RimWorld

RimWorld

Drug Response
61 kommenttia
Do0m[y] 1.10.2020 klo 12.45 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Mlie 13.8.2020 klo 11.35 
Since Pelador has announced their retirement from modding I made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2196401201
Hope it helps anyone!
Ælianthe 9.8.2020 klo 10.14 
@DisKorruptd
Pharmacist by Fluffy is what you want. It does litterally just that and then some, like the ability to set security thresholds to treat diseases/wounds as major/life-threatening even tho the game wouldn't normally consider them as such. A pawn with multiples small bleeding for example is not technically a medical emergency, but Pharmacist lets you treat him as such.
Work VERY well with Medical Supplements and Apothecary, altho you may need Mod Medicine Patch for it to work properly (dunno why you wouldn't use that one tho, haven't tested without)
DisKorruptd 10.7.2020 klo 0.12 
is there a variation of this that makes medicine used responsibly? you dont need glitterworld medicine for that bruise, save it for a cracked rib, a Sterile Cotton Bandage will do (or Herbal Medicine if you arent using the Medical Supplements)
Pelador  [tekijä] 24.6.2020 klo 5.08 
@Gariba

That is as per design.
Gariba 23.6.2020 klo 19.08 
So, I've had an issue for some time... Even though pain relief using surgery bills is set to off, my pawns keep getting bills to administer drugs if they happen to be sleeping at the time the schedule tells them it's time for their meds
Pelador  [tekijä] 21.6.2020 klo 11.55 
@Strakarix

They will continue to take medications even when immunity is reached as some drugs will still aid recovery. But there is also an option to turn off this behaviour so that once immunity is reached they will stop taking drugs.
UndeadChoya 21.6.2020 klo 7.20 
Would there be a way to prevent colonists taking malady responses when they have already recovered? I'm getting people wanting to take their response drug even though they've developed immunity to infection or plague. :steamfacepalm:
Lurmey 13.6.2020 klo 18.44 
Hey Pelador, would it be possible to have the Malady list include the hediffs from Death Rattle? (i.e. Oxygen Deprivation, Coma, etc) I'd like to be able to automate the process of helping recover from these, like for instance when an animal's neck is injured (but not destroyed!) such that they can no longer breathe, it'd be nice to have them automatically acquire a bill for certain drugs that increase breathing (like Nettle Tea from Apothecary).
Pelador  [tekijä] 10.6.2020 klo 11.50 
@Dess

Headaches and migraines essentially cause pain so are effectively treated by pain medication.

Condoms are not a cure for STDs, they are a usable item that can be applied during love making as a preventative measure. Details of the use of condoms can be see on page 8 of the Medical Supplements PDF notes.
Most Definitely a Mimic 10.6.2020 klo 10.06 
I have notices a few Maladies not showing up in the list as well as certain drugs.
Headache doesnt show up and also i cant assign use of condoms for minor STDs from Common ailments
Pelador  [tekijä] 4.6.2020 klo 16.28 
@Cpt. Lumey

Just to emphasise, it wouldn't have prevented pawns carrying inventory, i.e. there is no code to stop manual inventory or to remove drugs from inventory in DR. The correction was to ensure that where numbers had been provided that that number is now taken for later use on responses that are not surgeries. This is how it is intended to work in vanilla.
Pelador  [tekijä] 4.6.2020 klo 16.15 
@Captain Lumey.

Not wrong, now corrected.

Before it was unfortunately checking to see if the policy was "scheduled" (which of course due to synergy with the policies meant that the jobs never enacted), now for responses that are NOT surgeries an inventory amount will be taken for use later as per the policy number set.
Lurmey 4.6.2020 klo 11.51 
Does this mod add or change the "Take to Inventory" column in the drug policies? It seems that if that's set to 0 people won't hold any drugs in their inventory even when manually told to do so via the context menu. Not sure if it's due to this mod but it's my best bet.
CancerTherapy 29.5.2020 klo 7.51 
Holy cow that was quick, you really do care about your "customers" Thank you very very much sir!
Pelador  [tekijä] 29.5.2020 klo 4.00 
@Update

DR will now allow you to equally apply drug responses for prisoners. Note the new options to allow for this.

Maladies now have (optionally) up to two responses that can be applied to them.

Please see updated PDF for further details.
CancerTherapy 27.5.2020 klo 0.31 
Hello,
I've been looking for easier way to get my colonists to eat ibuprofen (VGP) when they got mechanites, food poisoning or whatever painful stuff and this mod works wonders for me, I'm very very thankful for your work.
One thing, would be possible to add same policies for prisoners?
Thanks and have a good day :)
Pelador  [tekijä] 22.5.2020 klo 7.19 
@NRFBToyStore

https://discord.gg/S4bxXpv (MP Discord)
NRFBToyStore 21.5.2020 klo 15.20 
@Pelador I saw you updated a few mods for MP...QUESTION, is there an "easy" way to filter MP compatible stuff? I play 400 mods regular (STABLE, give or take a few late game race weirdness here/there), but would totally do like...60 mod multiplayer with a friend. BUT, how does one go about making such a list??? :)
Pelador  [tekijä] 21.5.2020 klo 13.59 
@Update

Reinstated MP compatibility
Pelador  [tekijä] 13.5.2020 klo 14.17 
@Update

Compatibility with vanilla Anesthetic as a malady type to respond to. Except it will not respond here until the pawn is conscious again. This allows you to take the likes of smelling salt capsules and smelling salts to alleviate the effects of the anesthesia.
Pelador  [tekijä] 13.5.2020 klo 14.14 
@Aerostar

Yes to prevent.
AerosAtar 8.5.2020 klo 12.30 
@Pelador Ok, cool. Do I need to set it to Yes or No in order to prevent the overuse of medication? What are the consequences of doing so? (The description indicates there could be some, but without an example I'm at a loss as to what the problem could be).
Pelador  [tekijä] 8.5.2020 klo 12.20 
@Aerostar

It is yes.
AerosAtar 8.5.2020 klo 12.11 
@Pelador Is that the "Respond when immunity reached" setting? The description isn't entirely clear (at least to me).
Pelador  [tekijä] 8.5.2020 klo 12.00 
@Aerostar

There's an option for that if I recall.
AerosAtar 8.5.2020 klo 1.25 
@Pelador Ok, I patched the painkillers myself and that all works fine. I've hit another potential issue though - my pawns continue taking medications assigned to a malady even after developing immunity and they continue doing so (at the specified interval) until the illness Hediff gets removed. Shouldn't they stop taking the medication once they become immune?
AerosAtar 7.5.2020 klo 16.42 
Ah! Thanks! I guess I missed that part when I read it over before. :fhappy:
Pelador  [tekijä] 7.5.2020 klo 16.11 
@AerosAtar

Please read PDF guidance notes as to how to make pain medication identifiable from mods.
AerosAtar 7.5.2020 klo 11.32 
@Pelador The Pain Response AI doesn't recognise the painkillers from Medical IVs https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1424438685 but the Malady Response AI *does* recognise the antibiotics from the same mod. Is there an easy fix for this?
Pelador  [tekijä] 4.5.2020 klo 20.17 
@Kov

Good luck
Kov 4.5.2020 klo 20.17 
In fact the same problem is mentioned in the comments of that mod, huh...
Kov 4.5.2020 klo 20.15 
I just realized that Vanilla Textures Expanded - Mod Expansion (which is not technically an "official" VE mod) mentions adding an icon for "Drug Response - By Drgn! Netrve", and it is indeed the mod causing the conflict, so maybe the issue lies somewhere there.
Pelador  [tekijä] 4.5.2020 klo 20.08 
@Kov [cont...]

So some other mod must be changing the values. This could be the VE icon mods? or the other utilities mods you mentioned.

If you do manage to find out which one then please let me know.
Pelador  [tekijä] 4.5.2020 klo 20.06 
@Kov this is the default def value:

<MainButtonDef>
<defName>DrugResponse</defName>
<label>Drug Response</label>
<description>Colonist AI controls to administer drugs</description>
<tabWindowClass>MSPainless.MainTabWindow_DrugResponse</tabWindowClass>
<order>100</order>
<minimized>True</minimized>
<iconPath>UI/Buttons/DrugResponse</iconPath>
</MainButtonDef>
Kov 4.5.2020 klo 9.25 
Hi, when using this mod with some others, the following error will show up:

XML RimWorld.MainButtonDef defines the same field twice: iconPath.

Field contents: UI/Buttons/MainButtons/IconDrugResponse.


Here are my logs, using only this mod, Vanilla Expanded and some utilities:

https://gist.github.com/HugsLibRecordKeeper/08e55be36c46c738604ecc2418cedff5
Pelador  [tekijä] 2.5.2020 klo 20.54 
Will consider the suggestions when there is time available to do so. Further details why on my Discord channel.
NRFBToyStore 26.4.2020 klo 17.56 
@Ugh Zug Yea, a "priority treatment" list would be nice. Like "Food poisoning", take "pepto", if not avail, take "veg soup", if not avail, take "ginger tea". Just a 1-2-3.

I think the recommended list would be interesting, just a process to pull any item that affects heddriff-X and put in list. That's basically what Medicine tab does for stats. Good ideas!!!
Ugh Zug 10.4.2020 klo 0.18 
Suggestions: secondary dosing option if the first isn't available.

Also some drugs don't actually list the exact conditions they treat on their info panel and the list can be quite expansive. Is there any chance of getting malady recommendations for treatment options rather than a huge list?

Option to use items like Antibacterial Wipes and other beneficial items before a surgery automagically if available.

This is likely outside of the scope this mod but consider adding an alternative to "Smart Medicine"


Pelador  [tekijä] 28.3.2020 klo 13.08 
@Update

Adds additional compatibility with Apothecary: Henbane additions.
Rabe 24.3.2020 klo 0.38 
Thank you a lot for everything. :)
Pelador  [tekijä] 23.3.2020 klo 16.59 
@Update

Added a response for Fatigue in Common Ailments mod
Pelador  [tekijä] 18.3.2020 klo 22.45 
@Rabe

Its a future consideration to be able to export settings and be able to reload them.
Rabe 18.3.2020 klo 21.39 
I love your mod and I read the pdf. So I realized the possibility to set more than one malady. But a few days later I forgot my own settings *shame* Is there a possiblity to see older settings?
Pelador  [tekijä] 18.3.2020 klo 8.28 
@nhatanh0475

Please read the provided PDF that explains these things.

https://www.dictionary.com/browse/maladies
nhatanh0475 18.3.2020 klo 8.13 
If I don't allow my pawn to use drug. Does this mod force them to use it? Do I have to open drug policy to accept all drug? Does 1 in 5 day from Vanilla conflict with this mod?
nhatanh0475 18.3.2020 klo 8.11 
What is Maladies????
Pelador  [tekijä] 3.3.2020 klo 18.01 
@Update

Added harmony dependency

Changed main button to a graphic and reduced size.

Added days metric to period sliders.
Pelador  [tekijä] 3.3.2020 klo 17.59 
@Chaos Legion

When I get more time will investigate.
Chaos Legion 25.2.2020 klo 3.24 
Scrolling mouse wheel with drug responce window opened makes font size in that window change for me. Weird stuff.