Dr Zhivago, zzz - WalledVitals + spacer walled vitals Proxyer/freepik - Architecht icon/patch (for marcin212s Architect Icons) Pravus - High Tech Laboratory Facilities (1.0/1.1 version by Mlie) Automatic - Bionic Icons (please use hes High quality textures with it) Over time i hope to add more beds, for not just support for fast regen.įull mod inclusion (mods on this list will be made incomptable to not double that mod) What does this mod do? - Move hospital and research stuff into a Hospital tab and work as a extension to mods like EPOE and such. No drugs, operations or other medical stuff, so should be compat. So you dont need 10 mods to add abit flavour to hospitals in RW, im really glad so many mod owners thought this would be a good idea too, and i REALLY think you should all go and see what amazing mods they have more.Ī Hospital extension mod that aim to add some more spice for hospitals to the game, mostly linkables, structure and decorations. It still let you choose your own medical mods like Epoe, Ads and such and only adding in linkables and small visuals or options for beds and decors. This mod include alot of great medical mods, and adding some flavour to your hospital. But with permission from alot of awesome mod creators i started working on a vanilla style all in one Hospital extension instead. Original for this mod was making upon my retextures for gloomy vanilla. Incompatible mod in auto sort are mods that already are included in this mod, or similar function. (this should be considered a lite version of those) Those mods where just one or more items are borrowed will still work if install full mod. Since i made a combined system for less clutter in research. Should be save to add to existing games, and also overwrite included mods, just remember to turn off any mod autosort call "incompat" they are already included in this mod =)Īny old items from colab mod should still be there if you install this and uninstall those mods, research may be lost though. Shouldnt be any gamebreaking updates, but cant promise. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.WORK IN PROGRES this isnt finished, but normally steam is a greate place to test and get feedback, so i release this as a beta, as my time is limited atm and im working on Project Rimfactory alot, but this been sitting for month waiting to finish. If you have even more resources you can build a separate room for each colonist. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only joy source. To provide joy, you may also build or buy televisions to install into your hospitals. This is good, especially considering that some colonists will stay in the hospital for a long time (such as the severely injured, incapacitated or sick). Herbal medicine will degrade if left in heat, though even in relatively high heat IIRC it takes 3 months to degrade so it's pretty safe to store as you described.Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). Originally posted by TOYG:Probably this guide was written before shelves were in vanilla. Sometimes just that little distance can already make a difference between life and death. Store your medicine near (not in) your hospital so your doctors can quickly grab them to patch up colonists before they bleed to death. The vitals monitor brings even better boosts to treatment and immunity gain, so once you've researched them it's recommended that you put them down near your hospital beds. Colonists resting in a hospital bed also heal faster than they do when on a normal bed. Being made specially for medical purposes, they provide a boost to treatment quality and immunity gain speed, meaning that your colonists will gain immunity to diseases faster, hence recovering faster and are less likely to die. If you have hospital beds researched, obviously you will want to use them instead of your regular beds. If you need to you can also build a mini-hospital or clinic elsewhere in the base. ![]() Keep doors open, or use autodoors so they don't obstruct colonists' access. Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Sterile floors provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance. While in early game you can live on a rudimentary hospital, or even a spare room converted into a temporary infirmary, in midgame you should have something more dedicated than that.įor starters, a decent hospital should have sterile tiles as a floor instead of any other flooring.
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