RimWorld

RimWorld

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ReTend
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Mod, 1.2, 1.3, 1.4, 1.5
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30. Juni 2023 um 15:37
29. Mai um 9:11
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ReTend

Beschreibung
Tired of your colonists being unable to work for days because of a sloppy doctor?
With ReTend you can order your doctor to re-attempt tending an injury (or disease) until it's at a quality to your liking.
By increasing the quality of a tend your colonists will heal quicker and gain immunity faster reducing the risk of an untimely death.

Make sure you set the desired quality levels in the mod settings so that the option to retend will appear.

129 Kommentare
SanguinarcAQL 31. Mai um 12:26 
hey thanks for the bug fix Temmie !!
Temmie  [Autor] 31. Mai um 11:14 
Thanks yeah I can probably look into fixing that issue.
DomB 30. Mai um 20:48 
@Temmie

I now have fixed this issue from Smart Medicine side, in my 1.5 fork:
https://steamcommunity.com/sharedfiles/filedetails/?id=3256317028

PR raised to Original Mod Author:
https://github.com/alextd/RimWorld-SmartMedicine/pull/31

---

However, many more are subscribed to the original than my fork, so will likely be affected until PR is merged & new version published, which is anyone's guess as the author is not active atm.

If you would like to defend against this issue from your side, you could create a patch here:

https://github.com/alextd/RimWorld-SmartMedicine/blob/master/Source/MedicineGrabbing.cs

line 137/138

[HarmonyPatch("Notify_Starting")]
static class TendPatient_Notify_Starting_Patch

You would need to ensure that the job.count is 1 or greater, never 0.
DomB 30. Mai um 19:06 
@Temmie

I think this comes from Smart Medicine, based on the log
- PREFIX uuugggg.rimworld.SmartMedicine.main: Void SmartMedicine.TendPatient_Notify_Starting_Patch:Prefix(JobDriver_TendPatient __instance)

File: Source\MedicineGrabbing.cs :

within public static void Prefix(JobDriver_TendPatient __instance) there is this code:

// Job not created with Smart Medicine ; let's hope you don't need to drop it.
if (job.count == 0)
return;


also this, commented out on some logic for drafted pawns:

//I don't understand but maybe a mod conflict makes this 0 and 0 here is bad.
//Probably it is solvedwith above job.draftedTend though.
//if (job.count < 1) job.count = 1;


I have a Smart Medicine fork atm so will see what can be done
SP4RTAN 30. Mai um 18:20 
Not sure if this is something that can be fixed on your end but if you use Smart Medicine and you tell a tell a pawn that already has medicine in their inventory to retend a pawn you'll get a "Exception filling window for Verse.FloatMenu: System.ArgumentException: SplitOff with count <= 0 Parameter name: count" error

https://gist.github.com/HugsLibRecordKeeper/afc58d08bcc8f9cde0bd563fffd39a90
Michiko 30. Mai um 4:05 
Has anybody tried this with Pharmacy? I think it affects how medicines are chosen.
Ravenshadow 29. Mai um 15:30 
this will work great with the stabilize mod
Temmie  [Autor] 29. Mai um 9:13 
Medicine bug should hopefully be fixed now, do bear in mind there may be some incompatibilities with mods that implement custom medicines or alter the way medicine is chosen.
Arkitekt Origins 25. Mai um 15:34 
how do I retend with medicine?
MeatBeatMarv 20. Mai um 20:03 
@Sakurawr this work around worked for me, thank you

I remember a problem with the armor racks mod where pawns couldn't haul to the armor racks due to an incompatibility with PUAH. I bring this up because author of armor racks had mentioned something about PUAH not transferring items to pawns' hands. Not sure if the problems are related, but it might be worth looking into.