RimWorld

RimWorld

Medical Cabinet
56 Comments
Deadbeat  [author] 2 Aug @ 5:14pm 
@Shiinoya, Correct I have run into this issue myself. I think it is due to the cells being reserved for pawns possibly. It doesn't seem to create any errors they just won't path which is most likely something to do with the IsEdifice tag.

@WareCrawler, I think if they are already crafted it won't change them or you might have to close the game and reload. It is best to set the config in main menu then go into a save. I might have to use harmony to force patch it in-game but I am not to sure.
WarezCrawler 2 Aug @ 2:43am 
I tried chaging the Maximum stack size to 6 (i.e. having 6 different medical items at the same time)..... But I cannot get my pawns to put in more than one stack. The text changes to 6, but for some reason it does not work.
I this because I changed after building the item?
Shiinoya 1 Aug @ 8:45pm 
@Deadbeat , I think there may be an issue with placing the cabinet (powered) above beds as well. My pawns were unable to haul to it, with the game claiming there was not available storage. Moving it to an empty wall fixed the issue.
Neo Sniper 29 Jul @ 5:34am 
I'd love to see some more generic cabinets as well.
Deadbeat  [author] 27 Jul @ 8:48am 
@Wardogg might make another mod which would be called wall storage. This would have the medical cabinets included plus some other types of storage like a wall food dispenser for meals or a small shelf etc. But we will see.
wardogg 26 Jul @ 4:43pm 
love how we be able to set the stack amount, be awesome if it comes with normal storage shelf
Deadbeat  [author] 26 Jul @ 12:13pm 
@King do you mean in furniture or do you mean in the storage tab you get from neatstorage?

That storage tab is custom to neatstorage and if I push it into there I would then require people to use that mod also.

But you could do this edit yourself also. Open this mod go into Defs\ThingDefs_Buildings and open the xml file inside.

Replace:
<designationCategory Inherit="false">Furniture</designationCategory>
<designationCategory Inherit="false">Temperature</designationCategory>

Replace both the above lines with:

<designationCategory Inherit="false">BuildingsNeatStorage</designationCategory>
King-Of-♥♥♥ 26 Jul @ 9:55am 
Any way to put the cabinets under the storage tab?
Baccalon 26 Jul @ 1:47am 
Simple mods are sometimes the best!
Atomik Doctor 25 Jul @ 5:36pm 
YOO Love this :) Sub'd and Liked !!
Deadbeat  [author] 25 Jul @ 1:39pm 
@RutraNickers, that is correct just refrigeration it was a request to have a simple one which didn't require power
RutraNickers 25 Jul @ 9:29am 
What is the difference between the powered one and the basic one? Refrigeration?
Xercaine 25 Jul @ 7:14am 
Haha, 'I mostly built the mod for my own playthrough', same, then I had to do it with more and more furniture lol
Deadbeat  [author] 25 Jul @ 5:29am 
I will say your wall heater gave me the inspiration. I mostly built the mod for my own play through I really wanted meds to be stored somewhere clean and out the way and thought I like the wall heaters as they don’t get in the way of other things especially with the new DLC where space is very limited on a ship 🤣
Xercaine 25 Jul @ 4:48am 
@Deadbeat Haha, no problem, I was just surprised. I just take it as a compliment you thought of mine lol
Deadbeat  [author] 25 Jul @ 4:35am 
@Xercaine will confirm it was indeed made using it as reference and chatGPT. Happy to change if is a issue.
Xercaine 25 Jul @ 2:43am 
Lol, I gotta ask, is this intentionally copying my preview image style?
Deconvolution 24 Jul @ 8:56am 
great
abdel.soto85 23 Jul @ 4:15pm 
very useful since i play with a ton of other medicinal mods. thanks!
Dr. Internet 23 Jul @ 11:45am 
Great mod, thank you!
Rhys 23 Jul @ 10:39am 
<3

I don't care what anyone says, You're not a deadbeat.
Deadbeat  [author] 23 Jul @ 10:36am 
@Rhys

Changelog – Minor Update

Added: Enabled the ability to store Hemogen Packs in the cabinets.
Rhys 23 Jul @ 10:15am 
I just missed the drugs part because I was focused on looking for hemogen, then when couldn't find blood just assumed it didn't have drugs either. But yeah, no hemogen.
Deadbeat  [author] 23 Jul @ 7:54am 
@Rhys will take a look when I get home from work. They must be in some other category.

As currently it has medicine and drugs.
Rhys 23 Jul @ 5:33am 
Awesome little mod, thanks a lot.

Could you be able to add Hemogen/Drugs to the cabinet as well?

It would be nice to be able to store bloodbags around the place.
Deadbeat  [author] 22 Jul @ 11:08am 
Yeah I will have to look in code most likely to fix something like this as I am using this in a unintended way pretty sure this is mostly used for lights etc so they probably didn't expect it to be used in this way.

Will update here if I find anything to fix it and thank you for the feedback :steamhappy:
[OG] Salvi 22 Jul @ 11:04am 
Sure sounds like changing the <isEdifice> setting would make the wall cabinet less useful with placement, restricting places you could put it.
Plus with it being a cabinet I guess it could just be seen as a case of it not being fully sealed against the elements.

For my bunker I'm just adding doors to make it classed as indoors. :)

Anyway thanks for looking into it, love the mod! :)
Deadbeat  [author] 22 Jul @ 10:50am 
After some debugging, it appears that the <isEdifice>false</isEdifice> property is causing the items to deteriorate. Removing this property resolves the deterioration issue. However, doing so prevents the item from being placed over existing objects. For example, with the property set, a cabinet can be placed above a workbench, but without it, that placement is no longer allowed.

Options to consider:

Remove the property – This will eliminate item deterioration but will prevent placement of cabinets over benches and other furniture.

Create two versions of the cabinet One version without the property for outdoor use (non-edifice), and another with the property retained for indoor use (supports stacking/overlay placement).

For now I am going to mark it as a known issue maybe there is something I can do in code rather than XML to resolve this.
Deadbeat  [author] 22 Jul @ 10:01am 
@Salvi thank you for the report can confirm it seems to be a bug.

This line in the XML
<preventDeteriorationOnTop>true</preventDeteriorationOnTop>

Should stop the deterioration but hasn't for some reason I have recreated the issue and just checking now to see why it is happening.
[OG] Salvi 22 Jul @ 9:45am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531928349

Screenshot attachment to show the items seem to be classed as being outdoors despite being in a container.
[OG] Salvi 22 Jul @ 9:42am 
I have a cabinet in an outdoor area (a bunker).
Have it holding normal medicine and when playing it popped up that the medicine had deteriorated, sort of like if I just left it on the ground outside.

I'm not too sure on the technical side of things but it would seem the cabinet isn't set up like a shelf in the sense that items don't deteriorate in it? Possibly a bug or oversight?
Deadbeat  [author] 22 Jul @ 9:16am 
Changelog – Minor Update

Added: Simple Medical Cabinet (This is not thermally sealed and requires no power)
Change: Medical Cabinet now called Powered Medical Cabinet.

Known Issues:
Placing the cabinet above a shelf or other storage item may trigger an error indicating conflicting storage. This behavior can result in the shelf's contents being redirected to the medical cabinet, likely due to overlapping storage zones occupying the same cell.
Deadbeat  [author] 22 Jul @ 4:48am 
Changelog – Minor Update

Removed: Dependency on NeatStorage. An unintended category requiring the mod was added previously. This has been corrected.

The mod should now function correctly without requiring NeatStorage.

Known Issue:
Placing the cabinet above a shelf or other storage item may trigger an error indicating conflicting storage. This behavior can result in the shelf's contents being redirected to the medical cabinet, likely due to overlapping storage zones occupying the same cell.

While a fix is uncertain at this time, it will be investigated. In the meantime, it is recommended to avoid placing these cabinets directly above other storage objects. Placement elsewhere should function as intended.
Deadbeat  [author] 22 Jul @ 4:31am 
I will remove the dependency as it isn’t really needed still learning the xml and I had something in that just isn’t needed. Thanks for the report 👍
恰似宛然一笑生花 22 Jul @ 4:29am 
Got it! The errors disappeared after I added Neat Storage. Might want to add this as a required mod in your suggestions.:dslike:
Deadbeat  [author] 22 Jul @ 4:25am 
Found it, I am referencing a catagory that comes from near storage I will get that fixed now.
Deadbeat  [author] 22 Jul @ 4:19am 
I will take a look when I can maybe. Can you try adding neat storage aswell it is another mod that uses ASF maybe I used some decency there and will need to check and remove it.
恰似宛然一笑生花 22 Jul @ 4:14am 
Strange - I tried testing with only the 5 DLCs, Adaptive Storage Framework, and Harmony (like you suggested), and even after redownloading, I'm still getting the same two errors. Help!
Deadbeat  [author] 22 Jul @ 4:04am 
Hey that error sounds like it is having issues finding the correct category for it to sit in as a building.

Could you provide a mod list? I can try find the error then.

@magic I can look at adding two 👍
恰似宛然一笑生花 22 Jul @ 2:51am 
Hey bro, might be on my end, but just wanted to let you know - I ran into two bugs when using your mod:

1.Config error in Dead_MedicalCabinet: is minifiable but not in any thing category
UnityEngine.StackTraceUtility:ExtractStackTrace ()


2.Could not resolve cross-reference to Verse.ThingCategoryDef named BuildingsNeatStorage (wanter=thingCategories)


Would you mind taking a look? Thanks for your awesome work!:dslike:
Magic 22 Jul @ 1:38am 
could you make 2 of them a basic one and a refrigerated one so best of both wolds :steamthumbsup:
Deadbeat  [author] 21 Jul @ 10:31am 
@Tleno it also keeps herbal medicine from wasting away so is refrigerated hence the power consumption and component.

I noticed the minimums on the config can’t go to zero so might update so they can then it can be configured to not use those things.
Tleno 21 Jul @ 9:02am 
This is super neat but why does it require power and components if it's just a storage?
[OG] Salvi 21 Jul @ 8:43am 
It's great thank you! :)
Emilie Sackenball 21 Jul @ 3:00am 
Good, now would be easier to have first aid kits around the base.
Asteroid 25399 21 Jul @ 2:11am 
Great mod!
Deadbeat  [author] 21 Jul @ 1:00am 
Change log – Minor Update

* Added: The default "Drugs" category to the medical cabinet, allowing users to choose whether to store drugs.
* Added: Mod configuration options for the medical cabinet. Users can now customise:
* Power consumption
* Maximum stack size
* Steel required for crafting
* Components required for crafting
Morrneyo 20 Jul @ 4:38pm 
Nice idea for my prison
Deadbeat  [author] 20 Jul @ 2:23pm 
In this file \Defs\Buildings_MedicalCabinet.xml

There is a line:
<maxItemsInCell>1</maxItemsInCell>

Set the above to what you would like it to be example:

<maxItemsInCell>3</maxItemsInCell>

Above means they will hold 3 stacks of items.
Deadbeat  [author] 20 Jul @ 2:17pm 
@thx0s are you looking to increase the amount of stacks it can hold? Pretty sure there is a value called maxitemsincell in the def file. But I can look in the morning for you.