[b18] Emergency Heal (He’s not dead, Jim)

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Author: Tremeloe

Last revision: 18 Feb, 2018 at 17:10 UTC

File size: 580.61 KB

On Steam Workshop

Description:

Your friend is dying. What do you want? Medicine? NO, you want a MIRACLE!
This mod add a miracle! A build that can be actived to improve temporally treatments.

General

• The "Medical NanoBots Popper" is a item that can be manually triggered by colonists.
• When actived, this improves the treatment of nearby beds (include sleeping spots).
• BE CAREFUL! It’s have a very limited lifespan.
• There’s a quest reward version of this item. Don’t expire but has less buffs.

Stats

• Improves the immunity gain speed (400%)
• Improves the medical tend (75%)
• Surgeries always successful (100%)
• Expires in 6 hours after triggered

Costs

• 125 silver
• 5 component
• 2 glitterworld medicine
• 2000w (power)
• "Microelectronics Basics" researched

Compatibilities

• Compatible with other mods (include new beds) and existent saves.
• If you’re using other mod that add facilities to beds, put Emergency Heal BELOW him.
• "Notify_NewLink was called but…" appears rarely in debug log. Don’t panic, it’s not a error.

Changelog

Small changes 02/18
Performance improvements and little changes in graphics
Big changes 02/16
Better textures/effects and a quest reward version; Big nerf on buffs and increased cost
Now the facility link emerge from nanobots around the building (not from building)
Add a power requirement: 2000w to spawn nanobots
One bed can’t receive buff of more than 1 popper at same time (except normal+reward)