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.