RimWorld

RimWorld

296 hodnocení
Choose Your Medicine
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Ocenit
Přidat do oblíbených
Oblíbeno
Odebrat z oblíbených
Mod, 1.3, 1.4, 1.5, 1.6
Velikost souboru
Přidáno
Aktualizováno
2.052 MB
22. úno. 2023 v 6.08
22. srp. v 3.40
Poznámky ke změnám (30) – zobrazit

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Choose Your Medicine

Popis
First things first: This mod is (heavily) inspired by Pharmacist by Fluffy and Smart Medicine by Uuugggg. So credits to both authors!

Clarification: In vanilla (and in this mod) you do not set which exact medicine should be used, but which MedicalCareCategory.
A MedicalCareCategory defines the best medicine allowed and includes any medicine that is worse.
I use both terms as synonyms, to keep the text/previews simple.



Description:
The mods aim is to reduce micro managing medicine to a minimum and to save higher quality medicines by using them only if necessary/wanted.

  • New main tab gui: You can set which medicine to use at different (customizable) stages for each tendable hediff/disease.

    • There are different tabs for pawn categories, e.g. colonists, neutral faction, colony animals and so on.

    • Each pawn category contains all tendable hediffs, but it is possible to hide the ones that you feel should not be listed (e.g. animal flu in the colonists tab).

    • Hediffs are grouped by severity/immunity/total tend quality

    • It is possible to set the exact order of medicines a doctor should try to use (detailed view)

    • Possibility to refresh the hediffs list which will remove hediffs that are no longer in the game and add those that are not in the list yet (if you added/removed mods)

    • Settings are saved globally, not per savegame.

    • A small button at the top middle of the gui that opens the mods mods options.

    • Mod setting to not show the tab in the bottom bar. The mods gui can be opened from the mod settings page as well.

  • Assign medicine in a pawns health tab: You can assign medicine to every tendable hediff of a pawn ("once" or "until hediff is gone") which then applies only for that specific pawn and that specific instance of the hediff and does not consider the gui/player settings.

  • Operations: Specify which medicine may be used for operations and two additional options.

  • Amount of medicine a colonist can carry: You can adjust the amount in the mod 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.

If you use mods that add new medicines I recommend using Mod Medicine Patch by Aeon. I made sure both mods work together.


Performance:
You can see the performance impact in one of the preview pictures.

The 30% increase for tendings may sound much, but as they happen really rare (compared to 60ticks/s) and are not that performance heavy at all, you should not notice the increase.

All in all you should not experience a noteable impact on performance. Please tell me if I am wrong (including the scenario), so I can investigate!


Bug reporting:
Please post reports in the "Bugs and issues" discussion.


Compatibility:
  • Most likely incompatible with mods that change the way the game defines which medicine should get used for tendings/operations/on caravans.
    E.g. "Pharmacist", "Smart Medicine"

  • Mods that change the pawns health tab gui may cause a soft incompatibility so that it is not possible to assign medicine manually as the button does not appear.
    E.g. "Compact Hediffs". I do not use the mod, but I took a glance at their code to see what would be necessary for a patch.
    I think a patch on their side makes more sense and I will happily provide what is necessary if the author wants to make a patch.

  • Built in compatibility for Mod Medicine Patch.


Adding/removing from save:
Should be absolutely no problem. You may get a red error after removing, which is harmless.


Else:
Source of the mod is included.

Credits and Thanks to:
Ratzinger for beta testing and giving feedback.
Brrainz for Harmony.
Uuugggg for Smart Medicine and Fluffy for Pharmacist.
Dubs for Dubs Performance Analyzer.
Roolo for the post in the ludeon forum for a example how to target a nested? method
Marnador for the RimWorld font, used in the preview pictures.
Tynan and Ludeon for RimWorld. Some of the textures/parts of the previews are modified versions of vanilla textures.

License [creativecommons.org]
Populární diskuze Zobrazit vše (4)
75
1. srp. v 8.46
PŘILEPENO: Bugs and issues
Kopp
7
11. čvc. v 9.11
1.6 - Possible conflict w/ Priority Treatment
moo
1
27. dub. 2024 v 7.42
PŘILEPENO: Feature requests
Kopp
Počet komentářů: 335
Kopp  [autor] 2. říj. v 8.22 
@IVAN
I guess.
IVAN 2. říj. v 7.10 
compatible with more injuries?
Kopp  [autor] 28. zář. v 4.38 
@BeaThePANcake
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".
BeaThePANcake 27. zář. v 23.22 
would LOVE to see a stock up feature in this mod, so it works even better with more injuries
DawnsGlow 26. zář. v 2.01 
Feature Request : A separate medicine choice column for xenogerm implant, set to industrial medicine by default.

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.
Kopp  [autor] 22. srp. v 3.43 
@Mad Cake
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.
Mad Cake 22. srp. v 2.01 
Is there a way to set some modded medicine in medicine categories? I have tribal medicine installed, and that medicine counts as industrial medicine, and that is illogical.
Azure 16. srp. v 4.24 
Get it,thank you!
Kopp  [autor] 16. srp. v 1.57 
@Azure
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.
Azure 16. srp. v 0.43 
The vanilla setting