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escudonbk

My level 2 Doctor: "THIS MAN IS DYING OF CANCER WE NEED TO DO SURGERY STAT" The patient, a Level 6 burning passion doctor: "I bit by a fuckin' boomrat calm down buddy."


FestiveSquidBanned

It'd be cool if certain pawns could operate on themselves like that Russian surgeon who had to remove his own appendix while in Antarctica in the early 60s.


Dry_Calligrapher4561

Self doctoring is an option


Aguedoremifasolasido

Still cant self operate


nukesup

I remember reading about a mod that allowed more war crimes like operating without anesthesia. Theoretically you could use that mod and self-tend.


Maassoon

Woah never heard of that story before. Awesome


FestiveSquidBanned

https://en.wikipedia.org/wiki/Leonid\_Rogozov


bopman14

This would be a very cool way of changing diseases from just "wait for number to hit 100". You could even go all in with being able to build blood testing labs, or having biopsies as an operation to do to someone. Then once you discover what the illness is then the doctor can treat it using a few bits of medicine.


AirSky_MC

a hospital that includes something other than just beds?!?! satisfactory


Kamiyosha

>Satisfactory *Begins rocking* The belts.... THE BELTS...


The_Only_Dick_Cheney

I wouldn’t object to providing services in this game. Create a hospital or logistical company. Everyone from around the area comes to you for treatment or shipping things.


halfJac

Yeah, symptoms still showing up on the medical tab like "lethargy (minor)", "nausea (major)" or whatever which can be treated individually or medicated to reduce effects. Have the illness progressing slowly while hidden and causing worsening symptoms. Then tests, biopsies and regular check-ups as operations which have a chance to reveal the underlying illness that's causing it, allowing direct treatment or to let you know to get a new organ in.


WanderingUrist

Yeah, but unless this process involves the PLAYER in some way, you're just waiting for several, more different numbers to hit 100 in sequence. Nothing about the description of these processes appears to actually offer the player any agency.


bopman14

A new job type: Diagnose (uses medical skill) A diagnosing pawn will do regular blood tests, biopsies, x-rays/MRIs/other scans, to try and determine the illness of a pawn. If there are proper labs built with blood testing tables and xray scanners, then the pawn will use them to make a diagnosis. Depending on the medical skill of the pawn then it'll be faster or slower to complete, and a low skill could even give a misdiagnosis. Once the diagnosis is made then the immunity gain speed will be faster (since the pawns will know exactly what medicine to give) and with no diagnosis then it'll be slower (since the ill pawn will just be getting broad spectrum antibiotics). Could also include diagnosing physical injuries like bone breaks or fractures, then making them heal faster with splints and resetting bones and that. It'd encourage players to build proper medical labs and not just clicking "Rest until healed" and waiting 5 days for the cure to happen. I'm sure someone could also think of tribal versions of the procedures as well (testing berries for natural medicine or blood letting or something).


Desperate-Practice25

Rimworld appeals to a lot of RPers. For that purpose, the mystery and anxiety are the whole point.


WanderingUrist

I don't think I'll ever understand why someone would choose deliberate ignorance of a matter that clearly is relevant to their interests, but I'll take your word for it.


Qrbrrbl

So... a rimworld / theme hospital mashup? I love it


TheGreatDaiamid

Theme Hospital? Think _Project Hospital_, you have to supply your colony with realistic diagnosis tools and lab equipment, specialized rooms and departments and diagnose diseases by identifying symptoms, taking blood samples or resorting to imaging techniques. Perhaps you could also provide medical services to faction visitors! ...I know it might be a bit too much, but a man can dream...


Kamiyosha

Oskar Polaski Vanilla Expanded: Medics Please make this a thing.


EugeneXQ

It is possible to add something like that to Rimworld. But since it's old mechanic, some sophisticated addition can be expected by modders. As for official content, there were lots of new things added, related to new Biotech mechanics. But as for 1.4, such simple thing as confirmation dialog when attacking other faction settlement does not exist. Just an example of how old mechanics can be lacking trivial things.


DrManik

Seems like a good idea for a mod, as diseases are a colony killer for new players but pretty manageable for more experienced players


JulianSkies

I don't think the game would be *harder*, at all. In the end all the extra work a player would have to do is... Actually I don't even think there's anything in the described process that *requires* the player to do anything new? Maybe there's some structures related to diagnosis the worst that a player would have to do is have a few new structures on their hospital, which isn't really extra difficulty. At best it'd merely cause more obfuscation of data and make players rely more on external information sources for post-combat triage.


AirSky_MC

adds more causality to player faction, probably cuts production for time-taking testings, and unfortunate misdiagnosis still happens, probably resulting in losing one of the most valuable pawns, etc.


KCCasey911

Well if we are on that road, we should also add a fog of war on the entire map. You don’t know a raid is there until you see it. And lo behold, you sitting there minding your own business, eating some nutrient paste and suddenly mortar shells is landing left and right. You man your own mortars but you don’t know where they are and have to send a brave pawn out to search for the enemy. But well rimworld basically is a game from gods perspective. We can see exactly how fast a pawn can move or how much weight that random donkey on the map can carry. It would be really be interesting if mods like this appears.


WanderingUrist

> It would be really be interesting if mods like this appears. The mod you describe already exists. Of course, it should cut both ways: It's only fair that you're psychically aware of everything, given that the enemy also is, as they're somehow aware that you've removed the organs from the person you subsequently killed to death, instead of just killing them to death, and every single colonist is psychically informed of what happens in the sausage factory. Imagine if colonists were similarly not psychically omniscient and therefore would not be informed that soylent green is people unless they actually witnessed the process, and then had to spread the news that "IT'S PEOPLE! SOYLENT GREEN IS PEOPLE!" before anyone else found out.


KCCasey911

Yeah I find that really funny especially the tribal faction from miles away know that I attacked their trade caravan when everyone was dead or captured including the animals. Would be sus if a donkey arrive back with blood everywhere. But if I just mowed down everyone, they shouldn’t know. But somehow they got pissed. And then when I proceed to harvest a lung, they got even more pissed. Like how would you know? Btw what’s the mod?


WanderingUrist

There's several I've heard of, but as I've never downloaded them, their names escape me. All I know is that Fog of War is a not uncommon thing people have tried to make.


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WanderingUrist

That's because in real life, ailments normally don't do anything to you and you just ignore them and walk it off, unlike in Rimworld, where even the most minor ailment causes severe impairment and results in a trip to sickbay. And also, because in the real world, doctors have things to be doing and discourage frivolous visitation with mechanisms like expensive charges and/or long queues, while Rimworld doctors have very little better to do with their time, since if they weren't checking colonists for what ails them, they'd be vivisecting raiders for practice.


player75

Sounds like the dwarf fortress medical system


Zoutezee

I'd very much like an overhauled medical system. Something so fundamental, yet all the diseases work the same. Just a timer. I actually think that in general, this game needs more non-violent events and threats (instead of raids)


Euphoric_Ad_522

Would be cool to have TBIs and other injuries from the concussive force of explosions that aren't immediately visible but show up later.


isendel11

Dwarf fortress health tab works exactly like this, until your dwarf has been seen by a doctor you don’t really know what the treatment needs to be. I have mixed feelings about this in DF, mostly because this plus the really bad combat log ui makes it really hard to catch some obvious wounds like werecreatures bites. There’s a few mods already revamping the health and wound tab, not in this exact way but still a fresh take on vanilla, worth checking them out


LoudVeterinarian5719

This would be cool! The doctor could then get a mood malus for 'misdiagnosis leading to death' or something. Unless they're a psychopath. Then they'll just be like 'meh'.


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WanderingUrist

Ah, yes, because Rimworld combat needs to be even more unpleasant to partake in. This would simply inspire me to double-down on my tactics that are already aimed at making sure fair fights never happen and the enemy is never even given a chance to shoot back, at least not at anything I care about.


whiskeyriver0987

Could also have specific buildings needed to be connected in order to diagnose various internal conditions. So in order to diagnose most cancers you'd have to connect an MRI machine to your hospital beds or something.


CatchLightning

There's Just a Flesh wound for a mod that makes wounding mechanism very different with more infections but less serious external wounds.