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@denil380 ~ Github is probably the best spot, otherwise comments is fine
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
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3566334235
@帕鲁帕鲁 ~ Hmmm ok, I'll take a look at that when I get the chance ^.^ Appreciate you letting me know
@Trumpet @Zeta04 ~ Damn, ok, I know what's causing that. Appreciate you letting me know. I'll see if I can get a fix out for it soon
@Ro ~ I'm really confused how you're getting that error, as I don't get it. Is it just whenever you have a pawn that is injured?
@Bongus ~ Since you're already using Performance analyzer, what is the specific thing causing the slow down? I haven't been able to find anything causing an issue
@memegoddess, really appreciate what youre doing and maybe slow down and read everything being typed out, Ro told you it was just your mod and the DLCs in their short first comment.
Im getting the same issue after hours of dubs analyzer profiling, it was smart medicine job tick taking all the performance from the game, albeit I have 200 mods, its nice to know somebody already did the hardwork here.
@Ro ~ Yeah, I'd need a mod list (exported with RimSort via rentry) to debug any issues
@DaGangstaPanda ~ Hmmm, I've never run into that issue, it sounds like something might be conflicting with it. I'd probably need a modlist (Exported via RimSort to rentry.co ), and a save file where the issue is happening would be extremely helpful as well ^.^
Had 180 tps on max speed, when I removed the mod based on a redditor suggestion, it went way up to 400, and the Verse.Pawn_InventoryTracker went back to normal levels
[[RimHUD v1.17.5 Auto-deactivation report]] Error building widget 'HealthCondition'
Method not found: System.Collections.Generic.Dictionary`2<Verse.Hediff, RimWorld.MedicalCareCategory> SmartMedicine.PriorityCareComp.Get()
Stacktrace:
[Exception] Error building widget 'HealthCondition'
at RimHUD.Interface.Hud.HudWidget.Build (RimHUD.Interface.Hud.HudArgs args)