RimWorld

RimWorld

Field Medic [1.0-1.6]
467 kommentarer
flyfire2002  [ophavsmand] 31. juli kl. 13:17 
(And again, on 1.5 and with just the bare bone I cannot reproduce the issue)
flyfire2002  [ophavsmand] 31. juli kl. 13:16 
Which version of the game do you have? From 1.3 onward the both the base texture and the mask used are 64x64. There are 128x128 textures that remains in the folder but they are not really used since that version.
тетеря, блин 31. juli kl. 12:20 
thanks for checking. another one possibly related, yellow:

Texture MedicBag has dimensions of 128 x 128, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas

https://gist.github.com/HugsLibRecordKeeper/0747fc163596313b5777332bbe9f47f9
flyfire2002  [ophavsmand] 30. juli kl. 23:53 
Confirmed that VIE-R&A caused the issue.
flyfire2002  [ophavsmand] 30. juli kl. 23:52 
Yup, could not reproduce with just Harmony, Ideology, and Field Medic. I think it is Vanilla Ideology Expanded - Relics and Artifacts that causes the issue. That mod adds tag making apparels relic-able, according to the mod description.
тетеря, блин 30. juli kl. 17:14 
maybe, just maybe there is a mod that adds more relics options – I honestly don't remember. But if it's critical and it's fixable, it would be great.
flyfire2002  [ophavsmand] 30. juli kl. 17:12 
OK I'll take a look.
тетеря, блин 30. juli kl. 17:00 
the red one.
flyfire2002  [ophavsmand] 30. juli kl. 16:36 
Weird. This item do not have relicChance value. I don't think it is supposed to be relic-eligible. Is this log yellow text or red text?
тетеря, блин 30. juli kl. 16:14 
main menu:

Config error in IdeoRelic: ThingDef Apparel_flyfire2002_MedicBag is on available things list of IdeoRelic precept, but missing CompStyleable thing comp!

https://gist.github.com/HugsLibRecordKeeper/eb81b2d2febc6177b8e3bd161ea71679
天真浪漫 14. juli kl. 7:13 
伟大
flyfire2002  [ophavsmand] 13. juli kl. 13:38 
Maybe I can add an mod option for that. No guaarantees though and in any case requiring the medic bag will be the default
flyfire2002  [ophavsmand] 2. juli kl. 0:47 
Updated, both done.
flyfire2002  [ophavsmand] 30. juni kl. 17:46 
Update Plan:
* I'll look to update this mod to 1.6 this week, though I might need to do a minor bump again when 1.6 comes out officially.
* I want to rewrite the code a little bit to use the vari-tick mechanism of 1.6. That should come in about before end of July if I drag my foot.
超赛神 16. apr. 2024 kl. 7:32 
支持
flyfire2002  [ophavsmand] 14. apr. 2024 kl. 19:23 
Much respect to you, MarkH! I did the latest patch with Monodevelop and it worked quite fine, so I think I am tooled up again :)
MarkH 14. apr. 2024 kl. 15:08 
Except for this one... I do appreciate the work you've put into the mod, flyfire2002. :)
And if you do want any help, I have zero RimWorld modding experience, but a couple decades of C# experience.
MarkH 14. apr. 2024 kl. 15:06 
*VS Code, I mean.... last comment, I swear!
MarkH 14. apr. 2024 kl. 14:22 
On a side note, VS Core is nice for many different languages, too. Pretty much what I exclusively use when I forced to deal with javascript.
MarkH 14. apr. 2024 kl. 14:19 
Visual Studio Code (as opposed to the full VS) is actually quite nice, too. It has a native Linux version as well.
I know a lot of people swear by Rider, though I haven't tried it.
flyfire2002  [ophavsmand] 13. apr. 2024 kl. 9:39 
OK, monodevelop works reasonably well, and it has an usable assembly browser, so it is probably good enough for modding Rimworld (folks mostly said it is bad otherwise). Thanks for the suggestion, Noxilie!
Noxilie 13. apr. 2024 kl. 3:12 
>I ditched Windows a long while ago and therefore I can no longer do C#
>I will need another IDE past that time
monodevelop .com ?

Anyway, thanks for still maintaining this, you are the best :)
flyfire2002  [ophavsmand] 13. apr. 2024 kl. 0:42 
OK Rider can tide me over for like 30d free, and I just updated this to 1.5. I will need another IDE past that time, or see if I can juice up my other (windows) device to make that work with VS again.
flyfire2002  [ophavsmand] 12. apr. 2024 kl. 21:38 
OK, maybe I should look up Rider. Let me give it a try over the weekend.
flyfire2002  [ophavsmand] 12. apr. 2024 kl. 21:36 
To clarify: Tell that to Microsoft so they can get their Visual Studio shit together *and make it run on Linux* :) I don't have a window anymore on which I can do dev.
flyfire2002  [ophavsmand] 12. apr. 2024 kl. 21:35 
Tell that to Microsoft so they can get their Visual Studio shit together :)
MarkH 12. apr. 2024 kl. 19:27 
@flyfire2002 Every version of .Net Core since 3.1 (we're on .Net 8 now) has been cross-platform. In fact, I have several .Net programs running on a Raspberry Pi. RimWorld is in fact written in Mono, which is a cross-platform version of the .Net Framework (which is pre-Core). There is a Linux-native version of the game, after all.
flyfire2002  [ophavsmand] 11. mar. 2024 kl. 19:39 
I ditched Windows a long while ago and therefore I can no longer do C# development (thanks Microsoft?). In anticipation of the new DLC/(possibly a) new base version (1.5), I will need someone to take over the mod. Please comment here :) Thanks!
flyfire2002  [ophavsmand] 11. feb. 2024 kl. 21:24 
Hi Cosmo, it should be possible, but I don't have plan to add new features for the year. Sorry
Cosmo Corban 11. feb. 2024 kl. 13:05 
Would it be possible to make it so you only need meds in the inventory instead of an apparel, like how CE works.
Anarchyの海豚 14. okt. 2023 kl. 11:12 
谢谢大佬
Anarchyの海豚 14. okt. 2023 kl. 11:11 
我是用qol和人物编辑器改的哈哈哈
flyfire2002  [ophavsmand] 13. okt. 2023 kl. 21:59 
https://rimworldwiki.com/wiki/Apparel#Layers_and_coverage :不能同时装备两件同样的layer,又有(部分或全部)重复的bodypart的衣物/工具。

这个急救包的layer是belt, bodypart是torso和shoulders ( https://github.com/flyfire2002/RimworldFieldMedic/blob/1.3.0.1/Defs/ThingDefs/Apparel_MedicBag.xml )。外骨骼我刚查了是belt+torso,rimmunation的背包应该是belt+shoulders ... 你可以考虑一下在你自己的copy里把急救包的bodypart改成waist ...
Anarchyの海豚 13. okt. 2023 kl. 21:16 
我试过改bodypart,还是不行
flyfire2002  [ophavsmand] 13. okt. 2023 kl. 16:36 
大概他们的layer还有bodypart 重了...
Anarchyの海豚 13. okt. 2023 kl. 10:36 
这个急救包不能和vanilla weapon expanded - Heavy weapon的外骨骼和Rimmu nation - clothing的背包同时装备哎
flyfire2002  [ophavsmand] 28. juni 2023 kl. 17:07 
Yes. This mod is sort of a standalone version of the similar functionality from CE.
Church.exe 28. juni 2023 kl. 3:54 
is there a similar mod/functionality in CE? (just coming back to rimworld after a few years away and trying to rebuild a new pack with very little memory of the game)
flyfire2002  [ophavsmand] 28. juni 2023 kl. 0:30 
That's correct. This mod conflicts with CE
Church.exe 27. juni 2023 kl. 13:31 
based on this
"[01/22/2019] Combat Extended 1.0 has been released. Since Field Medic's code was ported from CE's stablization code, please unload Field Medic if you wish to use Combat Extended. Have fun with CE ;) (I'm going to)"
I'm assuming the mod is incompatible with CE, is that correct or am I misunderstanding it?
flyfire2002  [ophavsmand] 30. dec. 2022 kl. 5:37 
No it is an RMB menu action
Stellar Harbour 11. dec. 2022 kl. 10:22 
Does pawns tend downed pawns by themselves with mod?
Spürgelwürg 21. nov. 2022 kl. 11:28 
Love the concept of this mod quiet a lot, but I was also not entirely satisfied with the balancing. It's just too underpowered. So I made some changes and made it so that one dose of stabilization stems the bleeding completely, and the medical skill and tend quality affects how long the stabilization lasts instead. A 0 medical pawn stems the bleeding for 5 seconds, and a pawn with 20 for 60.
flyfire2002  [ophavsmand] 12. juni 2022 kl. 17:26 
It is directly tied to the doctor's skill, unfortunately.
See https://github.com/flyfire2002/RimworldFieldMedic/blob/master/Source/FieldMedic%201.3/Comps/HediffComp_Stabilize.cs , `public class HediffComp_Stabilize`. Here the bleeding is first reduced, then gradually increased back to baseline. Assuming the doctor has 100% tending quality (level 8; I'm not quite sure if being outdoors/room dirtyness affects the value I fetch from the system), the bleed speed will be 20% of the baseline. Every second the ratio will be increased by 0.75 percentage points (i.e. next second the bleed speed is 20.75%, next one 21.5%).
Honey Badger 12. juni 2022 kl. 9:01 
Is there any way to increase how effective medic bags are or how long the stabilisation lasts? I've never really seen them work as well as I'd hoped, like I'll give credit it's insanely fast for the stabilisation, but otherwise tending to the victims after doesn't buy me any more time than I had before, it may buy me at most 5 seconds, which sure can make a difference... if you have a level 15 - 20 doctor, but otherwise they're still a goner.

I would've expected it to at least stop the bleeding temporarily or perhaps reduce the bleeding, cause otherwise to me it just looks as if we're not stabilising them, but just giving them a blood transfusion there and then, while the wound is still open... Unless I'm doing something drastically wrong.
F1tgal911 10. maj 2022 kl. 12:42 
Ok take care and ty!
flyfire2002  [ophavsmand] 10. maj 2022 kl. 5:42 
It could be that there is a bug in this mod. Unfortunately I'm moving and will not be able to work on this for at least two months. I'll add it to the issue tracker.
F1tgal911 10. maj 2022 kl. 5:05 
Not using CE here...
flyfire2002  [ophavsmand] 10. maj 2022 kl. 2:56 
I know Combat Extended does stablization. In fact you shouldn't use this mod if you are already using CE.
F1tgal911 8. maj 2022 kl. 12:01 
I can stabilize a pawn without a medic bag...is there another stabilization mod out there??