RimWorld

RimWorld

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Choose Your Medicine
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Mod, 1.3, 1.4, 1.5
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1.514 MB
Feb 22, 2023 @ 6:08am
Jul 31, 2024 @ 12:14am
23 Change Notes ( view )

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Choose Your Medicine

Description
First things first: This mod is (heavily) inspired by Pharmacist by Fluffy and Smart Medicine by Uuugggg. So credits to both authors!

Clarification: In vanilla (and in this mod) you do not set which exact medicine should be used, but which MedicalCareCategory.
A MedicalCareCategory defines the best medicine allowed and includes any medicine that is worse.
I use both terms as synonyms, to keep the text/previews simple.



Description:
The mods aim is to reduce micro managing medicine to a minimum and to save higher quality medicines by using them only if necessary/wanted.

  • New main tab gui: You can set which medicine to use at different (customizable) stages for each tendable hediff/disease.

    • There are different tabs for pawn categories, e.g. colonists, neutral faction, colony animals and so on.

    • Each pawn category contains all tendable hediffs, but it is possible to hide the ones that you feel should not be listed (e.g. animal flu in the colonists tab).

    • Possibility to refresh the hediffs list which will remove hediffs that are no longer in the game and add those that are not in the list yet (if you added/removed mods)

    • Settings are saved globally, not per savegame.

    • A small button at the top middle of the gui that shows further explanations when clicked.

    • Mod setting to not show the tab in the bottom bar. The mods gui can be opened from the mod settings page as well.

  • Assign medicine in a pawns health tab: You can assign medicine to every tendable hediff of a pawn ("once" or "until hediff is gone") which then applies only for that specific pawn and that specific instance of the hediff and does not consider the gui/player settings.

  • Operations: Specify which medicine may be used for operations and two additional options.

  • Amount of medicine a colonist can carry: You can adjust the amount in the mod settings.

When using the mod for the first time you may want to check the list of hediffs in the gui and change the medicine for minor stuff, e.g. bruises, cracks, ...
Most of the default settings should work fine and it should be sufficient to change them from time to time if you notice that it would make sense.
So in theory you can set all your pawns to "use best medicine" and do not have to worry about microing or wasting good medicine.

If you use mods that add new medicines I recommend using Mod Medicine Patch by Aeon. I made sure both mods work together.


Performance:
You can see the performance impact in one of the preview pictures.

The 30% increase for tendings may sound much, but as they happen really rare (compared to 60ticks/s) and are not that performance heavy at all, you should not notice the increase.

All in all you should not experience a noteable impact on performance. Please tell me if I am wrong (including the scenario), so I can investigate!


Bug reporting:
Please post reports in the "Bugs and issues" discussion.


Compatibility:
  • Most likely incompatible with mods that change the way the game defines which medicine should get used for tendings/operations/on caravans.
    E.g. "Pharmacist", "Smart Medicine"

  • Mods that change the pawns health tab gui may cause a soft incompatibility, so that it is not possible to assign medicine manually as the button does not appear.

  • Compatible with Compact Hediffs by PeteTimesSix.

  • Built in compatibility for Mod Medicine Patch.

  • To allow colonists carrying multiple medicine types I recommend Carry Different Medicine Types, made by me.


Adding/removing from save:
Should be absolutely no problem. You may get a red error after removing, which is harmless.


Future plans:
Eventually I am going to add a option which medicine should get used if the preferred one is not available.
Example: You set that a animals flu should get tended with herbal medicine. If no herbal is available, it will get tended without medicine.
It would eventually be nice to have a option that in this case industrial should be used.
However... Dont expect it soon or at all since it is more complicated than it sounds. But tell me if you would have a use for it!


Else:
Source of the mod is included.

Credits and Thanks to:
Ratzinger for beta testing and giving feedback.
Brrainz for Harmony.
Uuugggg for Smart Medicine and Fluffy for Pharmacist.
Dubs for Dubs Performance Analyzer.
Roolo for the post in the ludeon forum for a example how to target a nested? method
Marnador for the RimWorld font, used in the preview pictures.
Tynan and Ludeon for RimWorld. Some of the textures/parts of the previews are modified versions of vanilla textures.

License [creativecommons.org]
Popular Discussions View All (2)
58
Jul 28, 2024 @ 3:02am
PINNED: Bugs and issues
Kopp
1
Apr 27, 2024 @ 7:42am
PINNED: Feature requests
Kopp
263 Comments
Kopp  [author] Apr 18 @ 2:07pm 
@Roller_Blue
Not possible atm.
There is a update in the works, but unfortunately it is pretty slow.
Roller_Blue Apr 18 @ 11:37am 
is it possible to assign pawns not to heal certain wounds? otherwise my medic heals every bruise on all my slaves, which is not cost effective
Kopp  [author] Mar 31 @ 11:14am 
@123caboom
It does. But I think it is a vanilla feature (by now?).
123caboom Mar 31 @ 10:16am 
Another Question pls. Does it support Co-reserving the same stack of medicine like smart medicine added?
Kopp  [author] Mar 27 @ 1:09am 
@123caboom
I dont know if removing "smart medicine" from a save is causing issues.
Adding (or removing) "choose your medicine" is not a problem though.
123caboom Mar 26 @ 4:12pm 
can it work to switch from "smarter medicine" to this mod midgame?
Yekaterinnani Jan 18 @ 4:42pm 
Sorry! i did not know i was using an incompatible mod, i actually deleted the incompatible mod and the issue was solved
Lobanych Jan 15 @ 10:42pm 
oh, got it
Kopp  [author] Jan 15 @ 10:24pm 
@Lobanych
Are you using the mod "Compact Hediffs" ?
If yes, then the issue is that the mod sends you to the log (if possible) no matter where you click in a row.
In vanilla it does not send you to the log when clicking the right part, where my button is...
Lobanych Jan 15 @ 4:02pm 
so i can set up medicine rules for each specific wound? but when i click to do that - the game takes me to the event that caused that wound in the pawn's combat log