RimWorld

RimWorld

Stabilize Bleeding
24 Comments
Captain Shitface  [author] 20 hours ago 
@2974356490 Fixed this issue
Captain Shitface  [author] 16 Jul @ 10:50am 
@Phollus Yep! Whatever you can use the vanilla 'Tend Here' function on, you can use this on
Phollus 16 Jul @ 10:40am 
can we stabilize enemies too?
Captain Shitface  [author] 16 Jul @ 7:16am 
Pushed an update to allow you to stabilize bleeding when undrafted as well :)
Captain Shitface  [author] 16 Jul @ 2:25am 
@2974356490 Going to need more info than that,. What mods are you running? What context was the situation? What's the full error message? If you can add me and let me know, I'd appreciate it.
2974356490 15 Jul @ 12:51pm 
Error in FloatMenuWorker FloatMenuOptionProvider_Stabilize:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 875881A8]
at Stabilize.FloatMenuOptionProvider_Stabilize.AppliesInt (RimWorld.FloatMenuContext context) [0x00029] in <7b436c347a994699b98df6c06d16cd04>:0
Judge Dread 14 Jul @ 6:55pm 
@derg to be fair, tending in the field requires drafting in base game anyway. it's just an inherent thing.
Derg Zaks 14 Jul @ 3:52pm 
this mod doesnt seem to have any settings, i dont like that you have to be drafted to do it
Woogz 14 Jul @ 11:25am 
@Captain Shitface - I see, thanks !
Captain Shitface  [author] 14 Jul @ 8:49am 
@Woogz It works exactly like the Vanilla 'Tend Here' function, so you'll have to be drafted for it. I'll probably push a patch here in a bit to make it visible even without drafting though
Woogz 14 Jul @ 8:46am 
Will this work on non-colonist pawns? I don't see the option in my right-click menu when trying to interact with a pawn from a shuttle crash event
einBetra 14 Jul @ 3:27am 
@Captain Shitface thank you , if problems arise i will contact you :)
Captain Shitface  [author] 14 Jul @ 3:05am 
@EinBetra Should have no issues adding to an existing save. I've tested it and didn't run into any issues, but please let me know if that experience differs for you!

This pretty much makes use of the vanilla 'tend here' feature, with a custom job & jobdriver, and doesn't edit/change anything in game other than adding this job. So as far as I'm aware it shouldn't have any issues being added or removed mid save.
einBetra 14 Jul @ 2:27am 
Is it possible to add the mod to an "existing savegame" without any problems?
Captain Shitface  [author] 13 Jul @ 5:32pm 
@Linkolas Thank you!! And thanks for making Stabilize, I've been using it for a long time and absolutely loved the mod :)
Cap'n Cakes 13 Jul @ 4:07pm 
My favorite thing is that it sounds like a command. "Stop bleeding on sheepy! >:/"
Awesome mod, thanks so much!
Totorillo 12 Jul @ 4:44pm 
Gooda
:steamthumbsup:
Jixxor 12 Jul @ 12:24pm 
Very nice
Linkolas 12 Jul @ 10:50am 
Thanks for taking over the mod! Love the changes too, it's way better in a technical AND feature side :fhappy:

I've added a link to here ontop of the description of my mod. Good luck, and best wishes to you Captain :GunfireRebornhandsup:
MercuryRiver 10 Jul @ 12:13pm 
Yay! I like this concept a bit more than the original and cheers for no hugslib! Thanks for a cool mod
DRAGO DRACUL 10 Jul @ 9:05am 
thanks for the update/rework
Captain Shitface  [author] 10 Jul @ 7:12am 
@Victor I went ahead and updated it to work without Hugslib :) Thanks for bringing it to my attention
Captain Shitface  [author] 9 Jul @ 3:54pm 
@Victor I'll look into it, but I've personally never seen or felt any performance impact from Hugslib myself, and tons of other mods rely on it so it'll be in my mod list regardless.

It'll be something that's a bit lower priority for me, but once I'm done with the other mods on my to-do list I'll see what I can do :)
Victor 9 Jul @ 1:54pm 
Some people say Hugslib is bad, it harms performance. Could this mod work without it?