RimWorld

RimWorld

Hospital
797 Comments
John Rimworld 29 Jun @ 7:08pm 
Patients coming in immediately hostile with this new version of Scaria should be disabled. I like accepting surgeries but randomly getting a hostile enemy dropped on you doesn't feel right.
dink sprinkle 24 Jun @ 8:42am 
I had a patient come in for a peg leg, but when the surgery failed, everyone got a debuff for "colonist left unburied"

The patient is neither a colonist, and not even dead?
Nuker1110 23 Jun @ 7:08pm 
Had a Patient land with a stabbed liver, requesting replacement. As soon as he laid down, the stab healed on its own. He paid and left as if I'd installed a fresh "donor" liver. Won't say no to free silver!
Strix 23 Jun @ 4:05pm 
This intersects weirdly with the Simple Restraint Belt mod! Patients show up restrained, get unrestrained, and leave without paying! And I get free restraint gear... too much of it, in fact.
HighFlyer96 22 Jun @ 3:40pm 
Pawns of the same colony punch each other's lights out for lesser reasons.
Crimson 22 Jun @ 1:27pm 
I get that but I dont think if a hospital cant save everyone in a MCE the next course of action wouldn't be to try to kill everyone in the hospital.
HighFlyer96 21 Jun @ 1:41am 
Feels like cherry picking the rewards without wanting the risk. They trusted their pawns lives to your colony. MCE are meant to overwhelm your doctors.

Activating your MCE is like a beacon saying "Hey, send your group over here, we can handle it and take care of all." and then send 50% coffins back.
Crimson 21 Jun @ 12:08am 
Is there a way to remove the -10 rep hit if someone dies. Had a mass causality event of the plague and about 10 of the 20 people that arrived died and now the faction is hostile. Or maybe an option to disable plague?
Simplistic Views 14 Jun @ 8:12am 
@highflyer they have exit paths, unless a animal fence is going to stop them, but they are going into my pantry and eating my food just fine so they can certainly still open doors at least.
HighFlyer96 14 Jun @ 3:29am 
Do they have paths to exit the map or are you enclosed? (Mods that affect doors for restricted access/locks might affect it?)
Is there an "event" happening on your map like toxic fallout or a dropped ship part with mechanoids? Top left of the hospital tab tells you if there is danger on your map.
Simplistic Views 14 Jun @ 3:19am 
im having issues where my patients are all treated but they are not leaving, even when dismissed. I am not seeing any related error logs. Is there something I am missing?
Gen1ELman 13 Jun @ 5:29pm 
Ура, победа...
Adamas  [author] 13 Jun @ 11:39am 
Done - was a bit easier than expected :p
Gen1ELman 12 Jun @ 9:11pm 
thanks for answer!
Adamas  [author] 12 Jun @ 5:39am 
I will have a look at making it work in 1.6 At first sight the only thing that really is conflicting is the droppod stuff, so the way the patients will arrive.
Gen1ELman 12 Jun @ 1:00am 
But who said that this is spam? Maybe I just want to know if my favorite mod is available for the new version... but you immediately call it spam, damn it.
Adamas  [author] 11 Jun @ 10:24pm 
Hehe, beware, the allow comments is just a tickbox. Orion (from Hospitality) unticked it to prevent the 1.6 spam. I might follow him 😉
Gen1ELman 11 Jun @ 7:55pm 
works in 1.6?
Adamas  [author] 11 Jun @ 9:45am 
@mask of humble, I did make it compatible with medpod at some point, but it might be broken again.
I will have a look. Also have a look if I can prevent the paying for not received transplants
LiterallyBeenVibing 9 Jun @ 11:04am 
people laying in the beds just get up and have the "Standing" activity for like 10 seconds then lay down for like 3, not long enough to heal them.. what uh.. what do i do?
Todd 9 Jun @ 6:03am 
Awesome mod, I have been using it for my colony's RP! I was wondering if it would be possible to consider the idea of having assigned beds for pawns who are in labor for childbirth within the biotech dlc. I feel that would be a great addition :)
BeeBro 3 Jun @ 12:47pm 
How does the delivery of patients work when I'm doing a medieval run (+tech limit mod) so I there are no drop pots? Thanks for this great mod
HighFlyer96 3 Jun @ 11:01am 
I observed the same. Patient comes with a slightly cut liver or heart, asks for a transplant, but after treatment or sometimes just after letting time heal the wounds without intervention, they pay for the organ they never received and walk away.
Hypersonic314 3 Jun @ 8:45am 
Hello, I've been really enjoying this mod! I have one small issue, which is that sometimes patients will arrive looking for a prosthetic like a bionic arm, which I have in stock for this occasion. They will lie down in a bed then immediately get up, pay in full, and leave without receiving treatment. It's a beneficial bug of course but feels a bit cheesy and I'd like to fix it if possible.
Trudgn 20 May @ 7:25pm 
Update to my issue. Somewhere in my ~100hrs into this save, I switched the hospital hours from 'yellow' to 'blue'. Checking my save file, I saw 24 'false' entries and realized I'd closed the hospital.

Switched that around, and I have a functioning hospital again. Not a bug, blame the user.
Mask of Humble 19 May @ 5:26pm 
Any way possible you could make this comparable with the Medpod mod, I really would love to set up a automated medical treatment facility.
Luke 19 May @ 7:20am 
Weird thing going on, mas cas event, 8 open beds, 9 patients, 1 colonist reserved bed. I opened the last bed for hospital use, but 3 of the pawns from the mas cas just keep playing musical beds where two take beds, then the third kicks one out who then goes to kick the other out repeat forever, ignoring the now open bed.
HighFlyer96 14 May @ 4:05am 
@andy Ryanisunique107 just asked the same in the comments a week ago. That's Royalty DLC content. There are quests where you are supposed to look after colonists (including prisoners) or animals. Check out the Rimworld wiki site about quests, CTRL+F "Hospitality".
And I'm not sure about the Rimworld modding limitations, but I think modders can't just make DLC content and features vanilla gameplay.
andy6752 14 May @ 12:08am 
I would love to see a mod like this but where colonies pay you to house their prisoners. like you'd have prisoners beds empty and factions would send prisoners and as long as you keep them alive you get payed just like guests
FunnilZ 10 May @ 8:36pm 
is there compatibility for prisoner hospital beds like with slave beds
Adamas  [author] 9 May @ 11:41am 
Hi @MysticalCyan - this has been on my list a while, and now that you mention it, I'll give it one more upvote :)
@ the rest - I have noted down all ideas and issues. I cant promise when it gets adressed, but at least it is not lost in the steam comments
MysticalCyan 8 May @ 6:28pm 
Is there a way to track your hospital statistics?
HighFlyer96 8 May @ 2:28am 
@Ryan AfaIk that's DLC gameplay. Or at least MFI activated by a DLC.
Ryanisunique107 7 May @ 4:10am 
you should make a prison mod that lets other factions send their prisoners to you to hold onto for a certain amount of time
HighFlyer96 5 May @ 1:33am 
When your pawns are drafted, they should be able to treat anything, no matter if colonist, enemy, animal or wildlife. Have you tried that?
Telarin 4 May @ 3:16pm 
Found a minor bug. Patient arrived wanting a denture. My pawn failed, and the patient now has a bleeding wound. Unfortunately, I can't seem to interact with the patient any more to treat the wound, the only option in the right click menu is to strip the patient.
HighFlyer96 26 Apr @ 5:52pm 
@Infinityvy Open the hospital tab and click on "refuse operation" on the respective patient. (Seen on the 2nd screenshot of this mod). This blacklists the body part until you allow it again in the hospital window.
Infinityvy 26 Apr @ 3:02pm 
is there a way to deny patients? i sometimes get patients saying "sth wrong with brain" and it will just automatically queue my archotech brain implants which i very much do not want.
the only way i know to deny these patients is by canceling their queued surgery but this causes them to pay anyways and leave which is quite the exploit unfortunately.

otherwise great mod! its refreshing getting some new events that dont involve combat or misery for once
wobbed dot com 15 Apr @ 7:44pm 
OK, love this mod, this (plus Factional War) have been the been the centerpiece of half a dozen playthroughs so far because I love playing nonviolent trauma centers. So there is the ongoing conflict with CE where bleeding patients try to stabilize themselves and keep interrupting treatment. I'm wondering if you'd be amenable to implementing an option that could spawn these patients (or all patients) with something like a 6h anaesthetic hediff that would allow colonists the chance to rescue them and patch them up without having to deal with stabilizing shenanigans. I have psychic coma on the dev pallette to subdue troublesome patients which works great but of course it's just a hack. And without it I have to wait for them to pass out from blood loss before I can treat them which is not the greatest solution. To be clear, this is Not Your Problem! CE is CE. But that said, spawning bleeding patients as unconscious could be a simple workaround, if you were up the the task.
Trudgn 13 Apr @ 5:44pm 
Hey Adamas,

Here were my logs after loading into my game, not sure if I needed to wait a bit so a hospital event had a chance to trigger?

https://gist.github.com/HugsLibRecordKeeper/ffe8ba8b2746d0a1cc0bd37701d8c1e0

Wondering if it's related to this relationship warning?

Could not resolve reference to object with loadID RelationshipRecord_2045617 of type RimWorld.RelationshipRecord. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=RimWorld.VirtualPawnRelation curPathRelToParent=
Xeonzs 13 Apr @ 9:05am 
Recently you added a "allow patient during danger" option to the settings page (not mod settings), this however has an opposite effect for me, I have it unchecked still and am on a new playthrough, but the patients are still landing (and leaving) even though there's an active mech cluster on the map (the hospital tab also doesn't recognize the danger present).
I know the cluster is still considered active by the game, because my pawns haven't received the "defeated mech cluster" moodlet yet.
I didn't have this issue before.
HighFlyer96 13 Apr @ 1:16am 
Oh that sounds great. I haven't assumed it would work. I thought it would scan for the inventory in general, not just for allowed items. This will definitely suffice, thanks!
Adamas  [author] 13 Apr @ 1:06am 
90% if the issues posted here will be a mod conflict. It is the same on other mods that are not just altering XML and art. Having this many and such deep Harmony mods in Rimworld is amazing, but it's a curse at the same time.

About surgeries: as a workaround can you put that last heart on disallowed? Once you need it for your colonoy, put it on allowed again and disable surgery in the hospital.

But I also have this idea of filter window on the hospital settings, similar to the filter window you have on production tables to allow/disallow certain categories or items to be used. I just need to time to put it into code.
HighFlyer96 13 Apr @ 12:32am 
Can't say the same. Only done one surgery, but it appeared correcly and he paid for it accordingly. Do you have other mods that refine the medical gameplay or interactions with guests?

I just wish I could select the technology level I allow surgeries with (Neolithic for peg legs and wood hands, prosthetic, natural, bionic and archotech.)

Alternatively, having a checklist which type of organs or body parts I allow giving away, as not to give away my last heart I saved for artery blockages etc.

But so far I've been more than happy with it.
LZIM 12 Apr @ 8:55pm 
still noticing that with surgeries enabled hospital pawns appear, use up an expensive item like a bionic leg, become guests then laeve without paying for anything. Pawns spawning for surgeries do not appear on the hostipal tab and so theres no way to tell what they want until you choose to operate on them.
Adamas  [author] 12 Apr @ 10:43am 
@Trudgn can you find out if there any error logs showing up? (in dev mode there is a button to show these)
Trudgn 12 Apr @ 9:28am 
Started a new playthrough just to use this mod and am loving it. One issue just popped up for me. I 'captured' a patient when desperate for a pawn with crafting skills. They were a member of my colony for about a year but never did any assigned tasks, just wandered around. Not ideal, but had good melee skill to help with defense.

Said pawn died in the last raid, and since then, not a single patient has shown up at the hospital, and mass casualty events have stopped. Of course, I'm on permadeath, so I hope I didn't just botch this save.
HighFlyer96 11 Apr @ 10:22am 
@一个龟龟 Do you have "Allow patients during danger" on?
一个龟龟 11 Apr @ 6:26am 
Nice mod, thanks!! I noticed patients became hostile with Hospitality mod guests (hostile faction) after they are cured. Is it expected?
Breadboy 10 Apr @ 5:32pm 
with the 'more injuries' mod, there's a hemorrhagic stroke hediff that applies to the brain, always fatal without surgery. patients from this mod arrive with it applied to whole body instead of the brain, which disables the surgery and kills them. please advise