RimWorld

RimWorld

Medical Training
64 Comments
atombomb4747 21 Apr, 2021 @ 7:20pm 
Good mod, great concept. But whenever I unsuspend a bill, a colonist will always do it. Never stopping to eat or sleep. Just work until they drop of hunger or tiredness. Can you fix this? I love this mod otherwise.
Nxarior 28 Feb, 2020 @ 11:36am 
Fablo 15 Feb, 2020 @ 6:00pm 
No update ?
Jinx! 12 Sep, 2019 @ 7:53am 
F
dj 9 Sep, 2018 @ 10:16am 
B19?
Mongenfish 21 Jul, 2018 @ 9:14am 
Great mod, thanks! Any help you can offer to edit a save rws file? I sent a caravan, and since one member had a fit, they decided to stop outside my town and starve to death. :( Any help you could suggest greatly appreciated! Keep up the good work! Perhaps I should buy you a coffee?
Fette Sandratte 17 Mar, 2018 @ 1:38am 
Found this mod too late and made my own dissection mod: Medical Dissection
I know there is a B18 update for this one but I thought a new and actively developed mod does not hurt.
Prophet Of Merci 28 Nov, 2017 @ 8:31am 
Good work man, atleast someone took up the mantle.
Expert Map-Starer L. E. 28 Nov, 2017 @ 5:10am 
Made an update for B18: Link . Will remove it when ItchyFlea updates this or asks me to
iCu*ned 25 Nov, 2017 @ 3:11pm 
It worked for me in A18. Threw some error messages at first boot, but ended up working just fine.
Tyrant 20 Nov, 2017 @ 6:53pm 
It might still work but I'm scared to try since it hasn't been updated in such a long time...
cazalot 20 Nov, 2017 @ 2:08pm 
PLease at least update version to 18 if no other changes need to be made:)
BB8Rodriguez 20 Nov, 2017 @ 8:09am 
Any chance this will get updates?
EvilNecroid 18 Nov, 2017 @ 6:21am 
A18?
UrzuS3V3N 9 Oct, 2017 @ 4:38am 
@TCJaime ?
UrzuS3V3N 9 Oct, 2017 @ 4:38am 
Does anyone know if this will integrate with current saves?
TCJaime 15 Aug, 2017 @ 6:50am 
This mod works perfectly in A17.
MiamiHurricane 19 Jul, 2017 @ 3:31pm 
a17?
RickCartman 20 Jun, 2017 @ 12:58pm 
in the mod list it says different version, but it works in A17
BOXrsxx 9 Jun, 2017 @ 2:12am 
Hello Itchy Flea!
I made an update for A17 and will be released in the Chinese community.
If you see and authorize, I will publish in the workshop.
schwarzrotes 28 May, 2017 @ 1:05pm 
works for A17
Fangadora 28 May, 2017 @ 12:11pm 
Will this be updated, I need my medic students training dummies.
EvilNecroid 28 May, 2017 @ 5:35am 
does it work for A17?
mulholland 13 May, 2017 @ 10:04am 
so it works with a16.. i'll try it then. :)
Jaster 5 May, 2017 @ 2:35pm 
Would love to see this updated
The_Bane_Company 22 Apr, 2017 @ 10:01pm 
The good thing is that it still works in game but it still says it is out of date. Please update. :D I would really appreciate it.
Zhijki 15 Apr, 2017 @ 10:13pm 
and here I was training doctors by installing shitty prosthetics on perfectly healthy prisoners
cazalot 4 Apr, 2017 @ 8:27pm 
Can organs be harvested from these cadavers. if not, Perhaps the ability to do so would make this even more benificial. set the successfull organ harvest to a success persentage that drops lower for each, say, 15 min in game minutes. Add chance of organ regection in a pawn the lower the succeccfull organ harvest was. For example, successfully harvesting an organ within the first 15 minutes of death would make organ regection less likley compared to a successfull harvest 90 min after death. Success chance can be modified + or - depending on atmospherics and how long the cadaver was exposed to the elements before being recovered to be harvested., AE; cold clime ( lower time to spoilage, better chance for a successfull harvest) vs hot (significanlty increasing time to spoilage) i would be a great thing to addn if not already implemented.
EvilNecroid 4 Apr, 2017 @ 9:57am 
is there another up to date mod that does something like this?
Dr. Quackers M.D. 4 Apr, 2017 @ 9:55am 
Yes even if it work rimworld still detects a out odf date mod. So please update i miss this and its needed.
Victorraze 25 Mar, 2017 @ 7:11pm 
Seems to work with A16 for me. I never used it in A15 or earlier, so I don't know how it should work regarding exp. but I get a decent amount per corpse. And with my colonies being attacked by quite a few people that are... angry... that I tried to ransom their people to them, I got a lot more corpses then I know what to do with. Originally just cremated them all, but now they have a use. Yay.
Hedos0 3 Mar, 2017 @ 12:15pm 
Waiting to A16 Update
тетеря, блин 20 Feb, 2017 @ 8:17pm 
Suggest you to publish your mod here, so it could be maintained by the game developers:

https://ludeon.com/forums/index.php?topic=29505.0

It /must/ become vanilla.
Demopan 10 Feb, 2017 @ 1:31pm 
Actually makes a lot of sense: reutilize those corpses you have no use for (that is if you're not a cannibal ;) ) and mimics real life where doctors and surgeons train on corpses.
Adriaan 8 Feb, 2017 @ 4:42am 
one of the best mods, made doc's train very fast after some battles
some guy 19 Jan, 2017 @ 4:24am 
Update for A16? The file Thundercraft linked works perfectly.
Thundercraft 27 Dec, 2016 @ 1:38am 
@turtuhl
If you're impatient, a fan shared an unofficial update on the forums [ludeon.com].
turtuhl 22 Dec, 2016 @ 11:25am 
please update for A16 :-) love this mod !
Man In The Purple Hat 20 Dec, 2016 @ 8:59pm 
will this be updated to A16? I love using this mod
Sharahfluff 18 Dec, 2016 @ 1:32pm 
still a good mod mind you. medic skill is the hardest to train without killing people.
Sharahfluff 18 Dec, 2016 @ 1:31pm 
yeah is if this didn't entierly eat bodies this would be more balanced, it should leave behind mutliated corpses that still need to be disposed of
DAS SCHWEIZER 5 Dec, 2016 @ 4:42am 
or just butcher the bodys >_> just wish there wasnt so much of a negative affect specaily since making ppl inot kibble XD
Ralathar44 30 Nov, 2016 @ 8:26am 
People complaining about making graves unneccesary making it OP are silly. Realistically the only ones you NEED graves for are colonists. Not the 39,309 raiders. As well experimenting on dead bodies is how you learn the basics of medicine, that's just natural.

Realistically we should have the option for a mass graves or bonfires buildable that handles tons of raider bodies but need to build regular graves for our colonists. Colonist deaths should be far far more rare than all the raider deaths.
zava 19 Nov, 2016 @ 12:56pm 
makes cremation unneccessary. I like the idea but it is OP
Manserk 26 Oct, 2016 @ 2:09am 
-1 for debuff, but make it use power and need a research
ELLIOTTCABLE on Discord 13 Oct, 2016 @ 4:24pm 
:+1: on debuff — the medics, and anybody in the room, should be offended a lot (A further -5 past the ‘friend died?’) if it's a friend, and a little if it's an enemy. (Maybe -2.)

Maybe not if they're sociopathic, though. ;)
WizeDraco 10 Oct, 2016 @ 10:18am 
any chance you could add a mood debuff that could balance it but please not too many stacks
fatburner 4 Oct, 2016 @ 10:21pm 
could it be possible to make the medical table a research? and perhaps have it require power? that would ad balance a bit maybe
Itchy Flea  [author] 3 Oct, 2016 @ 11:46am 
I've looked into some of the suggestions given by others regarding that issue. Unfortunately I am not able to implement any of them.

They can be implemented, but require someone who knows how to code.
yunk 3 Oct, 2016 @ 12:51am 
I like this, but it seems overpowered that it consumes the corpse. It makes it much simpler to get rid of unwanted bodies early game.