Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Coma Drug

A [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.glitterworlds.dev%2F]Glitter Worlds[/url][www.glitterworlds.dev] Project by the [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FBetterRimworlds]Better Rimworlds org[/url][github.com]. [b]Overview[/b] This mod adds the capability to induce medical comas in pawns through a specialized drug. Medical comas can be used to keep injured pawns in a stable state, prevent them from experiencing pain, and potentially increase healing efficiency. [b]Features[/b] - [b]Medical Coma Drug:[/b] Administer to pawns to induce a controlled medical coma. - [b]Reduced Consciousness:[/b] Pawns in a coma have their consciousness reduced to 10%. - [b]Reduced Food Needs:[/b] Reduces the need to eat by 85% to simulate real-world situations. - [b]Stalled Luciferium Need:[/b] Keeps the pawn's Luciferium Need set to a minimum of 0.01% for the duration. - [b]Complete Immobilization:[/b] Affected pawns cannot move or manipulate objects (0% capacity). - [b]Medical Benefits:[/b] Ideal for critically injured pawns or during complex surgeries. - [b]Reduced Luciferium Need:[/b] The pawn's Luciferium need reduces 75% slower than normal. - [b]Provides Baseline Luciferium:[/b] Luciferium addicts will never fall below 5% of the need. - [b]Rapid Recovery:[/b] Pawns will recover 2x faster from diseases. - [b]Controlled Wakeup:[/b] When administered Wake-Up, the pawn will immediately awaken. - [b]Greater Survival Odds:[/b] By massively reducing the pawn's dietary and Luciferium needs, it greatly increases their survival odds, especially during times of famine and extreme injury and disease. Use Cases [list] [*] [b]Running Low on Luciferium?[/b] Nearby towns out of stock? Three Coma Drugs provide 16.65 days of effect. This is usually long enough for towns to restock. Pawns in a medically-induced coma experience a drastic slowdown in Luciferium need depletion – only 25% of the normal rate. This means 26 days of coverage compared to 6.66 days at full need. They also won't drop below 5% need while in this state. [*] [b]Severely Injured Pawn?[/b] Coma Drugs immobilize pawns, allowing their bodies to heal without further stress or injury. [*] [b]Deathly Ill?[/b] A medically-induced coma provides a significant 200% increase in immunity gain speed, dramatically improving chances of survival against severe illnesses. [*] [b]Food Shortage?[/b] Similar to real-life, pawns in a coma require significantly less food. Just one meal is enough to sustain a pawn for the entire 5.55-day treatment duration. You can put your entire colony into a coma to weather a long winter or any extreme food crisis. [*] [b]Prisoner/Slave Management[/b] Need to quell a rebellion? Trying to transport prisoners to another planet via [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FBetterRimworlds%2FStargate]the Stargate (mod)[/url][github.com] but they won't cooperate? The Coma Drug is your solution! [*] [b]Difficult Detox or Mental Break?[/b] Is a colonist throwing a major tantrum from psychite withdrawal, or grieving over the loss of a loved one? The Coma Drug offers a humane alternative to drastic measures like double amputations or imprisonment. Let time heal all wounds while they peacefully slumber. [/list] [b]Usage[/b] 1. [b]Research:[/b] Complete the "Medical Comas" research project (requires Medicine Production). 2. [b]Production:[/b] Craft the coma-inducing drug at a drug lab (requires medicine, devilstrand, and 1 luciferium). 3. [b]Administration:[/b] Select the pawn, go to the Health tab, and select "Administer coma drug". 4. [b]Duration:[/b] The coma will last approximately 5.55 in-game days, depending on the pawn's metabolism. [b]Balances[/b] - Provide medical benefits for injured pawns. - Not cause addiction or tolerance. - Have a controlled duration. - Colonists need to have a Crafting skill of level 8 and an Intellectual skill of level 10. - Reduces the hunger need by 85% to match real-world conditions. [b]Compatibility[/b] - Compatible with RimWorld 1.2+. - Should work alongside most other mods. - Not dependent on any other mods. - May have interactions with mods that significantly alter consciousness or health systems. [b]Future Plans[/b] - Add effects of medical comas when the patient is in a hospital bed with a Vitals Monitor. [b]v2.0.0[/b] - Added a mechanism on waking up the pawn with the Wake-Up drug. - Increased the drug's immunity gain speed by 200%. - Added a mechanism for reducing any Need at a constant slower or faster rate. - Added a mechanism for keeping any Need at a constant minimum state and froze Luciferium need. - Added support for Rimworld v1.6. - Added support for Rimworld v1.3-v1.5. - Majorly improved ./build.sh to handle XML changes as well.