边缘世界 RimWorld

边缘世界 RimWorld

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Pharmacist: Represcribed
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Mod, 1.6
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709.577 KB
7 月 16 日 上午 11:48
12 月 9 日 下午 4:25
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Pharmacist: Represcribed

描述
Last tested on game version: 1.6.4663

A continuation/fork/successor of the lovely mod Pharmacist, originally created by Fluffy. For a full description of what the mod does, you can consult the original page, but in short: Pharmacist allows you to set the maximum level of medicine that can be used for different severities of injury. Doctors will determine which medicine to use based on the type of wound, the Pharmacist's configured settings, and the target's individually-configured medical care (as in vanilla.)

You can find this mod's source code on GitHub[github.com], under the MIT license. Non-Steam releases can be found here too!

Sprite assets are sourced from Font Awesome 6.7.2[fontawesome.com], under the CC-BY-SA 4.0 license.

Note: If you're using a save that used a previous version of Pharmacist, settings might not migrate cleanly, which could result in some weird behavior. This can apparently be permanently fixed by just changing any setting in the tab though!

Changes to the original
Represcribed makes a number of tweaks and improvements to the original Pharmacist:
  • Population categories have been tweaked to more closely match vanilla designations. "Animal" is now "Tamed animals"; "Guest" is now "Other". Slaves and entities have their own settings that will appear if Ideology or Anomaly are active, respectively.
  • Added an "Ongoing conditions" classification. This includes non-fatal diseases like gut worms and fibrous mechanites, but also includes long-term illnesses like blood rot and asthma. It does not include immunity-based diseases like plague, flu, and infections; Pharmacist still prescribes for those based on severity and immunity gain progress. Otherwise, anything that must be regularly tended will generally fall into this category.
  • Adds a configurable medicine search radius, defaulting to unlimited (as in vanilla.) Doctors will only grab medicine within this many tiles, searching first near the patient and then near themselves; if they can't find any, they'll default to manual care instead.
  • Re-enables a vanilla feature allowing doctors to grab medicine from pack animals if they can't find it anywhere else. This was actually added all the way back in the Ideology days (version 1.3.3159), but Pharmacist's code was never updated to account for it.
  • The "Minor cuts threshold" feature, which treats minor injuries as major wounds if a specific number of them are present, now checks for all infectable wounds instead of just bleeding ones. The previous implementation didn't account for things like burns and frostbite, which are actually some of the the likeliest injury types to cause infections!
    • This feature is also now ignored for pawns that can't get infections, like sanguophages or ghouls.
  • Fixed an inconsistency that caused doctors to always prioritize medicine from their own inventory. In practice, this means that they will now actually seek better medicine depending on the prescribed treatment, instead of using lower-quality medicine that they happen to have on hand. You can still draft tend to force them to use just what they're holding.
  • Replaced all the old icons with a new set sourced from Font Awesome.
    • This is primarily done as a licensing thing; Pharmacist mod was from 2018, and the old icons seem to have had a number of license changes since its publication. Sourcing a modern set seemed like a good idea, even if I'm not convinced they look as good. If I can find better ones, I'll put those in instead.

Aren't there a few existing revivals of Pharmacist?
There are, but none of them really did what I wanted. As far as I can tell, Pharmacist and all of its unofficial updates weren't ever truly modernized, even though they ostensibly worked on newer updates to the game. Some specific glaring issues received fixes on a case-by-case basis, but many long-standing pain points (i.e. diseases like gut worms being treated as minor injuries even though they can seriously hamstring a colony) were never addressed, and nor did the mod ever receive extra functionality to accommodate the DLCs.

So that's why I made this one! Represcribed aims to be a proper modernization - not just a resuscitation to keep it functional across versions. RimWorld's gotten a lot more complex since 2018, so the Pharmacist's advice should too, right?

FAQ
I'm hitting the character limit but these are the important ones:

Where's the configuration menu?
There's a tab for it on the bottom of the screen! Look for the one labeled Pharmacist.

I'm getting an error that the game is trying to load a duplicate package ID. How do I fix that?
Unsubscribe from any other versions of Pharmacist! For compatibility reasons, I've kept the same mod ID in this revival, so any other versions of the mod will conflict.

What happens with blood rot?
Blood rot (along with things like gut worms, etc. -- see the "Changes to the original" section for more info) is treated under the Ongoing conditions classification.

Fibrous/sensory mechanites have upsides. Can we treat those differently than strictly negative conditions?
So there's actually a quirk specifically to mechanites that isn't immediately obvious: tending doesn't remove them any faster. Instead, fibrous/sensory mechanites always have a flat duration, and tending will prevent them from going from the mild pain to intense pain stage. Since those things are the case, and tending doesn't cause the disease to disappear more quickly, they're currently lumped in with the other long-term conditions.

Does this version have automatic blood transfusions?
This was a feature implemented in one of the unofficial continuations of the original mod, but I decided against including it here: I'm not a fan of the way the implementation worked in that version, but more importantly I think it's fallen victim to a bit of feature creep. The only way that the automatic transfusion stuff relates to Pharmacist's main feature is that they both do medically-related stuff. I think automatic transfusions would work fine as their own mod, but I don't really wanna add them here!

Compatibility & troubleshooting
I have not tested compatibility too much, so you're in unmapped waters. I made this fork for personal use, and I tend to run a pretty light mod list. I've tried to keep the code as clean as possible, but if you run into any compatibility issues, let me know and I'll take a look.

If you run into issues, please provide a log somewhere! The Log Publisher from HugsLib mod will automate this for you, but pastebin or something works just fine too. Issue reports without logs will be ignored, as will issue reports with big modlists and no effort made to diagnose the specific conflict. I just don't have the time and energy to try to square dance around this kinda thing. You gotta help me out here!

Contributions
Pharmacist: Represcribed has received contributions from the following people:
  • FerchuDev: Updated Spanish translations

Donations
I am not in this for the cash and I am never going to stop maintaining things even if I don't earn from them, but if you feel like giving support, I'd be extremely grateful! You can find my own Ko-fi link here: https://ko-fi.com/ceresetal

You can also find the Ko-fi link of the original creator, Fluffy, here: https://ko-fi.com/fluffymods. They're the one who made the original mod in the first place!
80 条留言
Ceres et al.  [作者] 12 月 10 日 上午 5:27 
that's something that can be configured thankfully -- if you look in the settings panel, you'll note the "Infectable wounds threshold" setting that will treat injuries that can cause infections as major, regardless of other factors, if there's enough of them. the setting has a minimum of 2, so you can crank it all the way down to treat them as major if there's more than just a single one of them
Mersid 12 月 9 日 下午 9:45 
Alright, it appears to work! Nicely done! I did notice that, on a different note, bleeding is considered "minor wound" if the severity is not great enough. Perhaps it's worth merging that with major wounds, or a separate category of its own, compared to things like bruises, due to both the immediate threat and the likelihood of infection stemming from bleeding wounds? :D
Mersid 12 月 9 日 下午 9:30 
Haha, thanks, Ceres! I was about to put in a pull request, having found a possible fix. I'll try yours and let you know the outcome. Appreciate it!
Ceres et al.  [作者] 12 月 9 日 下午 4:27 
I happened to be on hand to see the comment notif immediately and was pretty quickly able to diagnose it -- an update has been pushed that *should* fix the problem. full disclosure, though, that I didn't have the time or energy to thoroughly test the mod's normal functions like I usually do during a bugfix, only make sure that the bug itself wasn't happening anymore; if there are any new issues then let me know and I'll hit the revert button
Mersid 12 月 9 日 下午 3:49 
Nifty! However, I'm unsure if this actually works on, at least, prisoners? I've tested this by setting Pharmacist to "No care" for everything, and the prisoner's vanilla setting is regular medicine care. Yet despite Pharmacist having it set to no care, prisoners are still getting tended to.
Ceres et al.  [作者] 12 月 4 日 下午 8:03 
i certainly try my best! even when I don't have the energy to work on features and revamps and the like, I still try to do bugfixes ASAP when there's enough detail in the issue reports for me to make use of, and there definitely was here. if anything, I appreciate the heads-up that something was wrong :P
RealSnozzberrys 12 月 4 日 下午 3:23 
Ceres, can you take the lead on all my fave mods, please...? No but for real, I really appreciate you responding to and fixing this so quickly. It's honestly unbelievable. I also appreciate the explanation. I know nothing about modding, but I couldn't help wondering what the problem might be, and given the distinct categories in the mod settings, I was actually wondering if downed enemies might somehow be viewed differently by the game. Cool to know what was going on there. Thanks!
Ceres et al.  [作者] 12 月 4 日 上午 10:15 
whew, okay. that was a bit of effort to track down but I think I did it. version 0.1.3 is up and should hopefully fix the issue with drafted tends. let me know if the fix doesn't work or if the version causes any new issues, and I'll see what I can do

a technical explanation, for the curious: the vanilla medicine selection logic has some funky handling with drafted tending: there is a super specific interaction where, when tending someone that has no player-configured settings (i.e. a downed enemy pawn), it will use no meds *UNLESS* it's only checking for medicine from the inventory, in which case it'll use the best available stuff.

I originally didn't catch this in my updating work, and so I didn't account for it at all instead did some workarounds that never cleanly got around it. but this time I was able to notice that mechanic and included it, and so drafted tending should at long last now mirror vanilla in terms of functionality. hopefully!
Ceres et al.  [作者] 12 月 4 日 上午 8:03 
tested locally and yep, that's happening. huh! that's weird. I wonder how I never caught that. I'll see if I can figure out what's causing it
RealSnozzberrys 12 月 4 日 上午 5:36 
Thanks for your work on this mod! I really love the idea, but I hit a snag. Seemingly, the mod prevents a medic from tending a downed enemy with medicine. I've tried everything I can to make it work: the medic is assigned to doctor, they have herbal and regular medicine, all default settings for healing (all types of pawns) are glitterworld medicine, all pharmacist settings for healing (all types of pawns) are glitterworld medicine. Regardless, when I right-click the downed pawn, the ONLY option not available in the menu is "Tend". It's not even grayed out. But when I try reloading without the mod, it's back. This is a big deal for me because I like to recruit downed enemies who might otherwise bleed out, and tending is stronger than stabilizing.