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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