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Drug Response (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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13 aug 2020 om 11:32
20 jul om 11:03
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Drug Response (Continued)

In 1 verzameling van Mlie
Mlie's resurrected mods
922 items
Omschrijving

Update of peladors mod
https://steamproxy.com/sharedfiles/filedetails/?id=2002963487

- Added support for Medicines+ Thanks Sky!
- Added German translation, thanks Erdnussbrot
- Made the menu-icon fit in better
- Added support for Remedies Thanks Arcanant!
- Added patch for Medicine Expanded, thanks ThatBartGuy!
- For detailed description, download the PDF[github.com]



[discord.gg]
[github.com]



Overview
V1.1

Drug response is a QoL tool that allows you to configure AI tools for your colonists to respond to pain and various maladies or conditions.


Details


The mod is explained with the following PDF:

Drugs response notes PDF[1drv.ms]


Note the features added in this mod are intended to embellish the existing vanilla drug policy process and not replace it, and there is some synergy afforded to the use of drug policies. It is important, therefore, that colonists are assigned with up to date drug policies to be able to make use of the process.

Where new modded drugs are added part way through a save game please ensure to update your colonists with a new policy, this is to ensure that all the new drugs applied have a valid entry in the currently assigned colonist policies. New games starting with drug mods will be fine and not require an update to the pawn drug policies.

This problem now solved with the mod: Drug Policy Fix

(Hopefully it goes without saying that if a drug isn't accessible to the colonist on their map then a response will not be attempted/triggered.)

Pawns will also respond to taking drugs for illnesses (where set) on caravans. But this requires the caravan to also have the appropriate drug for the response.

It also works alongside Pharmacy mod which addresses the priority of medicine used in tends, this mod introduces "additional" drug use to the tend process (if relevant) and does not effect tends themselves.

Though where maladies normally require tends any drug response would be best performed as surgery bills instead of tasks in the settings, though either option has capabilities. The bill process sometimes the better option where a malady has the potential to incapacitate the colonist or would normally require tending anyhow.

The elements in this mod can in general be seen as optional additions in response to pain or maladies that normally the player would have to perform manually.


Mod Notes

Can be readily added and removed to/from save games.

Applicable to Humanlike races that have the organic standard Hediff giver set.


Mod Compatibility
*** subject to conversion ***

Fairly open to "all" drug mods, with some additional patching required to identify purposeful pain relief drugs. This has been identified in the notes above for how mod developers can apply native support.

The following mods (in addition to vanilla) have however been patched:

Apothecary
Diseases Overhauled.
Medical Supplements
RimCuisine V1.2
RimCuisine V2
Smokeleaf Industry
Smokeleaf Industry - Reborn
Social Supplements
Vegetable Garden Medicine

In addition, where the V1.1 "Common Ailments" or "Diseases Overhauled" mod is loaded then certain additional maladies are added for use.

The Tenants mod has a harmony mod patch fix that can be found here: (*** awaiting Tenants V1.1 ***).

Includes native Multiplayer mod support.


Future Considerations

Adding additional maladies (where a relevant drug exists to best respond with).

Save facility.

Credits

NotFood - MP Compatibility Support.


(CC BY-NC-SA 4.0)


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: qol
67 opmerkingen
Mlie  [auteur] 3 uur geleden 
@Caramel Each modded drug that should handle pain needs a patch.
Caramel 4 uur geleden 
but [response] does show all mod drugs
Caramel 4 uur geleden 
i cant see any mod drug at [Minor pain:]/[Serious pain:], only vanilla drug :eagletear: sorry my english is trash
Mlie  [auteur] 4 uur geleden 
@Caramel I dont understand the question
PapaJuicy 14 apr om 13:44 
is there no way to set seperate malady's? like one for infection one for food posioning? doing the first one, then doing the second changes the first one. why would i want two for the same thing? thanks
AmissaFractisAnimae 9 aug 2024 om 6:45 
That's fine. I appreciate you answering me. Thank you.
Mlie  [auteur] 8 aug 2024 om 21:16 
@AmissaFractisAnimae Not sure ill find the time, sorry
AmissaFractisAnimae 8 aug 2024 om 14:08 
May I ask if it can ever be explored? I understand if the answer is no, but worth the ask even if it's like a way down the line possibility.
Mlie  [auteur] 8 aug 2024 om 13:57 
@AmissaFractisAnimae No idea, havent played with the mod that much
AmissaFractisAnimae 8 aug 2024 om 11:20 
Is this mod able to by pass the ideology no drug use precept for dependencies?