RimWorld

RimWorld

1,616 ratings
Dubs Rimkit
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
10.560 MB
Jan 1, 2017 @ 7:39pm
Apr 4 @ 5:52am
41 Change Notes ( view )

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Dubs Rimkit

In 1 collection by Dubwise
Dubs Mods
12 items
Description
Set of accessories with abilities and stat boosts. Multiplayer ready

Medkit accessory with buttons allowing the colonist to bandage their own wounds or others on the spot.

Repair kit accessory which allows constructors to salvage broken components while repairing buildings, these can then be fixed at a machining table.

[ko-fi.com]

[www.patreon.com]

My Discord[discord.gg]

Github releases[github.com]

Czech by Ralph Shepard Feedback[prekladyher.eu]

Medkits
3 types are available, medicine bags crafted at basic crafting spots using herbal medicine, standard medkits crafted at tailoring benches using normal medicine, and a glitterworld version of the standard medkit. To use the medkit equip it as an accessory using forced equip or by making an outfit. All 3 kits have the same 3 abilities, bandage will bandage all of the wearers wounds on the spot, bandage in bed will do the same but they will find the nearest medical bed first, and bandage others will allow you to select another pawn to be tended to, even during combat.

Repair kits
The repair kit is constructed at a tailoring bench, it gives +12% bonus to construction speed and construction and repair success chance. And a passive ability which allows the wearer to salvage broken components while repairing broken down buildings, the chance is based on construction skill. The broken component can then be repaired at a machining table using 10 steel.
Popular Discussions View All (4)
4
Apr 17, 2019 @ 4:56am
Strange Errors
Kolljak
1
May 6, 2022 @ 7:24am
Adding quality levels to the kits?
Bebop Cola
3
Mar 13, 2021 @ 6:50pm
Repair kit replace Tools?
Jet
413 Comments
[岗] Señiorita woofers Apr 23 @ 3:26pm 
Hey Dubwise, are the textures renewed in game or are they the same as in the pic
Dr Chaz Apr 7 @ 1:35am 
Now I have run into an issue with the pawns with the medical kits not resupplying their bags after they're all done. I have to manually do it as far as I'm aware.
Dr Chaz Apr 7 @ 1:32am 
***(To everyone having an issue with your pawns not healing with the kit.)***

@Dracon I was having a similar issue and so I decided to put 10 minutes aside to test it out.

What the issue actually is, is ourselves being dumb. The issue is the base game's medical care default settings. The prisoners and slaves are defaulted to "herbal or worse" and so your doctor only carrying medicine and not herbal medicine, has to run back to grab herbal meds and not what he has already on him.

To resolve this issue, inside the "Health" tab of a pawn, at the top of it where you select that pawn's medical care quality, click on "Defaults" and it opens a list for all pawn types. Select "Best Quality Medicine" for all pawn types to no longer have that issue, for that save. And of course, change the treatment settings inside of the Pharmacist tab.
Gerewoatle Apr 4 @ 7:22pm 
@Mause - No one is going to fuck around with IRL laws just so you can jerk off to how much of an edgelord you want to be in a video game.
MauseLoch9000 Apr 4 @ 2:00pm 
@Jeff2467 Thats why I asked for it. War crimes :)
Dubwise  [author] Apr 4 @ 5:52am 
updated to 1.5
Dracon Mar 24 @ 10:16am 
potential conflict with either Pharmacist continued or Priority Treatment Ressurected, though I suspect the latter. Basically, pawns no longer use the medkit charges when set to auto and instead go back to storage for meds.
Jeff2457 Jan 14 @ 2:32pm 
@MauseLoch9000 He can't, Red Cross symbol is a legally protected icon. It's legitimately illegal to use that in a game, which is why every game uses something identifiable for medicine, that's not the red cross.
MauseLoch9000 Jan 2 @ 4:07am 
Make the medkit have a red cross on it
WiseArkAngel Sep 17, 2023 @ 7:00pm 
"Remember, this is YOUR Trauma Kit, for when YOU get hit..."