RimWorld
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Medical IVs 1.5
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Mod, 1.5
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12.447 MB
2 Jun @ 2:27pm
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Medical IVs 1.5

Deskripsi
I AM NOT THE ORIGINAL CREATOR OF THIS MOD. ORGINAL MOD CAN BE FOUND HERE: https://steamproxy.net/workshop/filedetails/?id=1424438685

With this in mind, all I have done is make a very small change, as well as update to 1.5. This mod will be taken immediately upon request of the original creator. (Knight and kyoukopan)

This mod has been updated to 1.5, as well as a slight adjustment to refueling. The regular IV's will only be automatically refueled to half capacity and can still be manually filled to capacity to prevent pawns from walking back and forth to repeatedly fill it.

Original description can be found below.

Version 1.6.1

<size=18><color=#3986B3>[Medical IVs]</color> (RimWorld 1.4)</size>
Medical IVs introduces a new, key piece of technology from the modern era of medicine -- intravaneous therapy or "drips". In real life, these drips contain fluids such as antibiotics, painkillers or any other medication and make use of tubes to directly inject the fluid into a person's bloodstream. Improvements in 1.6.1 (RimWorld 1.4):

- Updated to RimWorld 1.4
- Fixed the bug where colonists with painshock would be downed as soon as they stopped being treated by the Glitterworld IV (causing an infinite loop of downed -> rescue -> get up -> repeat)
- Improved the descriptions of many items
- Renamed 'IV Painkillers' to just 'Painkillers'
- Renamed 'IV Antibiotics' to just 'Antibiotics'
- Cleaned up the code
- Fixed a bunch of typos
- Significant rebalancing:
- Research cost has INCREASED across the board
- Power consumption has been DECREASED across the board
- Halved the market value of painkillers and antibiotics
- Balanced the ingredient cost of building each IV stand
- Glitterworld IV is now 'Ultra' tech level

A rebalance was needed to better incentivise the use of the refuelable IV stands over the electrical ones. With the increased research and ingredient cost, the electrical stands are now powerful late-game luxuries more inline with 'Spacer' technology as opposed to cheaty, unlimited versions of the default IVs you could unlock pretty quickly.

Feedback on these changes is welcome!


<size=18><color=#3986B3>[Features]</color></size>
Currently includes 6 machines:
- A blood IV for reducing blood loss by 75%
- A painkiller IV to block all pain
- An antibiotic IV to speed up recovery from infection and disease
- A nutritional IV to pause a bed-ridden colonist's hunger need
- An anesthetic IV to put a pawn into a medically-induced coma
- A glitterworld IV that combines the functions of the painkiller, blood and antibiotic IV


<size=18><color=#3986B3>[Additional Features]</color></size>
Other features are bundled with the drips to add to the level of realism and improve gameplay. These include:
- Addition of craftable/consumable painkillers
- Addition of craftable/consumable antibiotics
- Addition of blood bags
- A new plant with interesting qualities
- An overhauled refill system
- Ability to upgrade to more convenient machines requiring no refill through research
- The ability to draw blood from colonists / bleed a prisoner to death

<size=18><color=#3986B3>[Credits]</color></size>
Knight: Code & XML ; Minor graphics and Logo
Kotobuki Mugi: Graphics & Large assets
15 Komentar
KhanTheMad 6 Sep @ 9:11am 
could you add a medical bill to administer blood bags similar to how you can draw them from pawns?
Starfield 28 Agu @ 9:19am 
Hey yall remember that mod called like TJ's? or NT's blood and plasma bags, back on the rimworld forums website?
Artorias 6 Jul @ 12:36pm 
Take my points, I love this mod!
Skissors_ 7 Jun @ 3:07pm 
Welp, time to reorganize my med-bay again!
1000LBS 5 Jun @ 3:07am 
NICE
Silent 3 Jun @ 8:13am 
OH MY GOD, THANK YOU SO MUCH!
Toph  [pembuat] 2 Jun @ 5:18pm 
Lol thank you
Scout Gaming 2 Jun @ 5:15pm 
I used the Steam IV to administer the "clever" award.
Toph  [pembuat] 2 Jun @ 5:14pm 
Perhaps
Scout Gaming 2 Jun @ 5:12pm 
Can I use them to find happiness?