Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2779561472
Hope it helps anyone!
From testing, I find this thing to be way too powerful. A single shooter with a Healing gun can fix up an injured colonists from "downed" (multiple serious injures and close to death) to perfectly healthy with just one shot!
Personally, I think this should be nerfed - from the current 6 injuries per shot and 2 injuries per bodyparts, down to a more reasonable 3 or 4 injuries per shot and 1 injury per bodypart. Even then, this would be a game-changer.
Despite the fact that this uses a .DLL (& HugsLib), this mod seems to work fine in [1.0]. All I needed to do to make the minor error go away was change <targetVersion>0.19.0</targetVersion> into <supportedVersions><li>1.0</li><li>0.19</li></supportedVersions>.
Oh.. you probably have a mod that renames vanilla weapons.
Well.. The vanilla sniper can be created at the machining table.
Would putting one of these on an autoturret make it aim at and heal my colonists?
{LINK REMOVED}http://www.mediafire.com/download/m413v13ljviavsc/HealingGun.zip
Healing magic would have been fitting better imo
and about a melee weapon.. maby a healing Prod stick.
perhapps a healing nade with lingering mists that heal 1-2 dmg/part, but with downside it can heal enemies to.