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– https://steamcommunity.com/sharedfiles/filedetails/?id=3221550806
sadly plenty of mods tag drugs as consumables.
Using the Performance Analyzer I can mostly narrow it down to "MSPainless.MSDRUtility:MaladyUsed".
In how this mod works I'm unsure if something can even be done about it, but I wanted to let you and other know that, this mod could be one of the culprits if you have performance problems. Maybe it's just something else that creates that problem, but I can't think of a mod that would interact with this.
Won't stop using it as it's just way too good in large colonies tho.
Screenshot of the analyzer for reference [imgur.com]
The mod can already detect and respond to burns but doesn't detect bleeding wounds. The blood loss hediff usually appears within a very short amount of time of the injury so would be a good indicator that "hey this person is at risk of infection!"
I have a huge prison and some of the prisoners are extremely volatile and I want to keep the anesthesized so I want them to be "fed" some pills I got from other mods to keep them drugged most of the time, they rebel a damn a lot even in individual cells.
It'd be fantastic if it was like your colonists policies to feed them something daily
I have tried adjusting the mod load order per your suggestion but didn't have any luck. Do you think you could have a look when you have time?
Could you add these three lines as well?
GenCollection.AddDistinct<string>(list, "CA;CA_Headache");
GenCollection.AddDistinct<string>(list, "CA;CA_Migraine");
GenCollection.AddDistinct<string>(list, "CA;CA_PhantomPain");
Or is it really intentional that they are missing?
I hope this doesn’t sound demanding or anything, that is not my intention. I just think that these maladies are missing.
Thanks again for your great work. For this and all the other mods. I really appreciate it.
VGP Garden Medicine
Common Ailments (Continued)
Diseases Overhauled
Drug Response (Continued)
Drug Policy Fix (Continued)
Still no luck. Just to let you know.