3,087 ratings
Mod, 1.0, 1.1, 1.2
File Size
0.495 MB
Apr 19, 2018 @ 10:04am
Dec 22, 2020 @ 10:51am
29 Change Notes ( view )

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In 1 collection by Fluffy
Fluffy Mods
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Not all injuries are equal; pharmacist prescribes the right medicine for the job.

Does not require a new save game Can safely be enabled in an ongoing save-game, disabling will cause a one-time error message upon loading the save again for the first time. The error message is mostly harmless.

Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Doctors will use the best medicine that is available, and that is at most the level of the targets’ medical care setting and the pharmacists’ advice. Four levels of injuries are distinguished;

- Minor (bruises, non-lethal diseases, small cuts) - Major (larger cuts, potentially lethal diseases) - Life-Threathening (extreme bleeding, heart attacks, etc.) - Operations (all implants, harvesting, etc.)

The Pharmacists’ advice for each of these can be set for Colonists, Guests, Prisoners and Animals separately with the ‘Pharmacist’ button on the main bar.

Doctors out on the rim treat wounds in batches, and use the same medicine for each treatment in a batch. I did not want to confuse them too much, so I’ve left that behaviour intact. That means that the worst injury determines what medicine is used for the whole batch, and doctors may still use Glitterworld medicine for treating a bruise if they were treating a heart attack at the same time.

As far as I know, the mod should be compatible with everything. Mods that directly alter the available number of medical care options may cause issues, and I think I’ve seen such a mod at one point, but I’ve been unable to find it again. If you find any incompatibilities, please let me know!

I’m not quite happy with the UI yet, but for now it’s functional. If you have suggestions, I’m always willing to listen.

Some injuries might be diagnosed wrong, and receive medicine that is either not good enough or too good. If the treatment is too good, make sure that it wasn’t part of a batch treatment (see above). If the treatment is not good enough, that’s a bigger problem, and I’d like to know about what injuries are diagnosed badly.

- Dango998: Simplified Chinese translation - SteamJay: Swedish translation - FAIL! chapi: German translation - Vokania: Korean translation - 53N4: Spanish translation - MrCaka: Brazilean Portuguese translation - chrisxlite: Update Simplified Chinese translation - A Steam User: Russian translation - dodther: Russian translation - CrapoFR: French translation

Please read this guide before creating a bug report, and then create a bug report here[github.com]

All current and past versions of this mod can be downloaded from GitHub[github.com].

All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.


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This is version 2.9.143, for RimWorld 1.2.2753.

Popular Discussions View All (6)
Apr 20 @ 2:55pm
Gut Worms treatment
May 8 @ 7:19am
Surgery using bad medicine
Hayden Almeida
Mar 26 @ 8:36am
Suggestion: Disable the pharmacist tab and move its functionality to a mod options menu.
< >
Key WiteWolf Apr 19 @ 9:36pm 
@Dustreaper, @Hans Llambda, and @Hungus Humongous,
I think the solution you need would be in the mod "Smart Medicine". https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319
Aside from also allowing you to choose the level of care of the severity of injuries/diseases, it allows you to right-click an injury or illness and custom choose what medicine to use for it. This means that things like Gut Worms and Blood Rot, which do not go away until they are treated enough, will follow the custom medicine level you set for their entire duration.
I won't swear this is a perfect solution, but it definitely works in all the cases I needed it to.
(And if you are worried, both Smart Medicine and this mod can work together just fine. It says so on their workshop page, and I used them together for years. I just find Pharmacist largely redundant now.)
SY1102 Apr 16 @ 6:59pm 
@ Fluffy
I made a traditional Chinese translation, please check github
I also have had a similar issue when there's a lack of lesser medicines or the lesser medicine is reserved by someone else
RagnarLi Mar 29 @ 10:17pm 
Um I don't know if this is a bug or not, but a guy just used glitterworld medicine on a bruise when it's set to herbal medicine in a caravan
Napo Feb 19 @ 7:15pm 
Looking forward to trying this mod out. I have a five finger fillet table and it's irking me when glitterworld meds get used for finger cuts.

Hope your black dog is more manageable.
John Longdong Feb 13 @ 5:04am 
Does it work with mods that add new types of medicine?
It would be really cool if we could make it so colonists not set to medicine or self-tending will self tend if they have extremely minor injuries.
Like a hunter that got like 2 bruises and a small cut from a manhunter squirrel or other teency things.
mrtee579 Jan 28 @ 11:42am 
ah yes I've been looking for this
Hungus Humongous Jan 24 @ 4:12pm 
please fix the blood rot bug
Hans Llambda Jan 23 @ 6:50am 
As it is the mod currently treats blood rot as a minor injury, regardless of how far it has progressed. Would probably be a point to change with the next update, because currently I have to manually set minor injuries to better medicine when I see a prisoner almost dying.