RimWorld

RimWorld

Smart Medicine - Continued
332 Comments
Ranger Dimitri 2 Nov @ 8:33pm 
You're welcome! Hopefully you can figure out the problem with it.
Meme Goddess  [author] 2 Nov @ 4:08pm 
@Ranger Dimitri ~ Oh perfect, ok, I'll take a look at it
Ranger Dimitri 30 Oct @ 3:28am 
Sadly no. But it seems to be an incompatibility with Sensible Bed Ownership. Rovstam mentioned it in a discussion and it actually led me to figure this mod being in conflict with it and figure out the issue.
Meme Goddess  [author] 30 Oct @ 12:35am 
@Ranger Dimitri ~ Hmmm ok, can you post the error log with HugslibRecordKeeper? A modlist exported with RimSort via rentry would be extremely helpful as well
Ranger Dimitri 28 Oct @ 12:13am 
Sweet of you to offically continue the mod, sadly got a problem where using this mod with some other's in my list for one reason or another causes the game to not properly load after initializing. Would share the error log but too large to share it via pastebin or the like.
Lady Vykeen 26 Oct @ 10:32pm 
@Meme Goddess thanks for your reply! Also sorry I don't know WHY I didn't do this before commenting but I disabled the mod and tested it and I'm still getting the problem. So it must be a different mod after all (:
Meme Goddess  [author] 26 Oct @ 8:50pm 
@Lady Vykeen ~ That's really weird O.o I've never had that issue before. It's possible it's a mod conflict? A mod list (exported with RimSort via rentry) would be helpful, and possibly a save file where it's just about to happen. I'll look into it
Lady Vykeen 26 Oct @ 8:39pm 
I'm not sure if this mod is the cause as there are no errors in the log, but my caravan will drop all their medicine and some other things like tents at the edge of the map when they leave a map. I keep losing lots of stuff. It started happening when I started using the 'stock up' settings but I don't know if that's just a coincidence or not. Has anyone else had this problem?
Meme Goddess  [author] 26 Oct @ 4:00pm 
@(UA)Legion ~ Yeah, is perfectly fine to add to an existing game
(UA)Legion 26 Oct @ 2:45pm 
Hi, I can add a mod to an existing game, right?
RedHerbs 26 Oct @ 10:08am 
I'll do some testing either later this evening or tomorrow and get back to you
Meme Goddess  [author] 26 Oct @ 9:21am 
@RedHerbs ~ Hmmm, interesting. The fix works by overriding the default care, but then changing it back to the original afterwards. I'm not sure why in your case it's keeping it, will need to do some testing. Does the fix work perfectly if there's only 1 thing they're tending?

@denil380 ~ Github is probably the best spot, otherwise comments is fine
denil380 25 Oct @ 1:00am 
Thanks for carrying the torch of Uggggggg works. How and where to post bug reports without crowding discussion or comments? You mind I email it to you? Any other avenue of comms?
RedHerbs 24 Oct @ 7:36am 
My thoughts:
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.
RedHerbs 24 Oct @ 7:36am 
The error (10 jobs per tick) is now fixed. However there is now unusual behaviour.

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.
Meme Goddess  [author] 23 Oct @ 11:39pm 
Have released a new fix for the below issue, verify your game files to get the newest version. Let me know if it's still happening
Meme Goddess  [author] 22 Oct @ 7:53am 
@RedHerbs ~ Ugh, that's still happening? Thanks for reporting, thought I fixed that already ^.^
RedHerbs 21 Oct @ 7:05pm 
Assigning a pawn's "Allow Medicine" in the health tab as a low tier medicine such as "Doctor Care, but no medicine" or "Herbal Medicine or worse"; then assigning a specific injury to use a higher tier than in "Allow Medicine" will result in the job tick error that @Ro commented the log for. ie. 10 jobs in one tick. This results in the Doctor Pawn either not performing treatment, or perpetually stuck in the Standing state.
Meme Goddess  [author] 7 Oct @ 11:55am 
@Melyn ~ As in using the custom care feature to set med care for specific injuries?
doesnt work, unlike the original despite changing the settings. my doctor goes straight for glitterworld medicine to tend pawns who had fist fist fight...
This recently started causing an issue and npcs would get stuck loading medicine onto shelves.
veoba 27 Sep @ 6:08am 
@hamed91211173
you mean what med - herb, ind, etc?
hamed91211173 26 Sep @ 11:39pm 
@veoba
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
veoba 26 Sep @ 12:41pm 
Meme Goddess  [author] 26 Sep @ 5:48am 
Got a fix out for the performance issues, had to disable the feature of it not unloading stocked up items when returning home. Will have to reimplement the feature later on when I have more time to deep dive into the performance of it ^.^ Am currently out of the country, so don't have my dev environment


@帕鲁帕鲁 ~ Hmmm ok, I'll take a look at that when I get the chance ^.^ Appreciate you letting me know
帕鲁帕鲁 26 Sep @ 4:46am 
I also encountered a situation of freezing, but it only occurred when I wanted to perform a surgery to install new components on Aya's Pawn (version 1.5), including this mod and another 'continue' version from the workshop (3566334235). However, using the original mod did not result in this situation (Machine Translation)
Meme Goddess  [author] 25 Sep @ 2:31pm 
@Ro ~ Ah yep, been working on a fix for that bug.

@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 25 Sep @ 1:26pm 
@Meme Goddess I change the regular medicine you start with at the beginning to “allow,” set the punched pawn’s care to herbal medicine, and after the punches I right-click the wounds to switch them to regular medicine, which causes tick errors to appear when the doctor tries to tend the wounds.
Trumpet 25 Sep @ 12:52pm 
SmartMedicine.DontUnloadAfterArrriving_Patch:InjectStockUpSettings is showing under the Harmony Transpilers tab in Performance Analyzer as the main culprit from what I can see
Zeta04 25 Sep @ 11:06am 
Can also confirm the heavy lag in my case - my TPS would drop from 200+ to less than 60 after a certain threshold I unfortunately can not recall, and taking smart medicine from my modlist brings the performance back to normal. In my case, Average Per Tick for Verse.Pawn_InventoryTracker would continue to swell each time I reload, from a somewhat playable 3ms to over 20ms, and I recalled seeing a harmony patch called do not drop medicine or sth similar contributing to most of the swell, though I can not seem to recall its full name.
Meme Goddess  [author] 25 Sep @ 4:05am 
@HazeyInDaHead ~ Lol, so used to things being a mod conflict that I kinda glazed over that.

@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
baconizerfordays 24 Sep @ 3:32pm 
I REALLY REALLY REALLY REALLY REALLY REALLYYYYYYYY
HazeyInDaHead 24 Sep @ 10:58am 
Lol Ro so nice, you already gave them a list in your op and instead you just post it like they ask ...


@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.
Bongus 24 Sep @ 10:46am 
This mod causes an enormous amount of slowdown and lag while I don't remember the original mod (on 1.5) doing such a thing. I used the performance analyzer to find out that it was specifically this mod exclusively bogging down my tickrate. I love the functionality this mod provides but it makes the game almost unplayable.
Ro 24 Sep @ 10:23am 
Meme Goddess  [author] 24 Sep @ 1:22am 
@Skarus ~ A mod list would be helpful, because then I could debug it ^.^

@Ro ~ Yeah, I'd need a mod list (exported with RimSort via rentry) to debug any issues
Skarus 23 Sep @ 8:38pm 
For some reason this mod tanks my frame rate (added it to an ongoing save; removing it and reloading fixes the problem). Not sure how to debug this further though.
Ro 23 Sep @ 9:47am 
@Meme Goddess I just start a dev quick test because the same error occurred in my previous save file. I tried to find out why it happened by letting one colonist get hurt so the doctor could treat them, but the error occurred again.
Meme Goddess  [author] 23 Sep @ 4:53am 
@Ro ~ I'd need to know how you got it to happen, possibly a save where the issue is happening would be helpful as well ^.^

@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 ^.^
DaGangstaPanda 23 Sep @ 2:36am 
Hey, just to let you know, after I opened an ancient storage, Smart Medicine murdered my tps via Verse.Pawn_InventoryTracker. It was averaging 75ish % of resources used and 7.521 ms per tick due to a higher average per tick and an obscene number of calls. Log was completely fine, no error, no nothing.
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
Ro 21 Sep @ 3:37am 
I got a job tick error while only having this mod, Harmony, and RimWorld Core + DLCs active. I already tried resubscribing to both mods and verified the RimWorld files, but it didn’t help. I’ve uploaded the debug log error here: https://rentry.co/tte9t6t6 - could you help me?
Rovstam 19 Sep @ 6:38am 
Alr goddess. Thank you for the work.
Joker 19 Sep @ 6:25am 
@Meme Goddess ~ Okay, thank you. I updated the mod and it's now working fine
Joker 19 Sep @ 6:20am 
@Meme Goddess Okay, could you please take a look https://rentry.co/hkw7cuw6
Meme Goddess  [author] 19 Sep @ 6:19am 
@Joker ~ The fix is released. If you verify your game files, it'll force it to download it ^.^
Meme Goddess  [author] 19 Sep @ 6:14am 
Ah interesting, I know what's happening there. Surprised something is using it, that's also really annoying to fix though. For now, I can patch the error, but will probably need a mod list from you to fix the underlying issue. Could you please send me your mod list via RimSort > Export > Rentry.co? ^.^
Joker 19 Sep @ 6:12am 
@Meme Goddess When I only load this mod and RimHUD, there are no issues. However, since I use a large number of mods, it was working fine before this version update. After the update, when I click on an injured person, RimHUD shows an error and exits. When I temporarily disable this MOD, RimHUD can be used normally

[[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)
Meme Goddess  [author] 19 Sep @ 6:01am 
@Joker ~ I don't get that error. Does the issue happen with just this mod and RimHUD loaded?
Meme Goddess  [author] 19 Sep @ 5:59am 
@Joker ~ Thank you, I'll take a look ^.^
Joker 19 Sep @ 5:57am 
It seems to conflict with RIMHUD after the update. When I click on an injured enemy, it gives an error.