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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.722 MB
11 Sep @ 10:18am
29 Sep @ 10:49pm
4 Change Notes ( view )

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Smart Medicine

Description
⚕️ Smart Medicine Legacy

A continuation of the popular Smart Medicine mod by legendary developer Uuugggg, updated for RimWorld 1.6 compatibility. Features intelligent medicine management, field tending, surgery optimization, and inventory management. Original mod by Uuugggg, maintained and enhanced by the community.

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📖 A Story You Might Recognize


"Alright, that raider base was tough, but we killed them all and we can recover here for a day"

"I'm going to rest until healed"

"I will patch up that wound for you"

"Good thing we brought medicine on the caravan, because this looks bad"

"Oh, no, I'm not going to use that medicine, it's all the way on the pack animal! Let me just cover your wound with my hands"

"No wait, I have medicine, please u—"

"I WILL COVER YOUR WOUNDS WITH MY HANDS"

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✨ What This Mod Does


Has this ever happened to you? Smart Medicine Legacy makes your colony smarter about medicine use:


🩺 Doctors will use medicine from their inventory. What a concept!
• Intelligent medicine. Doctors automatically pick the right medicine for every wound.
• Manual override – one click in the Health Tab lets you instantly force a new choice.
• Manual recalculate feature – one click in the Health Tab forces doctors to instantly re-check and choose the right treatment instantly.
• An option to tend patients in the field - if there are no beds available, or just always.
• An option to use minimal medicine for non-urgent wounds, or none at all.
• An option to use cheaper medicine, if it will do just as well ( due to doctor skill, bionics, medical bed, etc. ) Note this doesn't affect surgery.
• Doctors can also use medicine from the patient's inventory, or anyone else on the map, even pack animals brought on a caravan.
• Multiple doctors can reserve the same stack of medicine

🎒 Smart Inventory management
• Keep doctor inventories stocked with the right medicine types automatically. The Gear Tab has Settings for each Colonist.
• Support for stocking bedrolls, making your caravans and expeditions much easier to manage.
• Stock anything you want 😊
• Force stock up. A lightning button in the Gear Tab makes pawns instantly grab supplies when you need them right now.
• Copy/Clear loadouts - clone stock settings from one pawn to another, or wipe them clean with a single click.
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🛠 Compatibility


No new game required – safe to add or remove from existing saves.

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🙏 Credits


All credit goes to Uuugggg for the original concept and implementation.

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Original Developer: Uuugggg
Original Mod's GitHub[github.com]
SML's GitHub[github.com]
Original Mod's Steam Workshop page
Popular Discussions View All (1)
6
30 Sep @ 12:34am
PINNED: Bug reports
Ayo
15 Comments
Ayo  [author] 30 Sep @ 12:31am 
@bad231 thanks for reporting, that freeze when mixing individual/weak medicine choices should be fixed in the latest update
Ayo  [author] 30 Sep @ 12:24am 
FIXED:
- manual medicine selection (no more pawn freezes)
- bare-hands tending now truly bare-handed
- critical injuries prioritized correctly
- field tending + temp beds more reliable
- stock-up % logic
- item selection & FPS drops in “stock anything” window resolved
- sync issues
- other minor fixes

UPDATED:
- stock-up logic reworked: items stay listed (0 no longer unchecks, dropping doesn’t uncheck). Use icons/checkboxes to clear. Numbers via arrows or typing
- removed stock limits (bedrolls & more)
- performance + UI improvements

NEW:
- intelligent medicine
- recalculate button: force instant re-eval on health tab
- settings: intelligent med toggle (default), auto-return excess items, verbose logging [DEV], reset to defaults

Full list and more detailed info within change notes
Meme Goddess 27 Sep @ 5:42pm 
@Ayo ~ Heyo ^.^ I'm the maintainer of the continued version of Smart Medicine. I see you've made some pretty cool changes. If possible, could you contribute to my version of the mod instead of releasing another version? I'm very active with checking and merging PRs.

With Uuugggg's passing, and his mother's permission to do so, I've been trying to keep all of his mods updated and in one place to preserve his legacy. You seem to have an interest and skill in modding, and I would love any and all help with it. Feel free to send me a friend request ^.^
bad231 15 Sep @ 2:41am 
In your environment, if you specify a weak medication for the individual and a drug that is resistant to one injury, even if both medications are available, the doctor's pawn will end up in [standing.]. The game's TPS will also be significantly reduced. If you specify a drug that is resistant to individual pawns, treatment will begin with that drug. That's what happens even if you turn off all the settings. I tried using the MOD with the minimum configuration and it was the same.
Ayo  [author] 14 Sep @ 12:40pm 
I bet you haven’t peeked at the mod settings, have you? 😉 Additional features you might have missed. "Use minimal medicine for non-urgent care" setting - this automatically uses weaker medicine for non-bleeding, non-infecting injuries. "No medicine for non-urgent care" setting - this skips medicine entirely for minor injuries
Ayo  [author] 14 Sep @ 12:39pm 
@bad231 Hi. I've investigated your claim and can confirm that the mod is working correctly. Let me to explain how injury-specific medicine actually works: when you right-click an injury and select a specific medicine type, the mod does respect that choice. However, there's an important detail. The mod uses the HIGHEST care level among all injuries being treated simultaneously. As an example: If you set "Herbal medicine" for a minor cut but also have "Best medicine" (e.g. uses default assigned to pawn) set for a gunshot wound -> the mod will use "Best medicine" for BOTH injuries. This happens because RimWorld treats all injuries in one tending action, you can't use different medicine types on the same patient at once. It prevents situations where a critical injury gets herbal medicine
bad231 14 Sep @ 3:41am 
You can right-click an injury or illness to select a medicine. When you select it this way, could you please make it ignore the medicine that is assigned to each character? I'd like to use weaker medicine by default and only use stronger medicine when necessary.
Ayo  [author] 13 Sep @ 1:58pm 
FIXED:
- harmony.log.txt appearing on desktop not when DevMode is enabled
- pawns freezing/standing motionless when carrying specific items (bug report)
- no more fighting with hauling/dropping
- inventory conflicts - another complete system overhaul for stability

UPDATED:
- job priority with proper native game integration

NEW: Force stock up feature
- lightning button in Gear Tab for instant item gathering. Click to make pawns immediately stock up items. Perfect for emergencies when you need supplies right now. Only appears when there are items to actually stock

NEW: Dual-count display
- see exactly what's available vs reserved. Native count shows total items (e.g. Steel x6). Reserved count shows your stock targets (e.g. [3/4]) in yellow. Smart UI that adapts to long item names
Ayo  [author] 12 Sep @ 1:21am 
@DuckGoosebear PrairieDogLover Thanks for the feedback, glad it’s working well for you :steamhappy:
Ayo  [author] 12 Sep @ 1:18am 
@Nowhere Hey. Appreciate you sharing this. I haven’t reviewed that fork and can’t comment on its internals. We may have different visions and technical approaches, and that’s fine. If you want something specific, explain what should be adopted. Hope you enjoy the mod