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报告翻译问题
I guess.
Take a look at another mod of mine: Carry Different Medicine Types.
@DawnsGlow
I am not making a extra medCareSetting for a single operation.
But if herbal medicine is used for surgeries, it means you have a good doctor and a good hospital.
Just set maxMedCare for colonist operations to industrial and "take best available if surgery causes hediff".
I have set all my colonists to use glitterworld medicine. When the Take Best Available Medicine is on, glitterworld medicine is used for xenogerm implant, which is wasteful. When it is off, herbal medicine is used, xenogermic coma is longer. Industrial medicine is a good compromise, but it cannot be selected. if the highest usable medicine is set to glitterworld medicine.
Sure, you need the mod "Mod Medicine Patch".
It is not update to 1.6, but there is a fork.
I just pushed an update to make it work with that fork.
The mods gui settings respect a pawns player settings.
If you assign medicine to a instance of a hediff in a pawns health tab, it does not.
Vanillas SummaryHealthHandler.SummaryHealthPercent is used for the 'body damaged' value.
It checks all hediffs and missing body parts.
Bleeding probably will not be a factor. It would need its own condition/stage, but the number of conditions is fixed.
There is a condition call "body damaged greater". How does this condition works? How do you calculate the percentage of damage to whole body?
Also, could you add a feature like use medicine when it's bleeding?
Thx :)
It was quite some work to make sure that my mod is compatible with Mod Medicine Patch (= works with mod added medicines)
So just wait until MMP is updated ;)
You are welcome!
You have to either assign the medicine the doc is carrying to the instance of the hediff...
Or to the "correct" stage in the mods main tab gui...
Okay, I think I get it: it is because there was no need to tend with Industrial grade medicine and therefore there was no such option for force it. If I apply more damage (way more) or if I set this specific wound to be tented with medicine, then this option appears.
https://imgur.com/a/Db8Nl1n
If we knew each other in RL that extra work would cost you a beer...
I tested it for hediff flu and crack. Worked for both.
If the doc has the "correct" medicine in its inventory, you can draft tend non-downed pawns. Thats a vanilla feature. I made a mod which lets your colonists carry different medicine types.
?
Most likely not.
Reason is that the mod is about what medicines doctors are gonna use. Not about when operations should happen.
Second is that it sounds quite complex and I am not sure if I personally would have a use for it.
"if immunity is X% behind infection : Administer antibiotic"
or
"if blood loss < 5% : Extract hemogen" (e.g. : colonists are consistently donating blood when they don't have bloodloss, which can be an important resource to have on hand depending on your modpack, even if you aren't bloodsuckers. If you have a way to 'stabilize' injuries for instance being able to give someone a hemogen pack without taking the time to fully tend them can be life saving)
It could be better to implement it on a per-operation basis instead of a global responsive basis instead (e.g. you could queue an "administer antibiotic" operation on a colonist but then say "don't do this operation until the infection > immunity" or something) but something even vaguely along those lines would be incredibly useful if it was practical to implement.
Check the preview pictures on the mod page...
In the second, where it says "mods main gui", you can see a list of the hediffs.
Each hediff has a checkbox (in the preview picture activated for "infant illness").
If activated, the dropdown menu for medicine becomes a "box" of medicines.
Add medicines, drag drop to change the order, right click to remove.
The doc will then only use what medicines is in the box and in the exact order.
My car not working. Any idea?
Reproducible with only this mod loaded?
If yes, tell me how to reproduce the issue.
If no, tell me the mod combination.
What about a hugslib log?
Depends on your settings.
If you used the "non-detailed" option for that hediff, then it behaves like vanilla:
You set herbal, no herbal available, then it gets tended without medicine.
Use the detailed option, then you can set the exact order of medicine.
There was no herbal medicine available but industrial and glitterworld medicine was. The pawn did not use any medicine for tending, which significantly reduced the immunity gain speed and can be fatal.
Should they not use better medicine (atleast for diseases), instead of using the worse one ?
And I will gladly fix the issue if I know what is happening ;)
You can use the mod "Log Publisher from HugsLib" for publishing a proper log.
"To use the publisher, press Ctrl + F12."
Do it while the issue is happening (or/and the error pops up in the log).
Either use the recommended settings and post the link or copy the log to clipboard and upload it somewhere.
And please tell me how to reproduce both issues, because I cant.
Spawning things per dev mode works fine for me, as well as tending entities.
I might be a issue with the config file of the mod, so uploading it could be useful as well.
File name is "Mod_Choose Your Medicine_Settings_ChooseYourMedicine.xml", found in "C:\Users\*USER*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" if you are using windows and you did not change the default config/savegame path.
But in a nutshell: I can reproduce it with just this mod loaded even in a new game.
Rimworld 1.6.4525
Harmony 2.3.6.0
Mods are Harmony, rimworld and all DLC in order, then this mod.
Not sure how I can give more information or logs, but I'll gladly do so if I can help.
If you cant reproduce the issue with just this mod loaded, then congratulations to your mod conflict.
Without a (hugslib) log I dont know if there is errors, which version of RW/mod you are using or see the harmony patches.
What do you expect me to do without useful informations?
But this mod makes my debug action menu bug out under certain things like "spawn thing", as well as making me unable to tend anomaly entities completely. When removed with everything else intact, things are fine.
Or you can put the image in the description. I could not find this button by looking at the hediff.
Player settings = max allowed medicine you set for a pawn in the health tab.
Settings done in the mods main tab gui respect the player settings.
If you assign medicine to a instance of a hediff in the pawns health tab, it does not respect the player settings.
"When using the mod for the first time you may want to check the list of hediffs in the gui and change the medicine for minor stuff, e.g. bruises, cracks, ...
Most of the default settings should work fine and it should be sufficient to change them from time to time if you notice that it would make sense.
So in theory you can set all your pawns to "use best medicine" and do not have to worry about microing or wasting good medicine."
What are good settings for this mod? Anyone able to share or screenshot? I don't wanna waste Glitterworld medecine on prisoners or small bruises.
- fix: if hediffs were in the wrong category it might happen that it causes errors
- log spam: If hediffs are in the wrong category or not in the gui at all, there is now a log warning once
- if hediffs are not in the mods gui, they will be tended just like in vanilla (using pawns player settings)
- possible fix for indexOutOfRange exception caused by unknown circumstances
- replacing Hediff.TendableNow() prefix with a postfix to eventually improve mod compatibility
- fix: notification spam "pawn fully healed"