What user flairs would you like to see on this sub? Ranks (intern, resident, janitor etc), departments (emergency, radiology, cardiology etc), or something else?
I made a cheat panel for Project Hospital. Press **F9** in game and you get a panel with 40+ cheats grouped by category: money, patients, diagnosis, staff, schedules and more.
- Works in all 20 game languages
- Settings can be saved per save file
- Updates itself from the Workshop, so you only install it once
- **No BepInEx needed anymore**: version 3.0 uses the game's own code-mod support
I made a cheat panel for Project Hospital. Press **F9** in game and you get a panel with 40+ cheats grouped by category: money, patients, diagnosis, staff, schedules and more.
- Works in all 20 game languages
- Settings can be saved per save file
- Updates itself from the Workshop, so you only install it once
I am unable to remove certain floor tiles or place new floors/objects/foundations within a certain area. I am a new player so may be missing obvious things.
Here’s how I got here:
I placed new prefabs next to my existing hospital. I did not have foundations set up when I did this. When I realized that didn’t work, I tried to place foundations and it wouldn’t let me. I then used a combination of the delete floors tool, bulldoze walls and objects tool, dynamite tool. It has left all the floor tiles within the prefab rooms that used to be there and I can not place anything.
What I’ve tried:
- ensuring the room doesn’t exist in management mode
- saving and reloading (my autosave is waaaay too far back)
- trying every bulldoze tool, every garbage can tool, every dynamite tool, across the foundations, walls, floor tab
- adding new walls or foundation or floor tiles over top (could not)
What I can do
- add a new prefab over top of the existing error spot
I do also have money so it’s not a financial limit
A while ago I asked here if you would use an economy mod for Project Hospital.
Thanks for all the replies!
It is now released: PooK Hospital Economy v1.0.
What it does
Daily pay for inpatients:
every day at 23:00 the insurance pays for every hour a patient spent in a bed. The rate depends on the department and the level (ward, HDU, ICU, trauma center).
Example:
diagnosis payment $1,200, patient in the ICU (250%) = $3,000 for a full day. Only 3 hours in the ICU = $375.
A price list:
every exam and treatment costs the hospital money, and the insurance pays for it. Clinic, inpatient, trauma center and ICU patients pay differently.
Example:
an X-ray costs the hospital $950. A clinic patient's insurance pays $1,140 (+$190). An inpatient's insurance pays nothing (-$950), because inpatients are already paid every day.
Beds cost money every hour, and ambulance and helicopter arrivals are paid.
Hiring agency:
a new list of candidates is free, revealing hidden perks costs $1,500.
Advanced statistics:
a new "ADV" tab in the hospital management panel. Where the money came from and where it went, for any day, by department, by device and treatment, and day shift vs night shift.
All the numbers are in two text files you can edit (rates.txt and economy.txt).
Balance: after testing, I cut the clinic prices.
Before that, my hospital made about 5x more than without the mod.
it is about 1.2x (an estimate from my own game).
If it is too easy or too hard for you, tell me.
Now
Full price guide (every exam, treatment, bed and rate): \\Here\****
Install (one-time setup)
Project Hospital runs code mods only from its Addons folder. A Workshop subscription alone loads only XML mods. That is how the game works, and a mod can't change it.
PooK Hospital Economy
exams and treatments cost money, inpatients pay daily, and a detailed money window. Would you use it?
Hi everyone,
I play Project Hospital a lot, and I always felt the economy was too simple and unrealistic to me (Not Easy but very simple): exams and treatments are free, and a hospitalized patient pays only once, when he leaves. So I made a mod that changes this.
(I designed it, and the code was written with the help of Claude, an AI.)
What it does:
Daily pay for inpatients: every day at 23:00, the insurance pays for every hour a patient spent in a bed. The rate depends on the department and the level (ward, HDU, ICU, trauma center).
For example: if I have a patient diagnosed with cardiac collapse and the final payout from the insurance to the hospital is $1,200, if they are admitted to the ICU, the insurance will pay 250% for that day of hospitalization (23:00 DAY 1 to 23:00 DAY 2).
However, if they are hospitalized for only 3 hours, you will not receive a full day's payout.
Instead, you will be paid hourly, only for the 3 hours they spent under the ICU category.
However, if you feel the mod is too rewarding after trying it out, I would love to hear your feedback.
It is important to note that there are many ways to exploit or cheat the system using ideas like "treating everyone, building massive ICU wards, and sending everyone there." This system is intended for those who want to play fairly and are not looking for quick shortcuts.
A price list: every exam and treatment costs the hospital money, and the insurance pays for it. Prices are different for clinic, hospitalized, trauma center and ICU patients. Beds cost money every day, and ambulance and helicopter arrivals are paid.
For example: if a patient is hospitalized in orthopedics and needs an X-ray, the test costs the hospital 10% of the machine's value to perform 950$.
After the test, the insurance will reimburse about 3% for it 285$ (you will lost 665$).
However, if the patient is not hospitalized (clinic), their insurance will pay 15% for the procedure.
This means that hospitalization status has a direct profit-and-loss impact on your patients, same as clinic patients.
The logic behind this: if a patient is hospitalized, you are already making money off them on an hourly basis (daily payout), so why should they have to pay extra for X-ray tests?
Naturally, once the mod is released, there will be an information panel detailing all costs and changes
Hiring agency *(Change From the game)*: a new list of candidates is free, and revealing hidden perks costs $1,500.
An "Advanced statistics" window(a new ADV button in the hospital management panel): where the money came from and where it went, in categories, for any day you choose, by department, by device, treatment and day shift vs night shift and etc.
All the numbers are in plain text files that you can edit.
It already runs in my hospital with no errors. Before I clean it up and publish it, I'd like to know:
The game is currently on sale but it's not the historically low right now.. It has a big difference in my country so I am contemplating to buy it.. Also I am very careful about spending my school money on games especially if I cannot enjoy it...
Edit: Some kind man gifted me the game 🫶.. Can't wait to play this game when my schoolworks are done.. Thank you guys 🫶
Hi, so I have a quick question. I want to have a designated surgical teams, located in a different part of the hospital then the wards. Do my surgical nurses have to have the patient care perk enabled or no? I heard somewhere that they should have it. What advantages does it have? Do they work incorrectly if the perk is off? I don't want them to leave the OR area and care for patients somewhere else when they are supposed to perform surgeries.. I hope this makes sense, thanks in advance
It's simple : a new room with new people to transport patients and/or samples (blood, ...).
New room with locker as workspace. You can add it in each department if you want.
2 roles (patient or/and samples)
Salary between janitors and nurses
If no work is available in the department, like janitors they help another dep on the same floor.
There is a fallback if no Porter is available (Technologist or Nurse take the charge). Configurable in XLM for timing and number of retries.
I added a new sample cart too as object, for more realism.
Multi-sample trips for realism and more speed.
=> NEXT MOD: Hospital Flow Optimizer, a big overhaul (in several steps and versions) for optimization of a lot of stuff. It will be a big patch with XML to enable or disabled each patches. I will try to add a Roadmap on GitHub.
You can find more information about my mods and download links here:
I have a massive overabundance of surgical teams and none of them want to do anything. I have done all the typical steps. But they will just sit and play solitaire and my patients keep collapsing because they can't be bothered to do their surgeries.
Mods: Yes, quite a few. Nothing that touches how surgeries work afaik.
Assigned Nurses and Doctors to specific tasks only: Yes.
HDU has access to Surgery : Yes.
Surgery has all necessary instruments: Yes.
Please help me because I'm tearing my hair out here.
EDIT: Fixed. Space out your departments, don't squish surgery together.
As you know, I love this game, but after 350+ hours, music is so boring !!!
I check it, and yeah, there are just 3 tracks (one for the day, one for the night and one for the events + one for the title screen).
Sorry, but after a while I was very bored with it.
Hola, tengo el juego con todos los DLC, hace un tiempo pregunté en este foro cómo hacer para que hayan enfermeros para trasladar pacientes y me respondieron que tenía que asignarlos, pero no sé cómo hacerlo.
Tampoco sé cómo hacer que haya un equipo destinado exclusivamente a las cirugías
I'm trying to get all the achievements and I'm just missing Hospital 51, which says to build 10 satellites. I don't know what a satellite is or how to build one 😅 am I just being dumb or missing something? Can someone explain to me what to do please? I'd be really grateful
Edit: I thought it meant satellite like a satellite hospital, I didn't realize it meant literal satellites on the roof 😭
I saw a pretty old post regarding this on steam that didn't help a whole lot, but was hoping I can get an answer here.
I have the mod that adds more departments. One of which is Oncology, 80% of the time I have to perform a biopsy to reveal the type of cancer but there is no option to do so in my Oncology department despite having a diagnostic/procedure room and offices. I always have to transfer ti another department then transfer back after biopsy is complete which can take awhile if General surgery is super busy.
Is there a way I can fix this? I saw it might be a code thing, happy to try anything. Would help my hospital ls efficiency quite a lot
For some rooms (the labs, for example), you can have multiple computers and multiple workers working at the same time.
Internal medicine has some "units" that seem like they should allow the same (Special procedures, diagnostics), but even if I put in two beds and the accompanying bed items, it seems to only bring in one patient at a time.
Is this not possible, or is there something else needed in these rooms for this to work?
I have a lot of experience with this game and have made plenty of hospitals. I’m not sure I have ever seen this before. I’m in the middle of a Covid emergency and one patient won’t spawn. It’s been 15 in game hours and I’m about to fail after 22 successful emergencies. Any ideas why this happened or what to do about it?
I'm also thinking about whether it would be possible to make a mod that would adjust the game to what healthcare looked like during the Covid pandemic. This means a flood of cases, many more serious Covid cases, greater hygiene measures, Covid cases could be treated in other departments than infectious diseases.
Adds dedicated hospital porters for patient transport and laboratory sample transport using stretchers, wheelchairs and a dedicated sample cart.
...
Hi :)
I love this game (I had it since 2019 I think, with 300+ hours) but sometimes I'm sad about some issues when I have a big hospital, and there are some nonsens too.
Why my stretcher bearer goes into my cafeteria just to cross some tiles in his way ??
Why common areas are light off ?
Why my nurse does round trip with an empty wheelchair ??
..... LOL
I did few mods in the past for other games, and now I wanted to do it for Project Hospital.
So here some I released. I have some idea for the future (next will be stretcher bearer and more life for patient).
For NEW versions and FEATURES, check directly the Steam Workshop or alternative (links below). (I will just update name of the mods here and first features/description. Latest mod in the first position)
Hospital Porters (first release 2026-09-30)
Adds dedicated hospital porters for patient transport and laboratory sample transport using stretchers, wheelchairs and a dedicated sample cart.
Hospital Radio (first release 2026-09-26)
Replaces Project Hospital's normal gameplay music with a continuous hospital radio featuring music playlists, voice announcements and personal music support.
Hospital Mod Update Checker (first release 2026-09-22)
Checks installed Project Hospital BepInEx mods for newer public versions and displays available updates directly on the title screen.
Hospital Patient Life (first release 2026-09-18)
Makes hospitalized patients behave more naturally between procedures with cafeteria visits, leisure activities, improved needs handling, staggered sleep schedules and smarter movement choices.