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FAQ
A: The MedPod is already balanced with respect to:
- The original MedPod from the Elysium film
- Other mods from the Lethe: Lost Technologies of the United Colonial Federation series (e.g. Replimat)
- A typical RimWorld playthrough, where players are expected to take some time before reaching the Spacer/GlitterTech technology level
Players may tweak various settings at their own risk.
A: No, the use of consumables is not planned. The original MedPod from the Elysium film did not require consumables, either.
A: No, the MedPod does not convert electricity to tissue/mass, as that would actually require astronomical amounts of electricity to do so (as per the mass-energy equivalence expression E=mc2).
Instead, the MedPod simply stimulates and guides the patient's own healing, albeit at a vastly accelerated rate than is naturally possible, much like Geckos regenerating lost tails.
A: Several reasons:
- The MedPod's scanning/reatomizing gantry would smack surgeons in the face
- Botched surgeries shouldn't be instantly undone by the MedPod
- This deliberately makes it difficult for those adding bionic and archotech implants to improve baseline humanoid pawns, or those attempting to use the MedPod as a organ/money printer
- If surgeries were allowed, it would require/support implants as input, and it won't be long before users also demand the implementation of consumable requirements
A: MedPods work by accelerated cellular regeneration to repair and rejuvenate the living cells and tissue in organic humanoids. Since robots, androids and other mechanical races don't have cells or organic components, MedPods shouldn't be able to treat them.
A: No. Robot race mods already include their own ways to repair robot pawns. A universal robot repair bed is beyond the scope of this mod, and would go against the wishes of robot race mod authors.
Q: Why doesn't the MedPod allow players to pick and choose which hediffs are allowed/prohibited from treatment?
A: In-universe, the MedPod is designed to fully automate the treatment process, without requiring patient input of any kind.
From a mod design perspective, having a saveable list of allowed/prohibited hediffs would require a large user-unfriendly switchboard of every possible hediff, and given that many third-party mods add their own diseases/injuries/hediffs, players constantly changing their modlist would result in the hediff configuration frequently returning errors from missing references to uninstalled mods.
Q: Why doesn't the MedPod respect Ideology DLC memes/precepts? (e.g. scarring for Pain is Virture, drug use for High Life)
A: In-universe, the MedPod was developed by a spacer faction that abhors scarring and recreational drug use, and the medical bed was specifically designed to "revert" a patient to their baseline or "natural" state. Scarring and drug use are conscious individual choices that deviate from this baseline/"natural" state, and since (as mentioned previously) MedPods automatically treat patients without the need for consultation, they are regarded as ailments to be treated.
This is also why MedPods will remove Vanilla Traits Expanded's Lush and Stoner traits from patients - as agreed with VTE's authors, curing a patient's underlying addictions means the traits no longer apply to them.
A: No, mod options are not planned. This is meant to be a far less fiddly mod than Replimat.
A: No - implementing those features as compulsory requirements is already something I'm not keen on doing; making them optional would require more work, not less.