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medpod's Issues

Incompatible with Elite Bionics Framework

After breaking down my mod list I've determined what was causing the infinite loop of colonists with bionics to remain inside the medpod and not leaving until they healed naturally. Something in this mods framework is causing the issue. After removing it my mod list pawns are now correctly healing with damaged bionics. I would simply not use the mod if removing it on a current play through didn't cause issues. Hopefully it can be patched though if it needs to be fixed on the other mod authors side I will inquire to them about it if its not fixable on this side.

Possible incompatibility with armor boosting implants at large (happens with Cybernetic Organism and Neural Network, [RH] Faction: UAC and even Royalty DLC)

I managed to narrow it down to this mod

Any pawn with implants from said mod gets stuck in a diagnosing loop - no reatomizing happens, just diagnosing/100% clear. Removing the implants finally allowed the colonist to be treated by the pod.

Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2130954176

Edit: Curiously, some implants from the mod work with the MedPod. Colonist with implants that only increase the stats like sight, consciousness, tame chance and so on work. But the one that apart from the base stats also gives a buff to armor (i.e. sharp, blunt, heat) causes the loop. I also found the issue present with the armor boosting implants from the Cybernetic Organism and Neural Network (dermaplating and exoskeleton specifically).

Okay, issue is definitely connected to parts that boost armor resistance in general. I just installed the armorskin gland from the Royalty DLC and the loop happens. Removing it from the pawn makes the pod do its magic again. The pawn had multiple implants from different mods but the Armorskin was the only one boosting armor.

Hard cap on XML-configurable diagnosis/healing time parameters

As observed in #35, a user triggered an edge case by setting maxPerHediffHealingTime to 300 seconds, ostensibly for "balance reasons". This is equivalent to ~7 RimWorld hours, which is way beyond the typical healing time for the Elysium movie MedPods, even if we account for time potentially being sped up as part of the magic of movie montages.

A hard cap of 30 seconds should be set (despite the user's vocal displeasure), so that tweakers (like himself) don't come up with obscene values like above.

Error in main menu when Vanilla Expanded Cooking mod is enabled

Describe the bug:

If mod "Vanilla Cooking Expanded" is enabled I'm getting error message in main menu.

Expected behavior: No errors

Steps to reproduce:

  1. Load and enable VE Cooking and dependencies
  2. Load and enable MedPod

Additional information:

With only VEC and MP loaded.
RimWorldWin64_VUkCel5U9A

With VEC, MP and some more mods loaded.
Note, the if i disable either VEC or MP the errors are gone frome the main menu. Full log for this case is here.
VEC's devs take on this case: "You have another mod that is trying to reference Diabetes, Cholesterol and High Blood Pressure, which were removed from 1.4, and no longer exist in this mod".
RimWorldWin64_SzVf0M59ul

System and Game Configuration

Operating System: Microsoft Windows 10 (64-bit)
Physical RAM: 32 GB
RimWorld base game version: 1.4.3525
RimWorld DLCs loaded: Royalty, Ideology, Biotech
MedPod mod version: 1.5.0
MedPod mod downloaded from: Steam
Your mod list: Testing case": Harmony 2.2.2.0, Latest Vanilla Expanded Framework, Latest Vanilla Expanded Cooking", Second case - can be found in the full log.

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Support/handling for Warcasket-related traits and apparel from VFE: Pirates

Describe your idea:

The Vanilla Faction Expanded - Pirates mod adds a Warcasket mechanic, in which pawns are entombed inside heavy power armor that disable virtually all work types except combat, switch flipping and firefighting in exchange for extreme resilience and disabling pain. These warcaskets can also be removed, at the cost of limb removal and extensive nerve damage.

Proposed compatibility with MedPod:

  • Pawns equipped with Warcaskets should never be allowed to use MedPods
    • In-universe justifications include Warcaskets being too big/heavy to fit on MedPods, and the armor being thick enough to block the MedPod's healing beams
    • Block pawns with the Warcasket trait
    • Block pawns wearing any Warcasket apparel (including those from third-party mods) Probably not necessary
  • Pawns removed from Warcaskets should be treatable on MedPods
    • Remove Shellcasket trait from pawn during treatment

Why do you think your idea would be a good fit for MedPod?:

For lore and gameplay balance reasons, MedPods should not nullify the disadvantages of Warcaskets, while at the same time providing a means to properly heal pawns extracted from these armors.

What alternatives/workarounds have you tried?

  • Ignoring or not handling Warcaskets would result in odd behavior, such as nerve damage being restored in warcasket-wearing pawns, or extracted pawns remaining in constant pain despite being nominally cured of all Warcasket-related medical conditions
  • Manually removing the Shellcasket trait via Character Editor mod is cumbersome for players.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Blacklisted addiction hediff causes pawn to be stuck getting treated

If you want to patch an addiction hediff, or any other hediff that will make ShouldPawnSeekMedPod return true, that will cause the pawn to be stuck in a treatment loop. They will enter for any reason, get healed, medpod see the blacklisted hediff and ignores it, after the treatment is finished, the pawn won't get up from the pod, as they belive they still have a treatable hediff, and it loops.
Can be easily reproduced with just this mod and one that patches a vanilla addiction into the blacklist.

Mid-sized VetPod

Describe your idea:

An intermediate-sized VetPod for livestock animals, larger than pets but smaller than megafauna.

Why do you think your idea would be a good fit for MedPod?:

As per discussions with @DianaWinters on Discord, the standard VetPod is too small to treat animals larger than small pets, while the VetPod mega has a very large footprint and high building cost. Having an intermediate-sized VetPod would be a good balance between the two extremes.

What alternatives/workarounds have you tried?

  • Revise the max size allowed for the standard VetPod, which means increasing its footprint; this means owners of very small pets would have to build a substantially larger VetPod, which is less ideal

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Rename "Atomic Cellular Regeneration" to "Accelerated Cellular Regeneration"

Describe your idea:

All references to "Atomic Cellular Regeneration" in research project labels, descriptions etc. should be changed to "Accelerated Cellular Regeneration".

The "Reatomizing" status message of MedPods should also be changed to "Regenerating".

Why do you think your idea would be a good fit for MedPod?:
For mainly lore reasons, repairing cells at the atomic level is inconsistent with the planned Lethe mod. This should also partially address concerns from users mistaking the MedPod's operation for "magically" restoring missing tissue out of what seems to be a trivial amount of electrical power.

What alternatives/workarounds have you tried?
Leaving the references unchanged, and continuing to be subjected to abusive comments from the userbase over the misleading terminology.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

SurgicalBot

As you seem to be open to suggestions, there would be the option to completely remove the need for medically trained pawns by creating a Pod that can do surgeries or adding that capability to the existing MedPod. (Maybe the feature would be limited to the MedPod Lux.)

MedPods unintentionally remove upgrade module hediffs from Androids mod

ChJees' Androids mod comes with upgrade modules, which enhance various stats for pawns they are implanted in.

However, because they are implemented as hediffs and have not been correctly tagged with <isBad>false</isBad>, the MedPod will regard them as diseases and remove them from pawns during treatment.

I have already contacted ChJees via Discord, as it is up to him to fix this compatibility issue.

When I have a colonists health tab open, sometimes the UI glitches when they finish their medpod treatment.

Describe the bug:
As the title states, sometimes when I have the health tab open to watch the medpod work, once the treatment is done, the UI glitches, looking like this. As you can see, the health tab stays open, but is blank, the bottom bar disappears, and most of my colonists at the top disappear as well. The box in the middle is me saving the game, because when you save the game, and then reload it, the problem is solved.

I don't know what the conditions need to be to recreate this glitch, as it doesn't happen every time.

Expected behavior:

The entire UI gets glitched, so not that.

Steps to reproduce:

I have no idea, because it doesn't happen every time. It rarely happens.

Additional information:

System and Game Configuration

Operating System: Microsoft Windows 10 (64-bit)
Physical RAM: 16.0 GB
RimWorld base game version: 1.2.2753
RimWorld DLCs loaded: None
MedPod mod version: 1.2.4
MedPod mod downloaded from: Steam
Your mod list:
Harmony | http://steamcommunity.com/sharedfiles/filedetails/?id=2009463077
HugsLib | http://steamcommunity.com/sharedfiles/filedetails/?id=818773962
Giddy-up! Core | http://steamcommunity.com/sharedfiles/filedetails/?id=1216999901
Camera+ | http://steamcommunity.com/sharedfiles/filedetails/?id=867467808
Allow Tool | http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
Mad Skills | http://steamcommunity.com/sharedfiles/filedetails/?id=731111514
Jobs of Opportunity (While You're Up) | http://steamcommunity.com/sharedfiles/filedetails/?id=2034960453
Animals Logic | http://steamcommunity.com/sharedfiles/filedetails/?id=1098354593
[1.2] Removable Mt.Rock Roof Patche | http://steamcommunity.com/sharedfiles/filedetails/?id=1541438898
Vanilla Expanded Framework | http://steamcommunity.com/sharedfiles/filedetails/?id=2023507013
Perfect Pathfinding | http://steamcommunity.com/sharedfiles/filedetails/?id=2341486509
Change map edge limit | http://steamcommunity.com/sharedfiles/filedetails/?id=1546494565
Vanilla Events Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=1938420742
Vanilla Factions Expanded - Settlers | http://steamcommunity.com/sharedfiles/filedetails/?id=2052918119
Vanilla Furniture Expanded - Production | http://steamcommunity.com/sharedfiles/filedetails/?id=1880253632
Vanilla Furniture Expanded - Power | http://steamcommunity.com/sharedfiles/filedetails/?id=2062943477
Vanilla Factions Expanded - Vikings | http://steamcommunity.com/sharedfiles/filedetails/?id=2231295285
Vanilla Factions Expanded - Mechanoids | http://steamcommunity.com/sharedfiles/filedetails/?id=2329011599
Pick Up And Haul (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2277459062
ResearchPal - Forked | http://steamcommunity.com/sharedfiles/filedetails/?id=2351393394
Combat Training | http://steamcommunity.com/sharedfiles/filedetails/?id=1542761308
Rimworld: Altered Carbon | http://steamcommunity.com/sharedfiles/filedetails/?id=2196278117
World Map Beautification Project | http://steamcommunity.com/sharedfiles/filedetails/?id=2314407956
Death Rattle Continued [1.2] | http://steamcommunity.com/sharedfiles/filedetails/?id=2206107940
Human Power Generator Mod | http://steamcommunity.com/sharedfiles/filedetails/?id=1706030487
Turret Collection | http://steamcommunity.com/sharedfiles/filedetails/?id=1828462622
Roads of the Rim (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2280318231
MedPod | http://steamcommunity.com/sharedfiles/filedetails/?id=2153065191
QualityBuilder | http://steamcommunity.com/sharedfiles/filedetails/?id=754637870
[NL] Dynamic Portraits | http://steamcommunity.com/sharedfiles/filedetails/?id=2253730555
Achtung! | http://steamcommunity.com/sharedfiles/filedetails/?id=730936602
Doors Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
Locks 2: Lock Them Out! | http://steamcommunity.com/sharedfiles/filedetails/?id=2285862824
Prison Labor | http://steamcommunity.com/sharedfiles/filedetails/?id=1899474310
Vanilla Weapons Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=1814383360
Vanilla Factions Expanded - Medieval | http://steamcommunity.com/sharedfiles/filedetails/?id=2023513450
Use Minified Buildings | http://steamcommunity.com/sharedfiles/filedetails/?id=2185809028
TMC Equipment - Combat Assist Goggles | http://steamcommunity.com/sharedfiles/filedetails/?id=2243681587
[CP] Prisoner Outfit | http://steamcommunity.com/sharedfiles/filedetails/?id=1507216525
Rimworld Search Agency (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2313268368
Hospitality | http://steamcommunity.com/sharedfiles/filedetails/?id=753498552
Vanilla Furniture Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=1718190143
Vanilla Furniture Expanded - Security | http://steamcommunity.com/sharedfiles/filedetails/?id=1845154007
Animal Gear | http://steamcommunity.com/sharedfiles/filedetails/?id=1541438907
Animal Armor: Vanilla | http://steamcommunity.com/sharedfiles/filedetails/?id=1743423205
Ugh You Got Me | http://steamcommunity.com/sharedfiles/filedetails/?id=1542424705
Home Mover | http://steamcommunity.com/sharedfiles/filedetails/?id=2092552843
Realistic Rooms | http://steamcommunity.com/sharedfiles/filedetails/?id=848972794
[FSF] Filth Vanishes With Rain And Time | http://steamcommunity.com/sharedfiles/filedetails/?id=1508341791
Medical Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=715565817
Research Info | http://steamcommunity.com/sharedfiles/filedetails/?id=2290462337
More Utility Packs | http://steamcommunity.com/sharedfiles/filedetails/?id=2357611837
Blueprints | http://steamcommunity.com/sharedfiles/filedetails/?id=708455313
A Dog Said... Animal Prosthetics | http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
Dubs Bad Hygiene | http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
Animal Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=712141500
Tilled Soil | http://steamcommunity.com/sharedfiles/filedetails/?id=725747149
Centralized Climate Control (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2007268173
[KV] RimFridge | http://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
ToolBox | http://steamcommunity.com/sharedfiles/filedetails/?id=2016186459
Architect Expanded - Fences | http://steamcommunity.com/sharedfiles/filedetails/?id=2050680665
Door Mat | http://steamcommunity.com/sharedfiles/filedetails/?id=1505423207
Area Unlocker | http://steamcommunity.com/sharedfiles/filedetails/?id=725153576
Where is my weapon? | http://steamcommunity.com/sharedfiles/filedetails/?id=1539028008
Share The Load | http://steamcommunity.com/sharedfiles/filedetails/?id=1356838246
Wall Light | http://steamcommunity.com/sharedfiles/filedetails/?id=1423699208
[WD] Expanded Floors | http://steamcommunity.com/sharedfiles/filedetails/?id=1817862464
Harvest Organs Post Mortem | http://steamcommunity.com/sharedfiles/filedetails/?id=1204502413
Expanded Prosthetics and Organ Engineering | http://steamcommunity.com/sharedfiles/filedetails/?id=725956940
Smart Medicine | http://steamcommunity.com/sharedfiles/filedetails/?id=1309994319
Veinminer R1.1 | http://steamcommunity.com/sharedfiles/filedetails/?id=1541978411
Electric Stonecutting Table | http://steamcommunity.com/sharedfiles/filedetails/?id=1649368867
Underground Power Conduits | http://steamcommunity.com/sharedfiles/filedetails/?id=1735421319
[WD] Reinforced Doors | http://steamcommunity.com/sharedfiles/filedetails/?id=1857597307
Advanced Shield Belts | http://steamcommunity.com/sharedfiles/filedetails/?id=1417354001
Chemicals & Neutroamine | http://steamcommunity.com/sharedfiles/filedetails/?id=765351437
Map Wide Orbital Trade Beacon | http://steamcommunity.com/sharedfiles/filedetails/?id=1839069104
LWM's Deep Storage | http://steamcommunity.com/sharedfiles/filedetails/?id=1617282896
Dubs Mint Menus | http://steamcommunity.com/sharedfiles/filedetails/?id=1446523594
Trap Disable | http://steamcommunity.com/sharedfiles/filedetails/?id=1542019602
[FSF] Better Spike Traps | http://steamcommunity.com/sharedfiles/filedetails/?id=1459119465
More Vanilla Turrets 1.1 | http://steamcommunity.com/sharedfiles/filedetails/?id=2009766414
No Forced Slowdown | http://steamcommunity.com/sharedfiles/filedetails/?id=1419593453
[WD] Barbed Wire | http://steamcommunity.com/sharedfiles/filedetails/?id=1501655249
[SYR] Neuter | http://steamcommunity.com/sharedfiles/filedetails/?id=1501449584
Floor Lights | http://steamcommunity.com/sharedfiles/filedetails/?id=1541728186
MinifyEverything | http://steamcommunity.com/sharedfiles/filedetails/?id=872762753
Tabletop Trove - Additional Joy Objects and Decor | http://steamcommunity.com/sharedfiles/filedetails/?id=1961528842
Character Editor | http://steamcommunity.com/sharedfiles/filedetails/?id=1874644848
No Sympathy for Prisoners | http://steamcommunity.com/sharedfiles/filedetails/?id=2167490674
Simple sidearms | http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Stack XXL | http://steamcommunity.com/sharedfiles/filedetails/?id=826366050
Hunters Use Melee! | http://steamcommunity.com/sharedfiles/filedetails/?id=2062709324
Bulk Stonecutting | http://steamcommunity.com/sharedfiles/filedetails/?id=2021425587
RT Solar Flare Shield | http://steamcommunity.com/sharedfiles/filedetails/?id=728315620
Common Sense | http://steamcommunity.com/sharedfiles/filedetails/?id=1561769193
Giddy-up! Caravan | http://steamcommunity.com/sharedfiles/filedetails/?id=1253251478
Giddy-up! Ride and Roll | http://steamcommunity.com/sharedfiles/filedetails/?id=1331961995
TradeHelper | http://steamcommunity.com/sharedfiles/filedetails/?id=2113372560
Keep Bed Ownership | http://steamcommunity.com/sharedfiles/filedetails/?id=2130184293
Plasteel Surgery (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2018276375
[PS] Reconditioning Pod (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2044003955
Herd Migration Revival(revived) | http://steamcommunity.com/sharedfiles/filedetails/?id=2090177060
Days Matter (fork) | http://steamcommunity.com/sharedfiles/filedetails/?id=2045496988
[1.2] Simple Recycling | http://steamcommunity.com/sharedfiles/filedetails/?id=2079862064
[WD] Fast Moisture Pumps | http://steamcommunity.com/sharedfiles/filedetails/?id=1164753788
Preemptive Strike (Fork) | http://steamcommunity.com/sharedfiles/filedetails/?id=2056230561
Quarry 1.1 | http://steamcommunity.com/sharedfiles/filedetails/?id=2007576583
Vanilla Books Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=2193152410
Vanilla Brewing Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=2186560858
Vanilla Cooking Expanded | http://steamcommunity.com/sharedfiles/filedetails/?id=2134308519
No more sleeping Z's | http://steamcommunity.com/sharedfiles/filedetails/?id=2024071585
Smarter Construction | http://steamcommunity.com/sharedfiles/filedetails/?id=2202185773
[KV] More Trait Slots | http://steamcommunity.com/sharedfiles/filedetails/?id=1508292711
RPG Style Inventory | http://steamcommunity.com/sharedfiles/filedetails/?id=1561221991
Realistic Prosthetics Expansion | http://steamcommunity.com/sharedfiles/filedetails/?id=1498483853
More Planning | http://steamcommunity.com/sharedfiles/filedetails/?id=881100382
RT Fuse | http://steamcommunity.com/sharedfiles/filedetails/?id=728314182
Mod Manager | http://steamcommunity.com/sharedfiles/filedetails/?id=1507748539
Better Workbench Management | http://steamcommunity.com/sharedfiles/filedetails/?id=935982361
Everybody Gets One | http://steamcommunity.com/sharedfiles/filedetails/?id=1687566130
Show Draftees Weapon | http://steamcommunity.com/sharedfiles/filedetails/?id=1690978457
Outfitted | http://steamcommunity.com/sharedfiles/filedetails/?id=1595812861
Pharmacist | http://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
Compact Hediffs | http://steamcommunity.com/sharedfiles/filedetails/?id=2031734067
RunAndGun | http://steamcommunity.com/sharedfiles/filedetails/?id=1204108550
Best Mix (Continued) | http://steamcommunity.com/sharedfiles/filedetails/?id=2195986094
Heat Map | http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
ShowModDesignators | http://steamcommunity.com/sharedfiles/filedetails/?id=1399212509
MiningCo. MMS | http://steamcommunity.com/sharedfiles/filedetails/?id=755224256

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Button to Interrupt Treatment

Describe your idea: Sometimes the treatment process gets stuck, or you may need to interrupt medpod treatment, such as in the case of a raid, fire, or other emergency that might need a patient's treatment to be halted. A button could be placed on the UI of an active medpod, and can be used to interrupt treatment in such an emergency. In such a case, the patient would receive the "Cortical Stimulation (Improper)" hediff, and be kicked off immediately.

Why do you think your idea would be a good fit for MedPod?: Given instances of pawns using the medpod occasionally getting stuck in it, as partly seen in #39, #30, and #29, it would be useful to have a way to abort treatment. This could also be useful in the case of a fire, drop-pod raid, or in the case of triage, where it may become necessary to remove a pawn currently being treated in a medpod for a patient in more critical condition.

What alternatives/workarounds have you tried? Currently, the main ways that treatment can be interrupted are more indirect, either by setting the medpod (and all beds in the room) to prisoner-only, which may displace other patients in the room, or to connect the medpod to a power switch, and disconnect power to it when necessary, neither of which would be practical in an emergency, or if there are patients in critical condition that would be in greater need of the medpod.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Purge luciferium drug from system when the MedPod cures the addiction

Describe your idea:
Pawns who take Luciferium get a "Luciferium" hediff, which gives them a performance boost, as well as the "Luciferium need" hediff, which causes them to become addicted to the drug. Currently, MedPod removes the "Luciferium need" hediff, but not the "Luciferium" one.

Before getting in the pod:
Screenshot from 2020-11-19 16-18-18
After getting in the pod:
Screenshot from 2020-11-19 16-19-10

The issue with this is that most drugs like Go-juice have a certain time limit for their effectiveness. In the below example, the drug only provides its benefits for 16h. Though the MedPod can cure the pawn's Go-juice addiction, the pawn will need to take the drug again to reap its benefits. However, there is no timer for Luciferium (the game does not need it as the addicted pawn will suffer withdrawl effects if they don't take more). As a result, the pawn ends up reaping all the benefits of Luciferium for life, after only taking a single doze and being treated in the MedPod.
Screenshot from 2020-11-19 16-08-25

My request is for this mod to remove the Luciferium from the person's system when they are cured of this addiction, in order to prevent abuse of this feature (give all your pawns a single doze of the drug, rest in the pod, and they will recieve its benefits forever without ever taking another doze).

Alternate options that would be more difficult to implement include setting a timer on Luciferium if the pawn goes in the MedPod, so that the drug will disappear from the pawn's system in several days after his addiction is removed.

Why do you think your idea would be a good fit for MedPod?:
I think Luciferium and MedPods are too easily abused. Generally Rimworld drugs (e.g. Go-juice) require the user to take the drug in order to recieve a positive effect, which dissapates over time (even if the MedPods remove the addiction). With the MedPods and Luciferium, my pawn all take a single doze of Luciferium and are set for life with zero repercussions. I understand that there are other ways to abuse the MedPods as well (e.g. repeated organ harvesting), but that still has a downside of colony mood loss.

Thanks!

What alternatives/workarounds have you tried?
N/A

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Simplify Traditional Chinese translation for Delta Wave Induced Coma

delta wave induced coma็š„็น้ซ”็ฟป่ญฏๅพˆ็นžๅฃ

ไธๅฆ‚่ทŸcortical stimulationไฝœๅ€‹ๆ•ดๅˆ็”จ่ฉž๏ผŒ็ฟปๆˆๅคง่…ฆ็šฎ่ณช้บป้†‰ๅฆ‚ไฝ•?
ๆˆ‘ๅ€‹ไบบๆ˜ฏๆœƒ็ฟปๆˆ่…ฆๆณข้บป้†‰่ทŸ่…ฆๆณขๅˆบๆฟ€

Edit by sumghai - issue title and description translated to English:

The Traditional Chinese translation for "delta wave induced coma" is very awkward.

How about something similar to what you already have for "cortical stimulation"? (e.g. ๅคง่…ฆ็šฎ่ณช้บป้†‰)
Personally, I would use ่…ฆๆณข้บป้†‰ for "delta wave induced coma" (lit. "brain wave coma") and ่…ฆๆณขๅˆบๆฟ€ for "cortical stimulation" (lit. "brain wave stimulation")

Patients starving and/or not gaining rest during long treatment sessions on MedPods

A couple of Steam users have complained that the MedPod causes patients to not gain rest, as well as eventually starving to death as the MedPod (by design) prevents doctors from feeding patients.

  • User 1 was misfortunate enough to have a pawn suffer an extreme number of hediffs in a very short time, such that the MedPod simply wasn't able finish treatment fast enough before the pawn starved.

  • User 2 tweaked the MedPod to require at least 300 seconds (~7 RimWorld hours) to treat each hediff, which obviously exacerbates this issue.

Rest need

I initially designed the MedPod to not provide BedRestEffectiveness or Comfort because patients typically don't spend a lot of time on them compared with regular medical beds.

Fixing this might be as easy as adding these stats back in, or it may be a bit more difficult (as my Harmony patch for Toils_LayDown.LayDown() may have detoured the original method in a way that makes gaining rest impossible).

Food need

I explored a few different options in the Steam workshop comments, and the least disruptive approach seems to be to take a page out of the Medical IV mod's playbook:

  • Store the initial food need state when the patient first gets on the MedPod
  • Manually set the food need state to 1 during treatment
  • Restore the original food need state value when the patient gets off or is kicked off the MedPod

Conflict with Reconditioning Pod

Hey, Im not sure if this is where I should mention this, or if I should mention this at all, but I have found a bug when it comes to another mod. If this isn't the place, let me know.

So this mod, Reconditioning Pod, basically allows you to recondition pawn traits. I reconditioned two of my pawns, and then it shows up on their health tab. It tells you how strong the reconditioning is, and when you should send them back to the pod.

So one of the pawns I reconditioned got hurt, and I sent them to the Medpod, and their "Reconditioning" slot disappeared, or got healed. I checked my other pawn, and their reconditioning hasn't disappeared, so it was the Medpod that got rid of it. However, the reconditioning is still working, as the pawn is still industrious over slothful. Additionally, each conditioning pod gets biocoded, meaning only one person can use it, but the pod that the pawn that got healed now says unowned. So it leads me to believe that the medpod basically makes the conditioning permanent.

Ill be putting this as a bug on the Reconditioning Pod page as well, so delete this if this doesn't belong, but just thought you should know.

EPOE imcompability: AI Persona Core Implant

The AI Persona core Implant from EPOE causes an infinite Diagnosis Loop.
The Hediff from this implant requires periodical tending but the MedPod is not tending it because it's not marked with 'IsBad'.

This behavior is probably an issue for other mods as well.

Possible solution would be to also include Hediffs in the treatment list that require tending AND are not marked as 'IsBad'
and instead of removing the Hediff when healing treat it with 100% instead

Rewrite MedPod bed rest functionality to use custom WorkGivers and JobDrivers

Describe your idea:

At present, the mod makes pawns seeking medical bed rest to prioritize MedPods over other medical (or regular) beds, by Harmony patching the vanilla WorkGivers/JobDrivers to execute MedPod-specific checks/functions and selectively detouring vanilla code as required.

While this has worked for the most part, there some issues with the current approach:

  • Patients currently don't automatically use MedPods for certain untendable conditions, such as missing body parts and food poisoning. The current workaround is to implement a "Prioritize using MedPod" context menu item, although this isn't particularly intuitive for players.
  • Patients may (very rarely) get permanently stuck inside MedPods, or hop out halfway during diagnosis/treatment. This is most likely due to the current Harmony patches not fully covering very unusual edge cases, which causes execution to fall back to the vanilla bed rest code with unexpected results.
  • Induced Coma hediff used to prevent patients from prematurely leaving MedPod during treatment is a hacky workaround
  • Inconsistent behavior for non-colonist pawns (e.g. prisoners, Hospitality mod guests)
  • When colony animals are downed, pawns will tend to their injuries first and then haul them to regular animal beds, rather than the expected (and more expedient) behavior of immediately carrying them to VetPods.

Based on initial successes in implementing custom WorkGivers/JobDrivers within existing workTypes for the (WIP) Replimat Cadaver Processor (sumghai/Replimat/issues/43), it may be a good idea to rewrite some of the current Harmony patches into dedicated WorkGivers/JobDrivers with higher priority levels than their vanilla counterparts.

Why do you think your idea would be a good fit for MedPod?:

  • Improve robustness and mitigate edge cases in pawn medical bed rest in MedPods
  • Flexibility to implement more complex behavior, while safely falling back to vanilla medical beds if no MedPods are available.
  • Potentially remove troublesome Induced Coma and related hediffs

What alternatives/workarounds have you tried?
Continue to maintain the current Harmony patches, fixing bugs on a piecemeal basis

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Support for the Lush and Stoner traits from Vanilla Traits Expanded

Describe your idea:

VTE adds two traits that mess with the MedPod: Lush and Stoner. The former makes it impossible for a pawn to get over an alcohol addiction and the later is the same but for smokeleaf. If a pawn has either of these traits and enters the medpod, they'll never leave because the medpod can't remove the addiction hediffs.

Why do you think your idea would be a good fit for MedPod?:

It would improve compatibility with other trait mods not yet supported.

What alternatives/workarounds have you tried?

Stopping the medpod treatment process which doesn't really solve the issue.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Add a check to operations queue to stop any attempt to remove sedated hediff

Describe your idea:

Add a check to any operations still in queue to pawns to not try to remove sedated hediff via medpod until all of them is done

Why do you think your idea would be a good fit for MedPod?:
My pawns always try to remove sedated hediff between surgeries and this is work going to waste

What alternatives/workarounds have you tried?
Watch carefully and cancels any attempt to move the patient to medpod between surgeries

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Stop all bleeding at the start of treatment

Once a MedPod gets into the treatment phase, it should immediately stop bleeding on all of a patient's hediffs, so that they don't bleed out while lying on the MedPod.

Currently looking at different approaches to this problem, including automatically tending all bleeding injuries with 100% quality.

Patients die of thirst - see #35

Describe the bug:
The dehydration hediff from DubsBadHygiene causes pawns to die while in the Med(/Vet)Pod

Expected behaviour:
The Thirst need should be treated the same as the hunger need

Steps to reproduce:

  1. Have a pawn get stuck in the machine, one way or another
  2. wait
  3. see

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Incompatible with Rimworld of Magic

My mages aren't getting healed in the medpod, and normal pawns are.

They are in the medpod for while, it says that the MedPod is finished healing but nothing changes.

Guestmode

Describe your idea:

A button to allow visitors to use certain MedPods by themselves. (Maybe for a price with Orion's Hospitality in mind?)

Why do you think your idea would be a good fit for MedPod?:
You can already force your pawns to carry downed guests to the MedPod, so why not offer them as a service to them? (And make some money on the side perhaps?)

What alternatives/workarounds have you tried?
Forcing pawns to carry guests to the MedPod.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Animal MedPod(s) / VetPod(s)

In a similar vein to the Animal Feeders from Replimat, it would be nice to have MedPod beds for pets and other colony animals.

Multiple variants may be required for animals of different sizes (especially mods that add dinosaurs and other megafauna). Alternatively, a large one-size-fits all bed could cover all the bases.

Pawns do not automatically use MedPods for Food Poisoning

Describe the bug:

Reddit user u/katzenfaust86 reported (via a snarky fan comic) that pawns with only food poisoning will not automatically use MedPods.

Expected behavior:

Pawns should automatically use MedPods when they experience food poisoning.

Steps to reproduce:

  1. Build a MedPod (Standard or Lux)
  2. Apply the Food Poisoning hediff to an otherwise-healthy human colonist pawn with no implants or other hediffs
  3. Observe the pawn not using the MedPod

Additional information:

Further correspondence with u/katzenfaust86 suggests that this is actually vanilla behaviour - pawns with food poisoning would generally not automatically seek any medical beds to rest in.

Additionally, if the pawn has other tendable injuries/diseases/hediffs in addition to food poisoning, all hediffs will be treated successfully when the pawn automatically uses the MedPod.

System and Game Configuration

Note: as u/katzenfaust86 themselves did not file this bug report, it is assumed that the issue is reproduceable by the mod author himself.

Operating System: Microsoft Windows 10 (64-bit)
Physical RAM: 16.0 GB
RimWorld base game version: 1.2.2753
RimWorld DLCs loaded: none
MedPod mod version: 1.1.5
MedPod mod downloaded from: GitHub
Your mod list: Harmony 2.0.4, Core, MedPod 1.1.5

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Pawns will not start tasks.

Describe the bug:

When starting the game pawns aren't able to commit any other action than wandering, eating, and sleeping. The player is unable to open/force tasks for the pawns. (such as selecting a pawn, then right clicking to force task.) Most vanilla game functions cease.
Expected behavior:

Normal gameplay.
Steps to reproduce:

1.Start a new game.
2.Designate an action for the pawn to complete. (i.e. mining, cooking, hauling, plant cutting.)
3.Select any pawn, then attempt to right click on the action.

Additional information:

Could not find type named MedPod.JobGiver_PatientGoToMedPod
Exception loading list element from XML: System.MissingMethodException: Default constructor not found for type Verse.AI.ThinkNode
Could not find a type named MedPod.WorkGiver_DoctorRescueToMedPod
Could not find a type named MedPod.WorkGiver_WardenRescueToMedPod
Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab.

System and Game Configuration

Operating System: Microsoft Windows 10 (64-bit)
Physical RAM: 32.0 GB
RimWorld base game version: 1.2.3062
RimWorld DLCs loaded: Royalty
MedPod mod version: 1.3.0
MedPod mod downloaded from: Steam
Your mod list:
Harmony 1.1.1, Core, MedPod 1.3.0

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Android Tiers compatibility - additional issues

It seems that blacklisting mechanical android pawns isn't all that's there to patching for Android Tiers.

AT comes with a gameplay feature where pawns with certain implants can remote control selected androids (a la Surrogates), but renders them unconscious while the remote connection is active.

At the moment, said unconscious pawns get rescued to the MedPod because they count as "downed", and end up having their remote control hediff removed, resulting in a pawn regaining consciousness at the same time as their Surrogate android (as well as bizarre behaviour involving connection/disconnection to Surrogates.

So far, here are the fixes that I can see are needed:

  • Mark the remote control hediff as <isBad>false</isBad>, or blacklist them explicitly (latter requires #30 to be fixed)

  • If a pawn with the remote control hediff is downed/unconscious, doctors should not haul them to MedPods

I'm going to try looping in Steam user Sentient_Worm for further insight, since they first reported this problem.

Blacklist robot races from Callistan Robotics

Describe your idea:

Robot races from the Callistan Robotics mod should be blacklisted from using MedPods.

Why do you think your idea would be a good fit for MedPod?:

  • User request via Steam Workshop comments page
  • Callistan robots are confirmed to be mechanical (and not Westworld-style meatbots)

What alternatives/workarounds have you tried?

  • The author of the Callistan mod series refused to patch the robot races on their end, as they don't use MedPod themselves and see no reason to support mods they don't personally use.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Patching For Elite Bionic Framework

Patching to remove the error message. However this doesn't prevent it from working properly so I myself would consider this a low priority fix.

[V1024-EBF] Elite Bionics Framework has detected some mods using the
unmodified GetMaxHealth() method, which violates the EBF protocol. The
author(s) of the involved mod(s) should adopt the EBF to clarify their
intentions.
For now, the unmodified max HP is returned.
The detected mod comes from: MedPod
Verse.Log:Error(String, Boolean)
EBF.EliteBionicsFrameworkMain:LogError(String, Boolean)
EBF.Patches.Prefix_BodyPart_GetMaxHealth:PreFix(BodyPartDef, Single, Pawn)
Verse.BodyPartDef:DMD<DMD<GetMaxHealth_Patch2>?1658217088::GetMaxHealth_Patch2>(BodyPartDef,
Pawn)
MedPod.Building_BedMedPod:DiagnosePatient(Pawn)
MedPod.Building_BedMedPod:Tick()
Verse.TickList:DMD<DMD<Tick_Patch2>?822119936::Tick_Patch2>(TickList)
Verse.TickManager:DMD<DMD<DoSingleTick_Patch1>?1578607616::DoSingleTick_Patch1>(TickManager)
Verse.TickManager:DMD<DMD<TickManagerUpdate_Patch4>?968780288::TickManagerUpdate_Patch4>(TickManager)
Verse.Game:DMD<DMD<UpdatePlay_Patch2>?-565676800::UpdatePlay_Patch2>(Game)
Verse.Root_Play:Update()

Assigning more than one pawn to rescue downed pawns causes already assigned rescuers to wander

Describe the bug:
Assigning more than one pawn to rescue causes already assigned rescuers to wander.

Expected behavior:
Able to assign more than one pawn to any rescue efforts

Steps to reproduce:

  1. Load provided save game.

Additional information:

A little more context to the ThinkNodes provided by the HugsLib below. The save game was provided by a third party and doesn't use DLC. There were no errors or alerts in the log when the bug presented itself. By enabling the DLC these ThinkNode errors appeared in the log. Which I have a hunch are related to [MedPod.Patches.JobDriver_WaitDowned_DecorateWaitToil_WakePatientIfKickedOffMedPod.Prefix] but I could be wrong about that.

Could not find think node with key -1299211624 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.AI.Job:ExposeData () (wrapper dynamic-method) Verse.PostLoadIniter:Verse.PostLoadIniter.DoAllPostLoadInits_Patch0 (Verse.PostLoadIniter) (wrapper dynamic-method) Verse.ScribeLoader:Verse.ScribeLoader.FinalizeLoading_Patch0 (Verse.ScribeLoader) (wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch0 (Verse.Game) (wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch0 (string) Verse.Root_Play/<>c:<Start>b__1_1 () (wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.RunEventFromAnotherThread_Patch0 (System.Action) Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 () System.Threading.ThreadHelper:ThreadStart_Context (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object) System.Threading.ThreadHelper:ThreadStart ()

MedPodSave.zip

Video embedded on the Rimworld discord.
https://discord.com/channels/214523379766525963/632790371256238120/989354498898133033

HugsLibs log
https://gist.github.com/HugsLibRecordKeeper/a4b6037ae7dae7bf04ffe4906f8035af

System and Game Configuration

Operating System: Linux
Physical RAM: 16GB
RimWorld base game version: 1.3.3389 rev45
RimWorld DLCs loaded: Royalty, Ideology
MedPod mod version: 1.4.2
MedPod mod downloaded from: Steam
Your mod list: Harmony, Core, Royalty, Ideology, Hugslib, MedPod

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Sanguophage from biotech DLC carried to medpod when deathresting

Describe the bug:

Sanguophage is being taken from deathrest casket to medpod until deathrest is complete. Even If I take him out of the medpod back to the casket he will be carried back to the medpod. It is annoying since the medpod does not have the deathrest acceleration so extra time is used at the medpod compared to the casket.

Expected behavior:

Please add deathrest exception to medpod or option to apply deathrest casket buffs to the medpod.

Steps to reproduce:

  1. Have sanguophage
  2. Sanguophage goes to deathrest at casket
  3. Sanguophage carried to medpod until deathrest is complete or medpod is forbidden until deathrest can be properly completed at casket

Additional information:

I did not see any errors on debug log

System and Game Configuration

Operating System:
Win10
Physical RAM:
32gb
RimWorld base game version:
1.4.3529
RimWorld DLCs loaded:
All
MedPod mod version:
1.5.1
MedPod mod downloaded from:
steam
Your mod list:
Harmony -Steam newest version
core
royalty
idology
biotech
medpod 1.5.1

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Exiting the MedPod under certain conditions does not remove the coma.

I can't be 100% sure of how this happened, as part of this was off-screen, but one of my colonists had just had surgery, was still 'woozy' from anesthetics, and got in the MedPod.
I'm not sure whether she took damage from something, the power went off for a second, or something different entirely happened, but the colonist was ejected from the MedPod, and was still in the coma from the MedPod.
She initially was carried over to a normal medical bed where I waited for quite a while, but nothing happened (not even after the wooziness was gone). I then un-assigned that bed as a hospital bed, and she was carried back to the MedPod, where her treatment was then finished, which resulted in the coma being removed.
I can imagine this being a big problem if a player for some reason loses their MedPod (due to reasonable game mechanics, or the other issue I filed) and then be stuck with a seemingly permanently comatose colonist.

Allow transfer of downed colonists/prisoners from beds to MedPods

Steam user Ruckus posed the following question:

Is there a way to make prisoners use the medpod once its not in use by someone else instead of laying in a medical bed and recovering normal? Example after a raid the first downed prisoner is carried to the medpod then the rest are carried to normal beds.

Perhaps there could be a context menu option for downed prisoners patients, that will allow them to be carried from any other bed to prisoner MedPods?

Cases:

  • If a prisoner patient is already lying on a MedPod - hide the float menu option
  • If there are no reachable/usable MedPods for the current patient, show but disable the context menu option ("no free reachable MedPods available" or "no free reachable prisoner MedPods available")

Babies from Biotech DLC stuck in a treatment loop on MedPods

Describe the bug:
My people keep carrying infants into the medpod for no reason and i have no way to prevent them from doing so unless forbid medpod, im getting messages every few seconds about it, thats quite annoying.

Expected behavior:
Please fix the status detection for infants.

Steps to reproduce:

  1. Have an infant
  2. Let the baby have a bad state of health
  3. Use medpod to treat it.
    After a successful treatment, the problem I described should keep happening

Additional information:

Console has no error report, but thats quite annoying.

i test with few mods again, it still happened.[the mod i used are list as following. ]

i start a quick test and give bady a food poision status, the problem I described happened again.

{modlist:
Harmony -Steam newest version
core
royalty
idology
biotech
medpod 1.5.1
}

System and Game Configuration

Operating System:
win11
Physical RAM:
16gb
RimWorld base game version:
1.4.3525
RimWorld DLCs loaded:
All
MedPod mod version:
1.5.1
MedPod mod downloaded from:
Steam
Your mod list:
Harmony -Steam newest version
core
royalty
idology
biotech
medpod 1.5.1

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Circadian Half-Cycler from Royalty DLC prevents pawns from using MedPods

Steam Workshop user Nick reported that the Circadian Half-Cycler from the Royalty DLC causes pawns trying to use the MedPod to get stuck in a loop of getting in and out of the bed, without being healed.

The issue only appears from v1.1.2 onwards, so it is likely that the "gain rest" feature introduced from that update onwards is conflicting with the Half-Cycler.

SOS2 compatibility: building passability interfering with ship hull roofing, spawn errors between map changes

Although MedPod is already compatible with Save Our Ship 2, I've noticed a minor niggle where a ship hull cannot be built around a region where MedPods are already installed.

I suspect this is due to my overzealous use of the impassable tag in XML in the invisible blocker def used for the MedPod's main machinery housing region, which interferes with how SOS2 generates roofing for ship hulls, so I should probably set them to have a very high passability cost.

Also:

  • There needs a way to prevent items from being dropped on the MedPod's otherwise-impassable main machinery housing, since we're doing away with the impassable tag. The DontBlockDoor mod might have some useful code I could borrow. (Disregarding this, just like for Replimat)
  • When the ship is launched or landed, if it contains a MedPod, the following errors appear in the debug log, which suggests I haven't handled the invisible blocker def despawning properly:
Tried to despawn MedPodInvisibleBlocker which is not spawned.
Object reference not set to an instance of an object
  at Verse.Building.DeSpawn (Verse.DestroyMode mode) [0x00115] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 
  at RimWorld.Building_ShipBridge.MoveShip (Verse.IntVec3 adjustment, Verse.Map currentMap) [0x00215] in <1b0334def84a43d598274066c10db906>:0 

Problem with 'puppets' from Android tiers.

From my testing, installing a 'VX0 neural chip' in a human colonist with other health problems (mine was missing an arm) will result in them being put in the medpod as expected.

My colonist (in this case a prisoner that got converted with the chip) was put into a medpod to recover from some scarring and the missing arm. The colonist was still sedated from having the chip implanted, so when they were put in, their health tab showed a scar, a missing arm, the medpod coma, the sedation and the neural chip.

It took a while for the missing arm to regenerate, but when that was done, the colonist was fully healed, got up out of the medpod with only the neural chip and 'cortical stimulation' showing in the health tab, walked a few steps and collapsed. The thing is, the walking is the problem.

The cortical stimulation put consciousness to 100%, where the neural chip makes the colonist fully brain-dead. Before the cortical stimulation could even wear off, the colonist seemed to realized and dropped down. When the stimulation actually faded a few seconds later, nothing changed.

Is this cortical stimulation supposed to give a colonist consciousness even in situations like these, or could you add a check that seems if anything else is making it impossible?

Reconnect biological surrogate after using medpod

Describe the bug:

Android Tiers biological surrogates (VX0 chips) disconnect on unconciousness and don't reconnect after medpod finishes.

Expected behavior:

For it to not be unconcious after the MedPod is done. Or maybe reconnect automatically.

Not sure if this is for android tiers or medpod to handle tbh. Heck, I don't even know if this actually qualifies as a bug tbh.

Steps to reproduce:

  1. Apply any kind of down / unconcious hediff to the VX0 pawn (i.e. the medpod unconciousness one).
  2. Watch as the operator (skycloud) disconnects.
  3. You now have a blank surrogate on the pod that's incapable of moving until you reconnect it manually.

Additional information:

System and Game Configuration

Operating System: Windows 11 (64-bit)
Physical RAM: 32 GB
RimWorld base game version: 1.3.3200 rev726
RimWorld DLCs loaded: Royalty, Ideology
MedPod mod version: 1.3.4
MedPod mod downloaded from: Steam
Your mod list:

  • Harmony (1.0.4.0, ModSync.xml)
  • Humanoid Alien Races (Can't find version number)
  • Enable Oversized Weapons (Can't find version number)
  • Android Tiers 3.0.0RC rev3

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Treating skaria does not remove the manhunter state

Describe the bug:

An animal with a skaria infection was healed by the VetPod (Mega) but retained its manhunter state.

Expected behaviour:

The manhunter state should have ended when the sickness was removed.
Steps to reproduce:

  1. Spawn a manhunter event
  2. incapacitate an animal without killing it
  3. Make a pawn rescue it

Additional information:

System and Game Configuration

Operating System: Win10 x64
Physical RAM: 32GB
RimWorld base game version: latest as of 25.2.21
RimWorld DLCs loaded: Royalty
MedPod mod version: latest Steam version as of the date above
Your mod list: Very long. Please don't make me write it out. (Will add as a comment if deemed necessary.)

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
    (should not be necessary this time, since it only occurs with the medpods)
  • I have confirmed that the issue does not happen if MedPod is disabled
    (the normal surgery still works)
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Diagnosis and healing times should be affected by pawn body size

Describe your idea:

The maxDiagnosisTime and maxPerHediffHealingTime parameters from the MedPod.CompProperties_MedPodSettings Comp should be multiplied by the current pawn's body size and/or mass (relative to a baseline humanoid pawn).

Why do you think your idea would be a good fit for MedPod?:
Larger pawns such as farm animals and megafauna should take longer to treat than humans, while small pets should be treated faster.

Implementing this contributes towards #11.

What alternatives/workarounds have you tried?
Leaving the code as-is right now means a one-size-fits-all diagnosis and treatment time for all pawns irrespective of body size or mass, which detracts from player experience.

Declaration

I hereby verify that:

  • I have searched the issue tracker and confirmed no-one else has already suggested my idea before
  • I understand that my idea will be closed and ignored if I do not fill this form properly, or if the mod author decides that my idea doesn't fit the scope of the mod

Android Tiers VX3 implants cause pawns to get stuck in MedPods

Describe the bug:

I was trying to get my pawns to use the Medpods and they would, and now the pods aren't healing injuries like "leg burned off" while in the machine, then they'd stay in them until I aborted the process. after I aborted the process, it would show that the "leg burned off" injury was healed.

Expected behavior:

they would use it and exit after being fully healed without any interaction from me.

Steps to reproduce:

  1. use prepare carefully to start pawn(s) with VX3 chips already installed in them and start game.
  2. build a powered medpod.
  3. injure pawns to the point they need to use it and observe.

Additional information:

System and Game Configuration

Operating System: Microsoft Windows 10 (64-bit)
Physical RAM: 32 GB
RimWorld base game version: 1.3.3102
RimWorld DLCs loaded: Royalty & Ideology
MedPod mod version: 1.3.1
MedPod mod downloaded from: Steam
Your mod list: Harmony 1.3, Core, Royalty, Ideology, HugsLib 9.0.0, Humanoid Alien Races 1.3, Enable Oversized Weapons 1.3, Android Tiers 3.0.0RC rev3, EdB Prepare Carefully 1.3.8, Medpod 1.3.1

Declaration

I hereby verify that:

  • I am running the latest version of the game, MedPod and its dependencies
  • I am NOT running any mods with known incompatibilities with MedPod
  • I have narrowed down my modlist to the fewest mods needed to cause this issue
  • I have confirmed that the issue does not happen if MedPod is disabled
  • I have searched the issue tracker and confirmed no-one else has reported my issue before
  • I understand that my issue will be closed and ignored if I do not fill this form properly

Conflict with Simple Slavery mod

The med pod removed the hidden effect of slavery on one of my citizens. They still remained a colonist though. If you would like more information on my exact mod list or whatever you need let me know.

Patients with damaged bionics trapped in MedPods

At least one Steam user has reported that if a patient has damaged bionics while using a MedPod, they may end up being trapped in it until the bionics are repaired/healed.

Needs further investigation.

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