RimWorld

RimWorld

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Move the Patient
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Mod, 1.6
File Size
Posted
Updated
2.507 MB
25 Sep @ 9:43pm
6 Oct @ 9:40pm
7 Change Notes ( view )

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Move the Patient

In 1 collection by konstantynopolitaneczka
QOL+ Mods
13 items
Description

Allows moving pawns between beds, adds priority to the medical beds and to designate beds for operations. Works for colonists, enemies, prisoners, guests and downed pawns.

The closest available colonist will be assigned to move the patient to the selected bed.



The idea behind this mod
Rimworld lacks the direct control over patient placement and bed assignments. This leads to frustration from the inability to easily move downed pawns to specific beds.

Yes, it's impossible to move your prisoner waiting for lifesaving operation from their stone bed to the new shiny hospital you built just for them.

To give a few more examples of common problems in base game:
- inefficient use of hospitals,
- difficulties in prioritizing critically injured individuals,
- weird workarounds like temporarily setting beds to "prison" to clear them.

This mod fixes it, by adding features listed below.




• Manually move pawns between beds. Works for all beds and for all pawns (guests, prisoners, colonists, raiders).
• Medical bed priority system (Four priority levels: Low, Normal, High, Critical)
• Automatic patient severity calculation based on health conditions
• Option to automatically assign the best bed available
• Guests/raiders moved to prisoner beds are captured
• Visual indicators
• Mod options
• Surgery beds





Q: What happens if I move a guest to a prisoner bed?
A: The guest will be automatically captured and you'll receive a warning about goodwill reduction.

Q: Why can't my colonist transfer patients?
A: Only healthy, capable pawns can perform transfers. Downed, incapacitated, or severely injured pawns are automatically excluded.

Q: How does the priority system work?
A: The mod calculates patient severity based on health percentage, bleeding rate, and life-threatening conditions, then assigns them to appropriate priority beds. It's configurable in mod options.

Q: Can I disable the priority system?
A: Yes. Toggle it off in mod settings to use distance-based assignment instead.

Q: Does this work with modded beds?
A: Yes. The mod patches all beds that inherit from the base bed definition.

Q: Why can't I move a prisoner to slave bed?
A: I implemented many checks to forbid prisoners from moving to colonist/slave beds, colonists to slave beds, slaves to prisoner beds etc. It follows vanilla rimworld logic.




Game version: 1.6
might work with 1.5 but I didn't test it

Safe to add: Yes
Safe to remove: Yes, but make sure nobody is being transferred between beds when you remove the mod (it can break the game)

Requires Harmony



Delphi - mod idea
Jimi Wikman - priority icons




TL;DR: No more clunky workarounds for pawns in emergencies.

Want to support me? Do it here:

[ko-fi.com]

Popular Discussions View All (1)
1
6 Oct @ 9:51pm
Bugreport:
kenny
46 Comments
ZzZombo 13 Oct @ 10:32pm 
I tried to follow your advice to my best ability but it appears I do not understand something. So I configured the emergency room's beds as "high" priority and the other room as "normal". I got colonists with bruises and other such insignificant injuries still going to the 1st room rather than the 2d and right now I got to host a few guests with paralytic abasia, and they all were put into the 1st room too.

I haven't changed any settings of the mod.
konstantynopolitaneczka  [author] 6 Oct @ 9:07pm 
The severity of injuries determines the priority, not the other way around. It calculates the severity of injuries then assigns to beds with matching or higher priority (not just the highest). If multiple beds have same priority, it picks the closest one. If no matching beds exist, critical pawns get any available bed, while non critical pawns get no assignment.

For example if you have a pawn with injuries that would count towards 'low priority' but you only have critical priority beds available, then pawn is not assigned to any bed to preserve those critical beds for pawns who actually need them.

However, you can always manually assign them to any bed using the gizmo. The mod only blocks automatic assignment in this case
ZzZombo 6 Oct @ 1:07am 
Again, you have 4 priority levels. I only have two priority levels specified in my hospital. What does the mod do then when it calculates a priority level that is not set on any bed?
konstantynopolitaneczka  [author] 5 Oct @ 10:37pm 
@V∆ŁĶẎŘĒΞ arrested colonists and captured enemies both become prisoners and from what I see they are treated the same https://rimworldwiki.com/wiki/Prisoner#Capturing_prisoners
konstantynopolitaneczka  [author] 5 Oct @ 10:32pm 
I think you answered your own question. Set the beds in surgery room to surgery beds, higher priority for urgent care and lower priority for the rest. It's pretty straight forward
ZzZombo 5 Oct @ 6:52pm 
@konstantynopolitaneczka: you seem to misunderstand my question. It was not about what each priority level does. It was about fitting my existing hospital into them. So I have rooms for surgeries, a room for urgent care, a room for the rest. How do I configure my hospital to make use of your mod?
V∆ŁĶẎŘĒΞ 5 Oct @ 5:49pm 
Well, these are of course my guesses.
V∆ŁĶẎŘĒΞ 5 Oct @ 5:48pm 
The problem is that the game distinguishes between arrested colonists and captured enemies. The game still considers an arrested colonist to be your colonist (if you kill your arrested pawn, an unburied settler will appear). This is not the case with captured enemies. I assume that my arrested colonist was shot down and the game wanted to place him in a regular medical bed (not for prisoners).
konstantynopolitaneczka  [author] 5 Oct @ 3:24pm 
Added a patch for VE medical beds