RimWorld

RimWorld

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Priority Treatment Ressurected
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Mod, 1.4, 1.5
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5.188 MB
25. čvc. 2023 v 12.13
29. dub. v 11.06
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Priority Treatment Ressurected

Popis
Makes tending medical an emergency priority for your doctor pawns.

Updated January 2024

New update to the core logic to be more persistent. Your poor doctors won't get a moments rest!




With Shotgunfrenzy's essential mod no longer working, I decided to figure out how to accomplish the same thing (the old method of setting tending to priority "emergency" no longer works - in fact the game files set them as emergency by default).

This mod requires harmony and makes your doctors prioritize any patient who need emergency tending (burn, bruise, cut, etc) above all else, including their own needs.

  • option to include all sickness treatment as emergency
  • option to wake up doctors to treat emergencies
  • option to allow doctors to feed themselves even during emergencies
  • adds flag to prevent injured pawns from performing surgery - when disabled, pawns will only perform surgery when they are fully healed


Compatibility:

Wake Up - safe to use both, though somewhat redundant. If you're using wake up, make sure the option under this mod to "wake up to tend" is disabled. Nothing bad will happen if it isn't, it's just redundant.

Smart Medicine - latest update should fix some previous issues, please report if anything else pops up.

Some reports of odd animal behavior with extra animal mods (specifically dryads) but haven't confirmed.

Support:

Tested on a save game with 200+ mods active with no issues or performance impact. If you're experiencing issues, please post a HugsLib log to the discussion section so I can take a look. I cannot help with mod incompatibilities or odd behaviors without a list of mods installed (and a clear, repeatable description so I can recreate).

Or post on github at github.[github.com]
Populární diskuze Zobrazit vše (2)
5
16. dub. v 11.40
pawns not moving
jkelley2
1
30. dub. v 12.15
Bug Reports
Snues
Počet komentářů: 201
Humpenstilzchen 23. srp. v 0.27 
Thank you so much. I was so sick of having to micromanage doctors all the time because they would simply not do their job even if it is their highest priority and they would happily let colonists die to take a nap which is outragous. So yea, thanks again. :steamthumbsup:
-=JkJkLoL=- tk421storm  [autor] 18. srp. v 10.03 
thanks Bard! I believe I tried to make that injured-doctor fix not the default option, but I might've screwed that up. I bet scars are coming up as TendableHediff since you can technically remove them with advanced medicine
The Bard of Hearts 10. srp. v 17.12 
@-=JkJkLoL=- tk421storm
Yes, if you turn that option 'On" to "Allow wounded doctors to perform surgery" , that fixes the issue. So basically, its treating a scar as being an injury and thus preventing the doctor from performing with a scar.
The Bard of Hearts 10. srp. v 17.02 
I can check the next time I have a scarred doctor. I'll look through my previous saves and see if I have one on hand
-=JkJkLoL=- tk421storm  [autor] 9. srp. v 18.10 
hey all - re the scarring preventing surgery, if you disable the option around wounded doctors performing surgery, does that fix it?
The Bard of Hearts 9. srp. v 18.08 
@gRaveyard
I'll take a look. Thanks.
gRaveyard 8. srp. v 22.19 
@The Bard of Hearts
Check out Niilo's QoL, it has some of the doctor logic this mod does, too. You may need to disable a bunch of its stuff depending on the rest of your mods, though.
The Bard of Hearts 8. srp. v 19.48 
I was WONDERING what mod was causing scarred doctors to be unable to perform surgery. Now I know... hmm...
gRaveyard 8. srp. v 0.46 
(For now I've had to uninstall this mod - it actually soft-locked my save because my doctor pawns all had some scarring from a ridiculous fire inside my barn.
gRaveyard 8. srp. v 0.45 
I've run into some playability issues with this mod. It seems to hard disable any pawn with any injuries, including permanent scars for example, from operating on other pawns, even if that scar doesn't drop them below 100% manipulation/etc. There is no setting to permit manual override of the mod's rules, either.

For this mod to truly function in a proper playthrough I intend to stick with for several weeks, I *need* more options, more tuning, and I also need to be able to manually override those settings at any time for, say, simple surgeries like extracting hemogen.