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Releases: flyfire2002/RimworldFieldMedic

Recompile plus a few modifications

23 Sep 06:32

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  • Rewrote how the float menu option was generated;
  • Rewrote pathing and toiling to allow stabilizing non-downed or in-bed pawns.
  • Variable Tick Rate: bleed rate modifier now works with VTR.

1.5.0 but cleaned up the debug dll

13 Apr 17:11

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1.5.0.1

Cleaning up debug dll

FieldMedic for RW 1.5

13 Apr 07:40

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1.5.0

Recompiled against 1.5

Good for RW 1.4

19 Mar 05:41

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1.4.0

Fixed a missing entry in v1.4 to load 1.3 defined medbag Defs

FieldMedic for RW 1.3

27 Jul 13:23

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1.3.0.1

Shader Mask for on ground and worn. UIIcon doesn't apply the mask so …

FieldMedic for RW 1.3

25 Jul 12:42

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Field Medic for Rimworld 1.1

26 Feb 03:17

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Recompiled the mod against RW1.1, upgraded Harmony library to v2, branched the source code into 1.0 and 1.1 (so are the assemblies so that the mod works for both versions)

[B19] Field Medic V1.1

17 Oct 03:35

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For Rimworld B19

  1. Nerfed stabilization by reducing the effectiveness (bleeding reduction rate). High level doctors (10+) can still fully suppress bleeding, but the overflown effectiveness is reduced, too.
  2. Made the bleeding resume rate (the speed for bleeding rate to increase from bleeding at whatever percentage of the original back to original) slower.
    (The combined effect is, your new starting bleeding rate is higher, but you spend more time at low bleeding rate before return to full bleeding)
  3. Variable medic bag durability cost. It now may cost between 3-8% of the bag HP to stabilize one bleeding, depending of the original bleeding rate.
  4. Lowered the natural deterioration rate.

[1.0] FieldMedic V1.1

17 Oct 16:04

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For Rimworld 1.0

  1. Nerfed stabilization by reducing the effectiveness (bleeding reduction rate). High level doctors (10+) can still fully suppress bleeding, but the overflown effectiveness is reduced, too.
  2. Made the bleeding resume rate (the speed for bleeding rate to increase from bleeding at whatever percentage of the original back to original) slower.
    (The combined effect is, your new starting bleeding rate is higher, but you spend more time at low bleeding rate before return to full bleeding)
  3. Variable medic bag durability cost. It now may cost between 3-8% of the bag HP to stabilize one bleeding, depending of the original bleeding rate.
  4. Lowered the natural deterioration rate.

Field Medic V1.0

11 Oct 16:33

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For Rimworld B19. Has all functionalities as described in README