RimWorld

RimWorld

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Pharmacist: Represcribed
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Mod, 1.6
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16 Jul @ 11:48am
27 Jul @ 10:42am
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Pharmacist: Represcribed

Description
Last tested on game version: 1.6.4518

A continuation/fork/successor of the lovely mod Pharmacist, originally created by Fluffy. For a full description of what the mod does, you can consult the original page, but in short: Pharmacist allows you to set the maximum level of medicine that can be used for different severities of injury. Doctors will determine which medicine to use based on the type of wound, the Pharmacist's configured settings, and the target's individually-configured medical care (as in vanilla.)

You can find this mod's source code on GitHub[github.com], under the MIT license. Non-Steam releases can be found here too!

Sprite assets are sourced from Font Awesome 6.7.2[fontawesome.com], under the CC-BY-SA 4.0 license.

Note: If you're using a save that used a previous version of Pharmacist, settings might not migrate cleanly, which could result in some weird behavior. This can apparently be permanently fixed by just changing any setting in the tab though!

Changes to the original
Represcribed makes a number of tweaks and improvements to the original Pharmacist:
  • Population categories have been tweaked to more closely match vanilla designations. "Animal" is now "Tamed animals"; "Guest" is now "Other". Slaves and entities have their own settings that will appear if Ideology or Anomaly are active, respectively.
  • Added an "Ongoing conditions" classification. This includes non-fatal diseases like gut worms and fibrous mechanites, but also includes long-term illnesses like blood rot and asthma. It does not include immunity-based diseases like plague, flu, and infections; Pharmacist still prescribes for those based on severity and immunity gain progress. Otherwise, anything that must be regularly tended will generally fall into this category.
  • Adds a configurable medicine search radius, defaulting to unlimited (as in vanilla.) Doctors will only grab medicine within this many tiles, searching first near the patient and then near themselves; if they can't find any, they'll default to manual care instead.
  • Re-enables a vanilla feature allowing doctors to grab medicine from pack animals if they can't find it anywhere else. This was actually added all the way back in the Ideology days (version 1.3.3159), but Pharmacist's code was never updated to account for it.
  • The "Minor cuts threshold" feature, which treats minor injuries as major wounds if a specific number of them are present, now checks for all infectable wounds instead of just bleeding ones. The previous implementation didn't account for things like burns and frostbite, which are actually some of the the likeliest injury types to cause infections!
    • This feature is also now ignored for pawns that can't get infections, like sanguophages or ghouls.
  • Fixed an inconsistency that caused doctors to always prioritize medicine from their own inventory. In practice, this means that they will now actually seek better medicine depending on the prescribed treatment, instead of using lower-quality medicine that they happen to have on hand. You can still draft tend to force them to use just what they're holding.
  • Replaced all the old icons with a new set sourced from Font Awesome.
    • This is primarily done as a licensing thing; Pharmacist mod was from 2018, and the old icons seem to have had a number of license changes since its publication. Sourcing a modern set seemed like a good idea, even if I'm not convinced they look as good. If I can find better ones, I'll put those in instead.

Aren't there a few existing revivals of Pharmacist?
There are, but none of them really did what I wanted. As far as I can tell, Pharmacist and all of its unofficial updates weren't ever truly modernized, even though they ostensibly worked on newer updates to the game. Some specific glaring issues received fixes on a case-by-case basis, but many long-standing pain points (i.e. diseases like gut worms being treated as minor injuries even though they can seriously hamstring a colony) were never addressed, and nor did the mod ever receive extra functionality to accommodate the DLCs.

So that's why I made this one! Represcribed aims to be a proper modernization - not just a resuscitation to keep it functional across versions. RimWorld's gotten a lot more complex since 2018, so the Pharmacist's advice should too, right?

FAQ
I'm hitting the character limit but these are the important ones:

Where's the configuration menu?
There's a tab for it on the bottom of the screen! Look for the one labeled Pharmacist.

I'm getting an error that the game is trying to load a duplicate package ID. How do I fix that?
Unsubscribe from any other versions of Pharmacist! For compatibility reasons, I've kept the same mod ID in this revival, so any other versions of the mod will conflict.

What happens with blood rot?
Blood rot (along with things like gut worms, etc. -- see the "Changes to the original" section for more info) is treated under the Ongoing conditions classification.

Fibrous/sensory mechanites have upsides. Can we treat those differently than strictly negative conditions?
So there's actually a quirk specifically to mechanites that isn't immediately obvious: tending doesn't remove them any faster. Instead, fibrous/sensory mechanites always have a flat duration, and tending will prevent them from going from the mild pain to intense pain stage. Since those things are the case, and tending doesn't cause the disease to disappear more quickly, they're currently lumped in with the other long-term conditions.

Does this version have automatic blood transfusions?
This was a feature implemented in one of the unofficial continuations of the original mod, but I decided against including it here: I'm not a fan of the way the implementation worked in that version, but more importantly I think it's fallen victim to a bit of feature creep. The only way that the automatic transfusion stuff relates to Pharmacist's main feature is that they both do medically-related stuff. I think automatic transfusions would work fine as their own mod, but I don't really wanna add them here!

Compatibility & troubleshooting
I have not tested compatibility too much, so you're in unmapped waters. I made this fork for personal use, and I tend to run a pretty light mod list. I've tried to keep the code as clean as possible, but if you run into any compatibility issues, let me know and I'll take a look.

If you run into issues, please provide a log somewhere! The Log Publisher from HugsLib mod will automate this for you, but pastebin or something works just fine too. Issue reports without logs will be ignored, as will issue reports with big modlists and no effort made to diagnose the specific conflict. I just don't have the time and energy to try to square dance around this kinda thing. You gotta help me out here!

Contributions
Pharmacist: Represcribed has received contributions from the following people:
  • FerchuDev: Updated Spanish translations

Donations
You can find the Ko-fi link of the original creator, Fluffy, here: https://ko-fi.com/fluffymods. They're the one who made the original mod in the first place!

As for me, I am not in this for the cash and I am never going to stop maintaining things even if I don't earn from them, but if you feel like giving support, I'd be extremely grateful! You can find my own Ko-fi link here: https://ko-fi.com/ceresetal
56 Comments
Ceres et al.  [author] 31 Aug @ 12:48pm 
that's not a terrible idea honestly. what I want more than anything is to add a button in vanilla default medical care menu that opens up pharmacist's settings, but it'd require some hefty refactoring that I didn't want to shoulder through before getting the initial mod out. it's absolutely on my list to move it somewhere other than a tab, though, even if I'm not sure when I'd get it figured out
Station 31 Aug @ 4:20am 
Thank you for taking on this mod and updating it for 1.6, it's greatly appreciated! This is one of the most essential mods in my list.

Would it be possible for you to expose the mod settings in the mod options menu, with toggle to hide the tab on the bottom of the screen to save on space? I noticed a couple of other mods (Such as Dub's Rimatomics with its research tab) do something similar. With how "set and forget" this mod is it would really help not make the bottom menu quite so squished.
Ceres et al.  [author] 22 Aug @ 7:24pm 
I'm gonna probably add this to the FAQ soon, but: not at the moment, as I think it's out of scope with the original mod. that one continuation that *did* feature the automatic transfusion was done via a whole new mechanic that was only tangientally related to the rest of what Pharmacist does, so I wanna avoid getting out-of-scope. it's the kind of thing that I think would fit better as its own mod!
Archangel1313 22 Aug @ 3:59pm 
does this also automatically give blood transfusions without micro managing?
Ceres et al.  [author] 19 Aug @ 1:33pm 
like mentioned below, there's a tab at the bottom of the screen labeled Pharmacist
Semper Augustus 19 Aug @ 1:32pm 
where is the configuration menu? I seem to get bugs where I can't use nedicine at alll sometimes with this mod and cannot figure it out
Ceres et al.  [author] 19 Aug @ 7:31am 
thank y'all for the kind words! I read and appreciate them even if I'm bad at responding ^^;;

@Khaosius it should appear as a tab named Pharmacist on the bottom of the screen
Khaosius 18 Aug @ 7:16pm 
Apparently I'm stupid, because I don't know how to get to the mod's menu in the game.
Draconicrose 16 Aug @ 9:56pm 
"Represcribed" heh funny! Thanks for updating and revitalizing it :lunar2019piginablanket:
Tarkhax 16 Aug @ 12:53am 
So happy to see this mod back and improved, great job Ceres!