边缘世界 RimWorld

边缘世界 RimWorld

野战医生 [1.0-1.6]
467 条留言
flyfire2002  [作者] 7 月 31 日 下午 1:17 
(And again, on 1.5 and with just the bare bone I cannot reproduce the issue)
flyfire2002  [作者] 7 月 31 日 下午 1:16 
Which version of the game do you have? From 1.3 onward the both the base texture and the mask used are 64x64. There are 128x128 textures that remains in the folder but they are not really used since that version.
тетеря, блин 7 月 31 日 下午 12:20 
thanks for checking. another one possibly related, yellow:

Texture MedicBag has dimensions of 128 x 128, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas

https://gist.github.com/HugsLibRecordKeeper/0747fc163596313b5777332bbe9f47f9
flyfire2002  [作者] 7 月 30 日 下午 11:53 
Confirmed that VIE-R&A caused the issue.
flyfire2002  [作者] 7 月 30 日 下午 11:52 
Yup, could not reproduce with just Harmony, Ideology, and Field Medic. I think it is Vanilla Ideology Expanded - Relics and Artifacts that causes the issue. That mod adds tag making apparels relic-able, according to the mod description.
тетеря, блин 7 月 30 日 下午 5:14 
maybe, just maybe there is a mod that adds more relics options – I honestly don't remember. But if it's critical and it's fixable, it would be great.
flyfire2002  [作者] 7 月 30 日 下午 5:12 
OK I'll take a look.
тетеря, блин 7 月 30 日 下午 5:00 
the red one.
flyfire2002  [作者] 7 月 30 日 下午 4:36 
Weird. This item do not have relicChance value. I don't think it is supposed to be relic-eligible. Is this log yellow text or red text?
тетеря, блин 7 月 30 日 下午 4:14 
main menu:

Config error in IdeoRelic: ThingDef Apparel_flyfire2002_MedicBag is on available things list of IdeoRelic precept, but missing CompStyleable thing comp!

https://gist.github.com/HugsLibRecordKeeper/eb81b2d2febc6177b8e3bd161ea71679
天真浪漫 7 月 14 日 上午 7:13 
伟大
flyfire2002  [作者] 7 月 13 日 下午 1:38 
Maybe I can add an mod option for that. No guaarantees though and in any case requiring the medic bag will be the default
flyfire2002  [作者] 7 月 2 日 上午 12:47 
Updated, both done.
flyfire2002  [作者] 6 月 30 日 下午 5:46 
Update Plan:
* I'll look to update this mod to 1.6 this week, though I might need to do a minor bump again when 1.6 comes out officially.
* I want to rewrite the code a little bit to use the vari-tick mechanism of 1.6. That should come in about before end of July if I drag my foot.
超赛神 2024 年 4 月 16 日 上午 7:32 
支持
flyfire2002  [作者] 2024 年 4 月 14 日 下午 7:23 
Much respect to you, MarkH! I did the latest patch with Monodevelop and it worked quite fine, so I think I am tooled up again :)
MarkH 2024 年 4 月 14 日 下午 3:08 
Except for this one... I do appreciate the work you've put into the mod, flyfire2002. :)
And if you do want any help, I have zero RimWorld modding experience, but a couple decades of C# experience.
MarkH 2024 年 4 月 14 日 下午 3:06 
*VS Code, I mean.... last comment, I swear!
MarkH 2024 年 4 月 14 日 下午 2:22 
On a side note, VS Core is nice for many different languages, too. Pretty much what I exclusively use when I forced to deal with javascript.
MarkH 2024 年 4 月 14 日 下午 2:19 
Visual Studio Code (as opposed to the full VS) is actually quite nice, too. It has a native Linux version as well.
I know a lot of people swear by Rider, though I haven't tried it.
flyfire2002  [作者] 2024 年 4 月 13 日 上午 9:39 
OK, monodevelop works reasonably well, and it has an usable assembly browser, so it is probably good enough for modding Rimworld (folks mostly said it is bad otherwise). Thanks for the suggestion, Noxilie!
Noxilie 2024 年 4 月 13 日 上午 3:12 
>I ditched Windows a long while ago and therefore I can no longer do C#
>I will need another IDE past that time
monodevelop .com ?

Anyway, thanks for still maintaining this, you are the best :)
flyfire2002  [作者] 2024 年 4 月 13 日 上午 12:42 
OK Rider can tide me over for like 30d free, and I just updated this to 1.5. I will need another IDE past that time, or see if I can juice up my other (windows) device to make that work with VS again.
flyfire2002  [作者] 2024 年 4 月 12 日 下午 9:38 
OK, maybe I should look up Rider. Let me give it a try over the weekend.
flyfire2002  [作者] 2024 年 4 月 12 日 下午 9:36 
To clarify: Tell that to Microsoft so they can get their Visual Studio shit together *and make it run on Linux* :) I don't have a window anymore on which I can do dev.
flyfire2002  [作者] 2024 年 4 月 12 日 下午 9:35 
Tell that to Microsoft so they can get their Visual Studio shit together :)
MarkH 2024 年 4 月 12 日 下午 7:27 
@flyfire2002 Every version of .Net Core since 3.1 (we're on .Net 8 now) has been cross-platform. In fact, I have several .Net programs running on a Raspberry Pi. RimWorld is in fact written in Mono, which is a cross-platform version of the .Net Framework (which is pre-Core). There is a Linux-native version of the game, after all.
flyfire2002  [作者] 2024 年 3 月 11 日 下午 7:39 
I ditched Windows a long while ago and therefore I can no longer do C# development (thanks Microsoft?). In anticipation of the new DLC/(possibly a) new base version (1.5), I will need someone to take over the mod. Please comment here :) Thanks!
flyfire2002  [作者] 2024 年 2 月 11 日 下午 9:24 
Hi Cosmo, it should be possible, but I don't have plan to add new features for the year. Sorry
Cosmo Corban 2024 年 2 月 11 日 下午 1:05 
Would it be possible to make it so you only need meds in the inventory instead of an apparel, like how CE works.
Anarchyの海豚 2023 年 10 月 14 日 上午 11:12 
谢谢大佬
Anarchyの海豚 2023 年 10 月 14 日 上午 11:11 
我是用qol和人物编辑器改的哈哈哈
flyfire2002  [作者] 2023 年 10 月 13 日 下午 9:59 
https://rimworldwiki.com/wiki/Apparel#Layers_and_coverage :不能同时装备两件同样的layer,又有(部分或全部)重复的bodypart的衣物/工具。

这个急救包的layer是belt, bodypart是torso和shoulders ( https://github.com/flyfire2002/RimworldFieldMedic/blob/1.3.0.1/Defs/ThingDefs/Apparel_MedicBag.xml )。外骨骼我刚查了是belt+torso,rimmunation的背包应该是belt+shoulders ... 你可以考虑一下在你自己的copy里把急救包的bodypart改成waist ...
Anarchyの海豚 2023 年 10 月 13 日 下午 9:16 
我试过改bodypart,还是不行
flyfire2002  [作者] 2023 年 10 月 13 日 下午 4:36 
大概他们的layer还有bodypart 重了...
Anarchyの海豚 2023 年 10 月 13 日 上午 10:36 
这个急救包不能和vanilla weapon expanded - Heavy weapon的外骨骼和Rimmu nation - clothing的背包同时装备哎
flyfire2002  [作者] 2023 年 6 月 28 日 下午 5:07 
Yes. This mod is sort of a standalone version of the similar functionality from CE.
Church.exe 2023 年 6 月 28 日 上午 3:54 
is there a similar mod/functionality in CE? (just coming back to rimworld after a few years away and trying to rebuild a new pack with very little memory of the game)
flyfire2002  [作者] 2023 年 6 月 28 日 上午 12:30 
That's correct. This mod conflicts with CE
Church.exe 2023 年 6 月 27 日 下午 1:31 
based on this
"[01/22/2019] Combat Extended 1.0 has been released. Since Field Medic's code was ported from CE's stablization code, please unload Field Medic if you wish to use Combat Extended. Have fun with CE ;) (I'm going to)"
I'm assuming the mod is incompatible with CE, is that correct or am I misunderstanding it?
flyfire2002  [作者] 2022 年 12 月 30 日 上午 5:37 
No it is an RMB menu action
Stellar Harbour 2022 年 12 月 11 日 上午 10:22 
Does pawns tend downed pawns by themselves with mod?
Spürgelwürg 2022 年 11 月 21 日 上午 11:28 
Love the concept of this mod quiet a lot, but I was also not entirely satisfied with the balancing. It's just too underpowered. So I made some changes and made it so that one dose of stabilization stems the bleeding completely, and the medical skill and tend quality affects how long the stabilization lasts instead. A 0 medical pawn stems the bleeding for 5 seconds, and a pawn with 20 for 60.
flyfire2002  [作者] 2022 年 6 月 12 日 下午 5:26 
It is directly tied to the doctor's skill, unfortunately.
See https://github.com/flyfire2002/RimworldFieldMedic/blob/master/Source/FieldMedic%201.3/Comps/HediffComp_Stabilize.cs , `public class HediffComp_Stabilize`. Here the bleeding is first reduced, then gradually increased back to baseline. Assuming the doctor has 100% tending quality (level 8; I'm not quite sure if being outdoors/room dirtyness affects the value I fetch from the system), the bleed speed will be 20% of the baseline. Every second the ratio will be increased by 0.75 percentage points (i.e. next second the bleed speed is 20.75%, next one 21.5%).
Honey Badger 2022 年 6 月 12 日 上午 9:01 
Is there any way to increase how effective medic bags are or how long the stabilisation lasts? I've never really seen them work as well as I'd hoped, like I'll give credit it's insanely fast for the stabilisation, but otherwise tending to the victims after doesn't buy me any more time than I had before, it may buy me at most 5 seconds, which sure can make a difference... if you have a level 15 - 20 doctor, but otherwise they're still a goner.

I would've expected it to at least stop the bleeding temporarily or perhaps reduce the bleeding, cause otherwise to me it just looks as if we're not stabilising them, but just giving them a blood transfusion there and then, while the wound is still open... Unless I'm doing something drastically wrong.
F1tgal911 2022 年 5 月 10 日 下午 12:42 
Ok take care and ty!
flyfire2002  [作者] 2022 年 5 月 10 日 上午 5:42 
It could be that there is a bug in this mod. Unfortunately I'm moving and will not be able to work on this for at least two months. I'll add it to the issue tracker.
F1tgal911 2022 年 5 月 10 日 上午 5:05 
Not using CE here...
flyfire2002  [作者] 2022 年 5 月 10 日 上午 2:56 
I know Combat Extended does stablization. In fact you shouldn't use this mod if you are already using CE.
F1tgal911 2022 年 5 月 8 日 下午 12:01 
I can stabilize a pawn without a medic bag...is there another stabilization mod out there??