RimWorld

RimWorld

65 ratings
Drug Response
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0
File Size
Posted
Updated
303.000 KB
Aug 24, 2019 @ 4:47pm
Feb 5, 2020 @ 4:47am
18 Change Notes ( view )

Subscribe to download
Drug Response

Description
Overview

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

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 "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: https://steamcommunity.com/sharedfiles/filedetails/?id=1883923470 (details on this steam page).

Includes native Multiplayer mod support.


Future Considerations

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

Save facility.

Github

https://github.com/PeladorRW/DrugResponse


Credits

NotFood - MP Compatibility Support.


Pelador's Discord

https://discord.gg/CFNP26C


(CC BY-NC-SA 4.0)
97 Comments
Pelador  [author] Feb 5, 2020 @ 4:52am 
@Update @echo

Pawns will now use Drug response to take drugs whilst travelling on caravans. This assuming that the caravan has the appropriate drug as part of its inventory.
Pelador  [author] Dec 7, 2019 @ 4:13pm 
@FYI

The mod Drug Policy Fix can now be used to help manage and correct drugs added or removed part way through a save game. It will also sort the drug listings alphabetically:

https://steamcommunity.com/sharedfiles/filedetails/?id=1930268798
NECEROS Nov 9, 2019 @ 7:06pm 
Thank you!
Pelador  [author] Nov 9, 2019 @ 4:49pm 
@Neceros

Please see PDF guidance notes about native pain management drugs compatibility.
NECEROS Nov 9, 2019 @ 4:01pm 
I'm using a mod called Paracetamol which basically adds acetaminophen. It removes pain without an addiction chance, but I can't seem to see it in the Drug Response menu.
Pradeth Nov 5, 2019 @ 8:59am 
@Pelador

Absolutely no worries! Thanks for the quick check and fix! <3
Pelador  [author] Nov 5, 2019 @ 8:25am 
PDF Notes updated.
Pelador  [author] Nov 5, 2019 @ 8:20am 
@Update @Noroji

Correction to pain drug recognition values.

@Noroji: Apologies, I broke the levels for pain drugs last update messing about with the threshold values, should be fine now.
Pradeth Nov 5, 2019 @ 6:29am 
@Pelador

No worries! Take your time, thanks for the quick answer. And yes, I checked the PDF before I asked here, that's the reason I wanted to ask if it should be in the List :)

I've messed a bit with the load order and Mods that are also supported. Seems I can set most of the "Zopeiod-based" Drugs from Rimcuisine 2, but none of Apothecary. So Elixier of Soothing also isn't in my list. It's not a huge issue for me currently, I will try some more if anything else is causing problems when I have some time left later. If only Rimworld wouldn't take ages to load with a big mod list x.x

Also, as I already wrote, giving the Tea or the Elixier of Soothing for Maladys is fine, but not for Pain relief.