安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






https://github.com/MemeGoddess/RimWorld-SmartMedicine/issues/11
@Abbot ~ Ah, good to know. I might take a look at it if I get a chance
I managed to make him stock up using Compositable Loadouts which lets me make a tag for the potion, but would prefer having it all in one spot with other ingestibles
Thanks for any idea
I started a new Dev quicktest game, spawned 3 bedrolls and they stocked them up immediately after I set it up. Gonna try to delete all bedrolls in main save, unset it, then set it up and make new bedroll or something. At least I'll know it works in next colony. Thanks for the update!
I noticed they tend to unload the Bedrolls to the stockpile - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3601078286 but never stock up on them it's always red and Paused
@i love fentanyl ~ I believe it shouldn't need one, but I could be wrong. Let me know if there's any issues with CE
@Hugalafutro ~ It's possible they're out of carry capacity? This happens if they're wearing heavy armour or something, it's on my list to update the invo message for it
https://gist.github.com/HugsLibRecordKeeper/7bd7d5c76c39a45f70462bbc20916628
[Ref ACED7529] at Line 4742
Is it possible these two aren't compatible?
@denil380 ~ Github is probably the best spot, otherwise comments is fine
Having been a user of the original Smart Medicine, it's primary feature I used it for was the custom care mechanic. In that I could keep a patient Pawn on "Doctor care but no medicine" and select the few injuries I deemed worthy of medicine use. This resulted in a reduced use of limited medical supplies. I believe the current iteration of the fix for this bug has now resulted in the unintened behaviour of patients being treated with medicine that the player does not want to be used. I also think that having the game change a pawns Allow Medicine attribute without player input can lead to player confusion.
The current fix does reduce the severity of the bug, as there is no longer the chance of a doctor pawn becoming stuck, or a patient pawn going without any treatment whatsoever. Just that the treatment is of the wrong type.
Case:
-A patient Pawn has multiple injuries and it's Allow Medicine is set to "Doctor care but no medicine"
-The patient Pawn has a select few of these injuries specifically set through the custom care mechanic to use "Best quality medicine".
-A doctor Pawn starts to deal with the tend job.
Result:
The patient Pawn has it's Allow Medicine set to "Best quality medicine" without player input. All of the specified injuries are treated with "Best quality medicine". All of the injuries that were NOT specified to have "Best quality medicine" are now treated with such! This is a separate task action and is not the result of medicine overlap.
you mean what med - herb, ind, etc?
the different from my knowledge is mostly on freedom of what item you want your pawn carry
this mod is more in a original mod way of doing it
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3566334235
@帕鲁帕鲁 ~ Hmmm ok, I'll take a look at that when I get the chance ^.^ Appreciate you letting me know
@Trumpet @Zeta04 ~ Damn, ok, I know what's causing that. Appreciate you letting me know. I'll see if I can get a fix out for it soon