RimWorld

RimWorld

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Medical IVs 1.5
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Mod, 1.5
File Size
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12.447 MB
2 Jun, 2024 @ 2:27pm
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Medical IVs 1.5

Description
I AM NOT THE ORIGINAL CREATOR OF THIS MOD. ORGINAL MOD CAN BE FOUND HERE: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1424438685

With this in mind, all I have done is make a very small change, as well as update to 1.5. This mod will be taken immediately upon request of the original creator. (Knight and kyoukopan)

This mod has been updated to 1.5, as well as a slight adjustment to refueling. The regular IV's will only be automatically refueled to half capacity and can still be manually filled to capacity to prevent pawns from walking back and forth to repeatedly fill it.

Original description can be found below.

Version 1.6.1

<size=18><color=#3986B3>[Medical IVs]</color> (RimWorld 1.4)</size>
Medical IVs introduces a new, key piece of technology from the modern era of medicine -- intravaneous therapy or "drips". In real life, these drips contain fluids such as antibiotics, painkillers or any other medication and make use of tubes to directly inject the fluid into a person's bloodstream. Improvements in 1.6.1 (RimWorld 1.4):

- Updated to RimWorld 1.4
- Fixed the bug where colonists with painshock would be downed as soon as they stopped being treated by the Glitterworld IV (causing an infinite loop of downed -> rescue -> get up -> repeat)
- Improved the descriptions of many items
- Renamed 'IV Painkillers' to just 'Painkillers'
- Renamed 'IV Antibiotics' to just 'Antibiotics'
- Cleaned up the code
- Fixed a bunch of typos
- Significant rebalancing:
- Research cost has INCREASED across the board
- Power consumption has been DECREASED across the board
- Halved the market value of painkillers and antibiotics
- Balanced the ingredient cost of building each IV stand
- Glitterworld IV is now 'Ultra' tech level

A rebalance was needed to better incentivise the use of the refuelable IV stands over the electrical ones. With the increased research and ingredient cost, the electrical stands are now powerful late-game luxuries more inline with 'Spacer' technology as opposed to cheaty, unlimited versions of the default IVs you could unlock pretty quickly.

Feedback on these changes is welcome!


<size=18><color=#3986B3>[Features]</color></size>
Currently includes 6 machines:
- A blood IV for reducing blood loss by 75%
- A painkiller IV to block all pain
- An antibiotic IV to speed up recovery from infection and disease
- A nutritional IV to pause a bed-ridden colonist's hunger need
- An anesthetic IV to put a pawn into a medically-induced coma
- A glitterworld IV that combines the functions of the painkiller, blood and antibiotic IV


<size=18><color=#3986B3>[Additional Features]</color></size>
Other features are bundled with the drips to add to the level of realism and improve gameplay. These include:
- Addition of craftable/consumable painkillers
- Addition of craftable/consumable antibiotics
- Addition of blood bags
- A new plant with interesting qualities
- An overhauled refill system
- Ability to upgrade to more convenient machines requiring no refill through research
- The ability to draw blood from colonists / bleed a prisoner to death

<size=18><color=#3986B3>[Credits]</color></size>
Knight: Code & XML ; Minor graphics and Logo
Kotobuki Mugi: Graphics & Large assets
28 Comments
Cantaloupe The Clown 11 May @ 7:56pm 
I made a fork of this mod for biotech that changes blood to hemogen packs, as well as changing some other things I didn't like about it (link here)
mmeatbreadd 27 Apr @ 10:17am 
@Efflye I haven't played a game where my pawns that level of technology available for so long, is it not something you research? I think antibiotics and painkiller synthesis is something you have to research.
mac 22 Apr @ 11:13pm 
使用电子麻醉剂之后,就不会自动采血了
Efflye 22 Apr @ 4:11am 
I can't seem to understand how to make the antibiotics, painkillers or blood packs. It's not an option on my drug lab
knopi 21 Apr @ 7:49am 
ok as edward said its when something increases hunger rate (such as malnutrition) so u should fix that
knopi 21 Apr @ 7:46am 
food iv doest work half the time
lieyingyes 17 Apr @ 11:03pm 
Wait, can I feed this to the baby?
lieyingyes 17 Apr @ 10:34pm 
downed -> rescue -> get up -> repeat
Levardio 16 Feb @ 8:46pm 
@Edward seems like even vanilla stuff like neural supercharge make Nutrition IV not work
Toph  [author] 9 Jan @ 3:19pm 
Will try to look into that when I get a chance