![]() ![]() Fixed duplicate isBad=false patch for Androids for RW 1.4 Added patch for congenital analgesia hediff from Bundle of Traits Added patch for Refreshing Sleep hediff from Vanilla Furniture Expanded - Spacer Module Added patch for Helianto light drug addiction and tolerance hediffs from Miho, the celestial fox Removed patch for More Persona traits, as original mod no longer has psychic drug needs / hediffs Added patch for Altered Carbon: Ultratech Unleashed to prevent empty sleeves from being carried to MedPods ![]() Added patch for Alpha Genes preventing pawns with Brittle Bones gene from being injured by MedPods Disabled faction base or caravan traders from buying or selling MedPods MedPods now ignore hidden hediffs in pawns Increased work to build for all MedPods Having a MedPod in your colony will now (by design) drastically increase raid sizes Increased market value and equivalent colony wealth of all MedPods Fixed bug in Alpha Genes compatibility code causing load errors with Alpha Genes - Insectoid Mutations Added patch for Vanilla Races Expanded - Androids to prevent pawns with android xenotypes from using MedPods Added XML-configurable xenotype blacklist to prevent pawns with specific xenotypes from using MedPods Fixed bug in Biotech DLC xenotype blacklist system causing errors when animals try to use VetPods Works with most mods that add new prosthetics, implants or non-bad hediffs. ![]() MedPods will heavily spike your colony wealth, and attract more raiders.MedPods can be restricted to colonists, slaves or prisoners.MedPods by design ignore Ideology memes and precepts like scarring and drug use see the FAQ for details.MedPods consume varying amounts of power in idle, diagnosis and treatment modes ensure that you have an adequate power supply.Doctors will avoid feeding, tending or operating on patients currently using MedPods (the scanner/reatomizer gantry arm would smack them in the face if they tried to do so).Healthy pawns can consume alcohol and drugs without immediately needing to use MedPods however, injured pawns will get these drug effects removed during treatment.Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods.Pawns will not use MedPods that have insufficient power.Pawns prioritize MedPods over other medical bed types, by distance and type, but will fall back to regular medical beds if no MedPods are reachable.Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components (plus any additional materials for the MedPod Lux variant).Obtain an Isolinear Processor from Exotic Goods Traders (caravans and orbital) or Quest rewards.Complete the Accelerated Cellular Regeneration research project.VetPod Mega - For megafauna, livestock and smaller animals.VetPod Large - For livestock and smaller animals.VetPod - For pets and other small domesticated animals.MedPod Lux - Royalty DLC-only variant with faster operation but higher power consumption stuffable.MedPods only require electricity - no medicine or consumables required.Doctors/Wardens will transfer bedridden colonists/prisoners to MedPods.Doctors/Wardens will rescue downed colonists/prisoners to MedPods.Pawns will automatically use MedPods to treat injuries, missing body parts and diseases.So, here I am, in the middle of a playthrough with a game-breaking bug, and I'm not capable of tracing back the error as I'm not familiar with modding in general, I just installed some mods.MedPod adds advanced regenerative medical beds capable of treating virtually every injury and disease, inspired by similar beds from Neill Blomkamp's 2013 sci-fi film Elysium. The thing is, as soon as they launch, instead of traveling across the map to the chosen location, the Transport Pods' icon remains stuck in my base. After I load two Transport Pods up, I select the caravan I wanted to send the items to and they launch. Hey there! Well, I've been playing Rimworld for some time now and I decided to do a modded playthrough, started up great and after some hours in I decided to send my colonists (who are in a boat from the Boats! mod in a caravan) some items to trade with a nearby settlement. ![]()
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