RimWorld

RimWorld

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Choose Your Medicine
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.051 MB
22 Feb, 2023 @ 6:08am
11 Jul @ 9:39am
29 Change Notes ( view )

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Choose Your Medicine

Description
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]
Popular Discussions View All (4)
7
11 Jul @ 9:11am
1.6 - Possible conflict w/ Priority Treatment
moo
75
1 Aug @ 8:46am
PINNED: Bugs and issues
Kopp
1
27 Apr, 2024 @ 7:42am
PINNED: Feature requests
Kopp
323 Comments
xiaotaidouxx 1 hour ago 
Hi @Kopp,
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 :)
Kopp  [author] 4 Aug @ 10:28am 
@Annabellee
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 ;)
Gerewoatle 4 Aug @ 9:29am 
@Annabellee - As much as I'd like to see that mod return in some form, I'd rather it not be tied directly to another mod, but released as a standalone.
Annabellee 4 Aug @ 8:34am 
I'm not sure if you would be open to this, but could you add something like Mod Medicine Patch https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1430084631 to this as well?
DawnsGlow 3 Aug @ 5:41am 
@kopp : I get it now, thanks for the explanation
Just 1 Aug @ 11:14am 
@Kopp, in IRL we would hang out in bar :D
Kopp  [author] 1 Aug @ 10:01am 
@Just
You are welcome!
Just 1 Aug @ 10:00am 
Either way, thanks for helping with investigation (:
Kopp  [author] 1 Aug @ 10:00am 
@Just
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...
Just 1 Aug @ 9:58am 
Update: pure vanilla in the same circumstances allows to tend...
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.