to share it with everyone.