RimWorld

RimWorld

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[RH2] BCD: CASEVAC
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
15.122 MB
1 Aug, 2021 @ 1:41pm
19 Jul @ 9:13pm
8 Change Notes ( view )

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[RH2] BCD: CASEVAC

In 1 collection by Chicken Plucker
Red Horse²
22 items
Description

Evacuate casualties out of contact faster with your pawns working as a team with this CASEVAC mod!



CASEVAC allows rescuers to have up to 4 pawns help carry a casualty to the nearest hospital bed. This speeds up their movement with each added pawn, saving precious time to get the casualty further medical attention.

What is BCD?
Battlefield Casualty Drills, medical procedures in the event of a casualty in combat.

What is CASEVAC?
CASEVAC is short for "Casualty Evacuation" which can be done by land or by air. When casualties are evacuated, soldiers are trained multiple methods of carrying the casualty to speed up their evacuation.



The following mod adds:
- New rescue type called "CASEVAC"
- CASEVAC allows up to 4 pawns to help speed up the move speed of the rescuer for each added pawn
- Can only CASEVAC your own colonists
- Can be prioritized in skill menu

Summary: When you choose to CASEVAC, a pawn (up to 4) may join in and will increase move speed of the rescue. Move speed is affected by terrain type and pawn's movement capability.

Clarification:
CASEVAC adds 25% move speed of each extra pawn. This means a total of 4 pawns performing the casualty carry adds up to a total of 100% + 25% + 25% + 25% = 175% of all involved pawns' move speed capacity. Their speed isn't going to be 400% faster, the total is limited.

Demonstration:




No other known mod conflicts (yet)

Combat Extended Compatible?
Should have no issues with combat extended.

Safe to enable mid-save?
Yes.

Safe to disable mid-save?
May cause errors



Please consider to:
[ko-fi.com]

So I can use the money to buy the casualty a tourniquet for their neck!
(Note: This is a joke. Never apply a tourniquet on someone's neck.)





Credits:
Taranchuk - C#
87 Comments
SmurfAlert 20 Jul @ 10:40am 
It has been updated! Good man!
Redneck Princess 16 Jul @ 2:54am 
Mod is broken. Pawns can't move when mod is active. Any plans on updating it?
potato404 15 Jul @ 12:47am 
I don't know if this mod conflicts with other mods or if it's just a problem with this mod. After entering the game, pawns cannot be controlled or moved. After removing this mod, the problem is solved. This problem occurs in 1.6
SghHanzMullerSW 11 Jul @ 8:58pm 
does this mod still work in 1,6
Sorayuki 28 Jun @ 4:37pm 
The CASEVAC mod induces critical System.OutOfMemoryException crashes during pawn pathfinding calculations when multiple pawns attempt wounded evacuation. Stack traces confirm this occurs in Verse.AI.PathFinder.FindPath() with overlapping transpilers (VFESecurity/VFEInsectoids). Urgent compatibility fixes are needed to prevent save corruption.
UyTheo 6 Jun @ 12:16am 
Does this work with the injured carry mod? Or could it be incorporated into this mod?
GravitWry 5 Jun @ 2:23pm 
Oh jeez, this hasn't been touched in a while, hope it won't have too many bugs.
♂Dungeon♂Master♂ 25 Mar @ 9:01am 
colonist do nothing when you prioritize casevac, and at best, only one colonist rescues (casevacs) another colonist, not multiple, as of 1.5.4
♂Dungeon♂Master♂ 25 Mar @ 8:51am 
doesnt seem to work
SaMaHaJoGu 18 Mar @ 2:04am 
When I request a single colonist to CASEVAC, (even with the work prio set to 1 for all colonists, only the colonist I manually forced to do the job is doing the job.