![]() It was a older mod that got merged in with another mod awhile ago, check it out. I just made this post, I think the mod you might be looking for is the same one I was looking for. In order to cure your pawn, you simply need to have all the treatments add up to 300. When your colonist gets treated, there is a treatment quality pop-up. As an extract, it is mainly used recreationally, and often illegally for its euphoric and rewarding effects. 1 Summary 1.1 Impulsive drug use 2 List of drugs 3 Tolerance 4 Addiction 4.1 Addiction need 4.2 Addiction progress 4.3 Withdrawal 5 Overdose 5. Colonists with the teetotaler trait will not. ![]() Ideally I'd like to split them into stacks of 10 but still be able to have a stack of 75 if I want Have your doctor treat the pawn that has been infected with gut worms. 1 Health Systems 1.1 Sight 1.2 Hearing 1.3 Moving 1.4 Manipulation 1.5 Talking 1.6 Eating 1.7 Breathing 1.8 Blood Filtration 1.9 Blood Pumping 1.10 Metabolism 1.11 Consciousness 2 Pain 2.1 Formula 2.2 Thresholds 2.3 Factors 2.3.1 Base factors 2.3.2 Offsets 3 Version history 4 Health tab 5 Cold and Heat Injuries 6 Treatment 6. Cocaine Cocaine (from French: cocane, from Spanish: coca, ultimately from Quechua: kka) 14 is a tropane alkaloid and central nervous system (CNS) stimulant. It stops the colonist that takes it from getting malaria, plague, or sleeping sickness. One facility shoud take about half of a day for your doctor to finish working, thus quickly increasing his medical skill. Originally posted by Anxarcule:Is there a way to set a threshold by which doctoring is done? For example, I would love a system where a small scratch ( x > 100% bleeding and medium bruises) herbal, and everything else standard medicine.Īs of right now it involves a lot of micromanaging when doctoring so I don't treat nonsensical wounds with medicine and serious wounds with herbal.Īlso another question - is there a way to manually decide a stack max limit? I currently have one stack of 60ish medicine but when dealing with multiple injuries doctors cant all access the same stack so if I don't pay attention they'll run far away to get herbals instead of just waiting 2 seconds to get the stack. With good enough medical care, and a survivable enough colony, your elderly colonists are effectively immortal but will probably be permanently bedridden. Pharmacist Mod features Four levels of injuries are distinguished Minor (bruises, non-lethal diseases, small cuts) Major (larger cuts, potentially lethal diseases) Life-Threathening (extreme bleeding, heart attacks, etc. Were playing RimWorld Medicine production finally gets started at the colony and were able to start a caravan to complete a trade request. Of course you shouldn't use any kind of medicine on your subjects since it would quickly drain your resources and it's not essential to them surviving.
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