RimWorld

RimWorld

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Priority Treatment Ressurected
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Mod, 1.4, 1.5, 1.6
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5.564 MB
Jul 25, 2023 @ 12:13pm
Jul 9, 2025 @ 1:32pm
15 Change Notes ( view )

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Priority Treatment Ressurected

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

Make sure your doctor has "Doctor" work priority of 1!
Simply checking the box won't cut it, you'll need to use manual priorities and set the doctor to 1. Manual priorities rock anyway.



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 - Choose Your Medicine - ongoing issues around setting medicine types for different procedures, Pawns will attempt to "drop" some of the medicine they've picked up and get stuck in a loop. Looking for help to squash this bug.

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]
Popular Discussions View All (8)
14
Apr 9 @ 9:27pm
Bug Reports
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4
Aug 23, 2025 @ 6:10pm
Doctors Standing Still
-=JkJkLoL=- tk421storm
3
Sep 4, 2025 @ 10:10am
MapComponentTick: checking for treatable pawns causes massive lag spikes
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282 Comments
Aug 8 @ 1:55am 
@PVT G. Haggard [Bot] No idea why I didn't get notified of your reply. But thanks, I'll check it out.
Jul 21 @ 10:31am 
@Richard Ramirez Use Chicken Plucker's First Aid mod to tend pawns before bringing them to a bed
Jul 8 @ 2:46pm 
Between all 3 of these mods so far I haven't found any mod that makes it so doctors stop bleeding by tending first before rescuing (hauling) to bed.
Just because of dumb vanilla design, if a pawn is bleeding to death in 2 hours, if I the player draft a doctor and order them to stop the bleeding then take them to bed after then they might survive.
But if the non-drafted pawn is ordered to "rescue" or automatically rescue a bleeding pawn then they will pick them up and move them to bed first letting them bleed to death before they tend to them.

I haven't found any mod so far that makes doctors stop bleeding first before rescuiing/moving pawns to beds.
Jul 8 @ 2:46pm 
Yeah I'm just wondering if I can combined multiple doctor mods together and wondering if they will overwrite eachother.
I have to decide whether to put it in order from oldest to newest or newest to oldest, in order from simplest to most complex or most complex to simplest.

But yeah RimWorld doctors when they're not drafted and manually ordered by me are dumb as hell.

So far the most important thing I'm looking for I have not found.
https://steamcommunity.com/sharedfiles/filedetails/?id=3009738919
https://steamcommunity.com/sharedfiles/filedetails/?id=3636672522
https://steamcommunity.com/sharedfiles/filedetails/?id=3744377058
Jul 8 @ 1:53pm 
@Richard Ramirez I have never used them together! I believe Treat Dying First is new so I might pick it up on my next playthrough. My mod makes doctors prioritize the task of doctoring, but does not affect the internal order of patients. Perhaps they play well together?
Jun 28 @ 9:38am 
Quick question.
I tried using "Treat Dying First" mod to see if it would help much but pawns still acted dumb such as my best doctor harvesting food from outside while the other doctors are doing nothing when 1 wounded pawn needs tending. The only benefit of that mod was it makes pawns prioritise the wounded closest to dying first.

But I wanted to confirm with you does your mod also have that same function?
Should I disable "Treat Dying First" and use your mod instead, or do I have to use them both combined for the best experience?
May 19 @ 5:56am 
it doesnt work properly with fluffy's work tab mod. for my poo-level doctors, i disabled tend to colonists (tend to animals only) using the fluffy work tab. but i think this mod is making the poo-doctors still tending to the colonists
May 10 @ 2:58pm 
had a really weird bug with dubs bad hygene , colonist would refuse to drink or use anything from dubs. They would also refuse to sleep and would constantly pass out from exhaustion. upon disabling the mod everything was back to normal. not sure what was happening or if there is a third mod causing issues with it.
May 4 @ 8:26am 
@spectral_ace - that's a weird one - you mean it takes the entities out of containment and into an animal sleeping spot that's been flagged as medical? that might be an incompatibilitiy with a mod that affects entity containment and/or treatment

@Leenbow LOL I came here to hear a heroic story about your pawns barely surviving but no, it's the turkeys that did it for you!
Apr 30 @ 6:02pm 
Was tolerating vanilla behavior until the game sent me a quest to keep safe ~20 turkeys who are sick with blood rot. For whatever reason, doctors kept ignoring them and they kept randomly dying cause of lack of treatment, madness...

This mod makes things so much easier