RimWorld

RimWorld

Dubs Rimkit
415 Comments
Dubwise  [author] 3 Jul @ 6:06am 
updated to 1.6
K 5 Dec, 2024 @ 10:19pm 
From what i have tested, this is a great mod!

Incompatible with Common sense & smart medicine tho, since you have to manually use the rimkit, it's still a awesome mod!
[岗] Señiorita woofers 23 Apr, 2024 @ 3:26pm 
Hey Dubwise, are the textures renewed in game or are they the same as in the pic
Dr Chaz 7 Apr, 2024 @ 1:35am 
Now I have run into an issue with the pawns with the medical kits not resupplying their bags after they're all done. I have to manually do it as far as I'm aware.
Dr Chaz 7 Apr, 2024 @ 1:32am 
***(To everyone having an issue with your pawns not healing with the kit.)***

@Dracon I was having a similar issue and so I decided to put 10 minutes aside to test it out.

What the issue actually is, is ourselves being dumb. The issue is the base game's medical care default settings. The prisoners and slaves are defaulted to "herbal or worse" and so your doctor only carrying medicine and not herbal medicine, has to run back to grab herbal meds and not what he has already on him.

To resolve this issue, inside the "Health" tab of a pawn, at the top of it where you select that pawn's medical care quality, click on "Defaults" and it opens a list for all pawn types. Select "Best Quality Medicine" for all pawn types to no longer have that issue, for that save. And of course, change the treatment settings inside of the Pharmacist tab.
Gerewoatle 4 Apr, 2024 @ 7:22pm 
@Mause - No one is going to fuck around with IRL laws just so you can jerk off to how much of an edgelord you want to be in a video game.
MauseLoch9000 4 Apr, 2024 @ 2:00pm 
@Jeff2467 Thats why I asked for it. War crimes :)
Dubwise  [author] 4 Apr, 2024 @ 5:52am 
updated to 1.5
Dracon 24 Mar, 2024 @ 10:16am 
potential conflict with either Pharmacist continued or Priority Treatment Ressurected, though I suspect the latter. Basically, pawns no longer use the medkit charges when set to auto and instead go back to storage for meds.
Jeff2457 14 Jan, 2024 @ 2:32pm 
@MauseLoch9000 He can't, Red Cross symbol is a legally protected icon. It's legitimately illegal to use that in a game, which is why every game uses something identifiable for medicine, that's not the red cross.
MauseLoch9000 2 Jan, 2024 @ 4:07am 
Make the medkit have a red cross on it
WiseArkAngel 17 Sep, 2023 @ 7:00pm 
"Remember, this is YOUR Trauma Kit, for when YOU get hit..."
Lobanych 12 Sep, 2023 @ 1:21am 
I think that Med Kits hold too many medications. As many as 20 medications that cannot be used for surgen operations, and which cannot even be simply taken out of the Med kit (only if you injure someone and use it to empty the Med kit)
hottt3 7 Feb, 2023 @ 10:55am 
And what about techs for research. I've started as a neolithic tribe and have a glitterworld medbags in production options. I had to unsubscribe. Otherwise great mod!
DeadLineNine 28 Dec, 2022 @ 2:01pm 
Hello Dubwise, Thank you for your mods i love them !

I have the same issue/error as Alfaksan. In my error is also something related to Combat Extended but i never had this error before (and i already used CE before). First time that happen for me in 1.4.

Seems like that happen for both ennemies who tried to heal themself and wounded ally as well (not down but wounded only)
Dubwise  [author] 28 Dec, 2022 @ 9:20am 
that isn't really possible since they dont have the ai jobs to do that, unless another mod modded them in
Alfaksan 1 Dec, 2022 @ 9:31am 
Hi, thanks for the great mod. I'm having strange errors (and was having them in 1.3 as well) - when raiders flee after raid they apparently try to tend themself but can't, throwing errors like

Exception in SetupToils for pawn Barracuda driver=JobDriver_TendSelf (toilIndex=-1) driver.job=(TendSelf (Job_3078333) A=Thing_Human775002)
System.InvalidCastException: Specified cast is not valid.

https://gist.github.com/a0579e0346d3f2942129c36e2ecf47e2
19Peej 3 Nov, 2022 @ 7:13pm 
Thank you!
Rocoloco 14 Oct, 2022 @ 12:29pm 
@Dubwise thanks, and based mods as always :)
Dubwise  [author] 14 Oct, 2022 @ 10:56am 
just pushed it again and its working for me now
Rawzbeef 14 Oct, 2022 @ 9:47am 
Funny story, I have the same problem for a map on Unturned

I managed to trick steam by moving folder from download to the workshop folder along with some edit in the .acf file but it's an ugly temp solution, so +1 on the "it's steam" I uploded my thing like 2 hours ago.
Doppelnull 14 Oct, 2022 @ 9:42am 
Yup Same here, cant start Rimworld...
it wants to update this mod with 4Bytes/sec. lol

But i use this rare Occasion of me posting something by saying that i love your Mods.
Dubwise  [author] 14 Oct, 2022 @ 9:09am 
its happening to me too, tried reboots and clearing caches but i can't get it to download, i also had an issue pushing updates, might be steam
Between Names 14 Oct, 2022 @ 8:57am 
I also got this issue, Rocoloco
Rocoloco 14 Oct, 2022 @ 8:46am 
Is anyone else's download/update to this just hanging? I unsubscribed/subscribed to all my mods that updated today and this was the only that keeps getting stuck at 99%
Dubwise  [author] 14 Oct, 2022 @ 6:04am 
updated to 1.4
Rudi Gauss 11 Oct, 2022 @ 12:52am 
i meant that the packs are no longer being showed on the back of the pawns, like the backpack from VE
Greg 24 Jul, 2022 @ 1:40pm 
will your mods work with vanilla expanded collection?
Dubwise  [author] 13 Jul, 2022 @ 5:19am 
@Wilhelm Wegner the kit would be on the pawn thats wearing the kit, so the pawn would be showing the kit its wearing, not the kit showing the pawn its worn by, not sure what you mean
Dubwise  [author] 13 Jul, 2022 @ 5:18am 
@Kylo Ren the kit lets you salvage components forever, it carries 3 components in its inventory which can be restocked and which pawns can use to make the repair without having to find one in a stockpile, then you repair the broken component at a bench for a small steel cost
Rudi Gauss 7 Jun, 2022 @ 8:41am 
I dont know if its a Rimworld Update, but 2 month ago the Kits stopped showing the Pawns wearing them.
Ren 6 Jun, 2022 @ 6:08pm 
question regarding the repair kit- i think im missing its purpose.
it requires 3 components to craft the repair kit, yeah? and it can be used 3 times. and every time you use it, you are able to salvage one component.
so you craft the kit using 3 components, and it enables you to salvage 3 components. why bother?

i must be missing something. do some repairs salvage advanced components instead or something?
alyath 13 Jan, 2022 @ 1:01am 
Maybe you must move this Mod before loading the other Tools Mods. Or just the other way. For me it sounds like a Mod Placement Bug.
Itsuji Hayashi 6 Nov, 2021 @ 9:46pm 
you might have other mods which are conflicting with this, happened to me as well.
Scorpio 4 Nov, 2021 @ 6:12am 
Will test that
Dubwise  [author] 4 Nov, 2021 @ 5:49am 
never heard of that before, and there's no reason i can think of that they would since i dont remove any defs, you sure you're not just getting errors with some other mod
Scorpio 3 Nov, 2021 @ 11:50pm 
Pickaxe hammers etc they disappear when using this mod
Dubwise  [author] 3 Nov, 2021 @ 1:51pm 
what exactly do you mean disabling tools?
Scorpio 3 Nov, 2021 @ 8:57am 
can we have an option to stop disabling of tools?
=) 7 Oct, 2021 @ 9:19am 
I see... If only he add rules like smokepop belt has kind of a universal quality, so that it can go with any apparel assignments of different quality.

Oh well, guess I'll just make do with force equip. That or just by using [KV] Change Dresser mod, since I finally get the gist of how to use that dresser.

Thanks for the explanation. =)
Dubwise  [author] 7 Oct, 2021 @ 8:38am 
there is no quality comp on them, not sure what his rules are for equipment without quality comps, its the same setup as a smokepop belt
=) 7 Oct, 2021 @ 5:25am 
Sorry if this seems like I'm complaining, but what is the quality of this kit supposed to be? I'm unable to let my pawn auto equip it when I assigned them to wear better than normal quality apparels, including the kits. I had to force equip the kits whenever I had them wearing all of the assigned cloth.
The temporary solution for this are to never change the quality sliders at all, just so that they will wear the kits, but this way, they will wear the lower quality apparels, which I don't want them to do.
Dubwise  [author] 7 Sep, 2021 @ 3:31am 
maybe you have something preventing your pawns ai tree looping to the change gear jobs
ClinkyDink 7 Sep, 2021 @ 2:13am 
@Dubwise They were in an accessible stockpile. I did notice that another pawn that had them allowed eventually equipped one but it took days.
Dubwise  [author] 5 Sep, 2021 @ 1:21pm 
are they in a stockpile that they can reach?
ClinkyDink 5 Sep, 2021 @ 1:17pm 
I made an outfit for my medic with the heal kits, and same for my construction workers with the repair one. They are not allowed for any other pawns and the only other restriction is that items need 55-100% HP.

For some reason they just aren't auto equipping their kits. They just left them on the floor for days until I forced it. There are no other accessories around so I'm not sure what's up. Any ideas?
Dubwise  [author] 31 Aug, 2021 @ 5:01am 
Nope
Krehlmar twitch/gm4ng 31 Aug, 2021 @ 4:00am 
Any way to empty them?
Player 1 24 Aug, 2021 @ 11:46am 
Any chance of giving the kits quality levels? (Or default masterwork/legendary?) When assigning colonists to only wear excellent and above quality items, they drop the kits. I assume it's cause they're "normal"-quality.
Friya 21 Aug, 2021 @ 7:46pm 
First, Thank you for the your mod.
How can I reduce the maximum number of Medickit? 20 is too much.