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Mod, 1.4, 1.5, 1.6
File Size
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1.895 MB
3 Jul, 2020 @ 9:23pm
13 Sep @ 1:37pm
69 Change Notes ( view )

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MedPod

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
3 items
Description
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.


  • Pawns automatically use MedPods to treat injuries, missing body parts and diseases
  • Doctors/Wardens will rescue downed or transfer bedridden colonists/prisoners to MedPods
  • MedPods ignore prosthetics and bionics
  • MedPods only require electricity - no medicine or consumables required
  • Five models available:
    • MedPod - Standard model
    • MedPod Lux - Royalty DLC-only variant with faster operation but higher power consumption; stuffable
    • VetPod - For pets and other small domesticated animals
    • VetPod Large - For livestock and smaller animals
    • VetPod Mega - For megafauna, livestock and smaller animals
  • HD Quality textures for Camera+


  • Complete the Accelerated Cellular Regeneration research project
  • Obtain an Isolinear Processor from Exotic Goods Traders (caravans and orbital) or Quest rewards
  • Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components


  • Pawns prioritize MedPods over other medical bed types, by distance and type, before falling back to other beds
  • Pawns will not use unpowered MedPods
  • Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods
  • Healthy pawns can consume alcohol and drugs without immediately needing to use MedPods; however, injured pawns will get these drug effects removed during treatment
  • Doctors will avoid feeding, tending or operating on patients currently using MedPods
  • MedPods consume varying amounts of power in idle, diagnosis and treatment modes; ensure that you have an adequate power supply
  • MedPods by design ignore Ideology memes and precepts like scarring and drug use; see the FAQ for details
  • MedPods can be restricted to colonists, slaves or prisoners
  • MedPods will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Latin American Spanish
  • Russian
  • Simplified Chinese
  • Spanish
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please make a pull request on GitHub.






  • none



https://github.com/sumghai/MedPod/wiki/FAQ


  • LWM, Dubwise, PeteTimesSix, Jamaican Castle, Fluffy, Drowsy Corgi, Madara Uchida, dninemfive, Garthor, Wiri, Brrainz, Bradson - assistance with Harmony patches and other code snippets
  • MerGatto - minor fixes and optimizations
  • Vectorial1024 - Elite Bionics Framework compatibility
  • Proxyer - Japanese translation
  • jackfrost - Korean translation
  • GunnedMan - Russian translation
  • Vulnoxx - German translation
  • Zerstrick & PlayRapture - Spanish and Latin American Spanish translations





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts


Popular Discussions View All (19)
0
14 Feb, 2023 @ 9:48pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
2,025 Comments
KindaLikeThat 1 Oct @ 2:43pm 
oh ok thank you so much!
sumghai  [author] 30 Sep @ 9:15pm 
@KindaLikeThat - Make sure the MedPod is in the same room as the prison barracks, and as per the description above, all prisoners must have their medical care level set to Industrial-tech or Best quality medicine.

https://github.com/sumghai/MedPod/wiki/FAQ#q-why-arent-my-pawns-using-medpods
KindaLikeThat 30 Sep @ 5:45pm 
is there a way to put prisoners in a medpod? i have a medpod dedicated for prisoners, but its not working... does it have to be in the cell?
toetruckthetrain 29 Sep @ 8:58am 
would u ever make a setting for this to require neutroamine and integrate it into neutro pipe network from VREA?
sumghai  [author] 26 Sep @ 6:02pm 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Stakedexx 26 Sep @ 11:58am 
donde consigo un procesador isolineal?
sumghai  [author] 15 Sep @ 11:49am 
@Entity - Sorry, but I have no plans to split the functionality of MedPods into separate machines for treating different conditions, nor do I plan on disabling the ability to restore missing body parts.

The mod is balanced in line with the original source material ( Elysium ) and my future plans for Lethe.

Please see the FAQ on GitHub for details to all your other enquiries.
Entity 15 Sep @ 10:31am 
5 until 8 days for each lims as there is a high nutritional requirement that only allows to heal one string of body part.
Entity 15 Sep @ 10:30am 
I would split the functions into three separate ones:
- Wound, cuts and bleeding healing, with the tool you already build. Maybe some medical pawn to monitor the process, like a bed that is connected with a dresser. Multiple Machines are connected with one monitor.
- Surgeries to be done on maschine, nothing new to think of, new tool. Maybe na upgrade of the first tool, build above, like robot arm or arms.
- Limb regrowth, which should take at least 5 until 8 days, a total new tool.

Healing frail body parts:
UConn Health doctor charging the field of stem cell
https://www.youtube.com/watch?v=JALLSCoOAhU

Johnny Rico in Healing Chamber Medical Tank - Starship Troopers (1997)
https://youtu.be/PatFND_tEt8?t=103

Have a nice day!