// Management · RimWorld Mod
Trauma Team Missions
Trauma Team Missions NOW FEATURING CUSTOM TRAUMA TEAM SHUTTLE Become a medical contractor.
Trauma Team Missions
NOW FEATURING CUSTOM TRAUMA TEAM SHUTTLE
Become a medical contractor. Register at the comms console, answer client distress calls, and keep your insured VIPs alive under fire.
V1.2.2
TRAUMA TEAM COMPLETE
- Register or retire at comms console
- Secure or extract & stabilise the insured client to get paid
- Use transport pods, the transport shuttle, or any other ally compatible extraction method to get the client out of there
- Normal rewards, silver, or faction goodwill as optional rewards
- Rank progression - unlock access to Trauma Team's supplies!
- Mod options to tailor your experience
- Gravships can land at client distress sites
- Mission variations - DLC needed for some
- Missions can be requested from space!
- Custom hidden hostile faction so always have enemies at distress sites (note: I believe mods that clear all hostile factions may also clear this so check for 'Marauders' in your faction tab using dev mode!)
- Custom AI behaviour to ensure maximum hostility at distress sites. No more hiding in your shuttle!
Mission win condition
Having the client healthy is only part of the win condition. You also have to ensure they are safe. You can do this by either eliminating all hostiles on map or extracting the client and cause the distress site to despawn. To be clear - if you tend a client to full health but leave while hostiles are still on the map you will fail the contract. Either eliminate them all or leave the tile completely with the client. If you take your client to your home map and it has aggroed hostiles, they will also need to be cleared. Client healthy = Not downed, no ailments that can be tended, not bleeding/missing too much blood. Consider anaesthetic to make the patient easier to work with.
FAQ
• Tended client but contract still fails? Having the client healthy is only part of the win condition. You also have to ensure they are safe. You can do this by either eliminating all hostiles on map or extracting the client and cause the distress site to despawn. To be clear - if you tend a client to full health but leave while hostiles are still on the map you will fail the contract. Either eliminate them all or leave the tile completely with the client. If you take your client to your home map and it has aggroed hostiles, they will also need to be cleared. Client healthy = Not downed, no ailments that can be tended, not bleeding/missing too much blood. Consider anaesthetic to make the patient easier to work with. • How do I tend a client? You can bring bedrolls or simply set up sleeping spots (set to medical) to rescue the client on-site. Creating a defensive perimeter while a team member treats the client will sometimes be the only option before they perish. Be sure to bring medicine, drugs, and maybe even a bionic heart or two! If the heat is too much you have the option of loading the client onto your transport shuttle, or your preferred way of carrying ALLIES off map (mod compatibility not guaranteed). See below for advice on extraction. • How do I extract a downed client? You can load a downed ally using vanilla features. Using a drafted pawn, right click the downed client and select carry (do not click capture). Then, with the drafted pawn carrying the client selected, right click the transport shuttle and select the option to load them. • Works with VE Vehicles? With this patch, now it does 🥳 Note: This mod was designed foremost as a shuttle-first system; because that's the closest thing in vanilla to the actual Trauma Team's travel method, and also because it fit's the emergency ambulance theme due to it's ability to travel quickly. I didn't want to rob people of the opportunity to try and incorporate their own solutions and that is why I made the effort to remove Odyssey requirement. I also do not want to compromise the shuttle gameplay in favour of modded objects because then it can quickly become a nightmare to maintain and accommodate. The speed difference between the helicopters and the shuttle for example is pretty large but give you the same benefits. That said, I have tried to make a load of minor adjustments to enemy placements since launch and at this point I have to humbly decline making any further changes to that aspect of the mod. Between variable map sizes, enemy amounts, player capability, etc etc I've done my best to create a hectic landing environment that forces the player to arrive prepared and well-armed.
Safe to add mid-save but please make a back up first. Not safe to remove mid-save.
Feedback welcome!
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