RimWorld

RimWorld

MedPod
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Kaedys 21 Feb, 2021 @ 4:58pm
Couple small bugs/requests
Can you add Food Poisoning to the list of hediffs that pawns can be directed to (and ideally automatically attempt) to cure?? Like, the pod will heal food poisoning if the pawn is in it, but If my pawn's only negative hediff is food poisoning (usually as a result of an "incompetent" woozy post-surgery cook), they won't try to use the MedPod, and right-clicking on the pod says there's nothing to heal, so I can't cure them of it. I've been sort of hacking it so far by having them take a drug, and then "healing" that and the food poisoning at the same time.

Which, on that note, the pod is removing even purely-beneficial drug buffs like Ambrosia Warmth (which is just a straight +5 mood with no downsides) and High on Psychite Tea (-10% pain, -20% rest fall rate, and +12 mood, with no downsides). And what's more, my pawns will occasionally seek out the MedPod purely to remove these effects (and/or I presume the tolerance hediff that comes with consumption), which is somewhat counter-productive, since I'm having them consume the drugs on a schedule to boost mood if it gets low.

Lastly, having an odd issue where, if I tell my pawns to go heal for something minor (ex. woozy from anesthesia), they'll lay down on the pod, and it will start diagnosing, but before the Delta Wave effect is applied, they'll get back up and walk off, sometimes nearly instantly. I can't seem to reliably reproduce it, though. Sometimes one pawn will just walk off while another with an identical affliction (ex. the anesthetic hediff above) will lay there and be properly healed, and sometimes the same pawn will successfully lay down and be healed several minutes after refusing to stay put. I think it might have to do with rest level, as it generally happens to my pawns post-surgery (when they are near-max rest), but I can't seem to find a reliable threshold where it happens, so it may be some other factor.
Last edited by Kaedys; 21 Feb, 2021 @ 4:58pm
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Showing 1-4 of 4 comments
Kaedys 23 Feb, 2021 @ 8:36pm 
After more testing, it appears to be 75% rest as a threshold. Above that level, pawns appear to immediately get out of the pod without waiting for the Delta Wave effect. Can it be applied as soon as the diagnostic starts instead of when treatment starts? That would fix them getting out of the pod during the diagnostic.
sumghai  [developer] 27 Feb, 2021 @ 3:26pm 
Originally posted by Kaedys:
Can you add Food Poisoning to the list of hediffs that pawns can be directed to (and ideally automatically attempt) to cure?? Like, the pod will heal food poisoning if the pawn is in it, but If my pawn's only negative hediff is food poisoning (usually as a result of an "incompetent" woozy post-surgery cook), they won't try to use the MedPod, and right-clicking on the pod says there's nothing to heal, so I can't cure them of it. I've been sort of hacking it so far by having them take a drug, and then "healing" that and the food poisoning at the same time.

I am currently rewriting MedPod to use custom WorkGivers and JobDrivers, which will fix this issue. So far, in my own tests, pawns with only Food Poisoning will now automatically go to MedPods.

Originally posted by Kaedys:
Which, on that note, the pod is removing even purely-beneficial drug buffs like Ambrosia Warmth (which is just a straight +5 mood with no downsides) and High on Psychite Tea (-10% pain, -20% rest fall rate, and +12 mood, with no downsides). And what's more, my pawns will occasionally seek out the MedPod purely to remove these effects (and/or I presume the tolerance hediff that comes with consumption), which is somewhat counter-productive, since I'm having them consume the drugs on a schedule to boost mood if it gets low.

The intent behind the MedPod is that it not only treats injuries and diseases, but also resets or "flushes" the body of any drugs. This is mainly to prevent people exploiting the MedPod's ability to remove addictions of, say, Luciferium, while only benefiting from its buffs.

Originally posted by Kaedys:
Lastly, having an odd issue where, if I tell my pawns to go heal for something minor (ex. woozy from anesthesia), they'll lay down on the pod, and it will start diagnosing, but before the Delta Wave effect is applied, they'll get back up and walk off, sometimes nearly instantly. I can't seem to reliably reproduce it, though. Sometimes one pawn will just walk off while another with an identical affliction (ex. the anesthetic hediff above) will lay there and be properly healed, and sometimes the same pawn will successfully lay down and be healed several minutes after refusing to stay put. I think it might have to do with rest level, as it generally happens to my pawns post-surgery (when they are near-max rest), but I can't seem to find a reliable threshold where it happens, so it may be some other factor.

This will also be fixed by the custom WorkGiver/JobDriver rewrite.

Currently, the MedPod mod uses Harmony patching to modify some of the vanilla base code for bed rest, but as you've noticed, it's not 100% reliable. The Delta-wave induced coma was a workaround, but may be completely unnecessary after the rewrite.
Kaedys 1 Mar, 2021 @ 11:16pm 
Excellent, that rewrite sounds very powerful.

For the drug thing, could there be an option for removing both of them, or maybe just specifically for Luci? Frankly, given that it pops a yellow warning when they become readdicted (any they won't auto-consume it again until their 6-day mark hits, per my drug schedule), it can be a bit annoying for even their Luci addiction to be wiped. If I had the option, I'd probably entirely disable having it wipe Luci, addiction and benefit both (which, incidentally, makes lore sense, since Luci is a permanent thing even on glitterworlds).

I'm fine with the other drugs being wiped, really, but the Luci one can get a bit spastic because of the warnings on addiction. Especially given that at a certain point in later game when I've secured supply lines, I tend to put at least some of my pawns on Luci intentionally just for the various benefits, rather than specifically for the scar healing (which the MedPods already cover anyway).
sumghai  [developer] 14 May, 2022 @ 10:20pm 
Closing as the mod has already been rewritten since ages ago.
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