RimWorld

RimWorld

Drug Response (Continued)
69 Comments
Victorial Jul 30 @ 2:30am 
Hello! :skhand: I have a problem with a settler. He is injured and in pain, he needs to lie in a medical bed. But he constantly gets up from it and falls down because of pain shock. IVs do not help, and it is impossible to perform a "medical operation" to give him medicine, since he constantly gets up from the bed. Will your mod allow me to give him medicine right on the floor? :bandages1:
тетеря, блин Jul 29 @ 7:15am 
is it possible to add compatibility for this one?

https://steamcommunity.com/sharedfiles/filedetails/?id=3221550806
Mlie  [author] Jul 21 @ 11:28am 
@Caramel Each modded drug that should handle pain needs a patch.
Caramel Jul 21 @ 11:24am 
but [response] does show all mod drugs
Caramel Jul 21 @ 11:23am 
i cant see any mod drug at [Minor pain:]/[Serious pain:], only vanilla drug :eagletear: sorry my english is trash
Mlie  [author] Jul 21 @ 11:04am 
@Caramel I dont understand the question
PapaJuicy Apr 14 @ 1:44pm 
is there no way to set seperate malady's? like one for infection one for food posioning? doing the first one, then doing the second changes the first one. why would i want two for the same thing? thanks
TealTintedTea Aug 9, 2024 @ 6:45am 
That's fine. I appreciate you answering me. Thank you.
Mlie  [author] Aug 8, 2024 @ 9:16pm 
@AmissaFractisAnimae Not sure ill find the time, sorry
TealTintedTea Aug 8, 2024 @ 2:08pm 
May I ask if it can ever be explored? I understand if the answer is no, but worth the ask even if it's like a way down the line possibility.
Mlie  [author] Aug 8, 2024 @ 1:57pm 
@AmissaFractisAnimae No idea, havent played with the mod that much
TealTintedTea Aug 8, 2024 @ 11:20am 
Is this mod able to by pass the ideology no drug use precept for dependencies?
Cheems May 25, 2024 @ 7:56pm 
I'd be awesome if for blood loss they could do a blood transfusion
>54M Apr 15, 2024 @ 1:55pm 
any way to add consumables to be listed in the code?
sadly plenty of mods tag drugs as consumables.
JACK Apr 6, 2024 @ 12:58pm 
where do you find the time for all this. if I ever win an academy award your name will be mentioned
Torres Mar 24, 2024 @ 4:38am 
Is there a way to set "hemogen pack transfusion" as response to the malady "blood loss"? because I can't see it
Mlie  [author] Dec 1, 2023 @ 11:18am 
@SuntanPikachu Sadly not, the hemogen does not use the same methods as all other drugs/food.
SuntanPikachu Nov 29, 2023 @ 9:58am 
any chance we can get hemogen for blood loss? would be really nice and thanks for the mod
Mlie  [author] Oct 14, 2023 @ 6:56am 
@PikDame They can if they are redifined as drugs, but they are defined as consumables.
PikDame Oct 14, 2023 @ 6:37am 
Hey Mlie, thanks for the amazing update - I've been wondering if it would be possible to add Vanilla Expanded's teas and coffees as drugs/medicines?
bryn Ovem Sep 12, 2023 @ 7:10am 
Can you add hemogen for blood loss? <3
Malminas Dec 26, 2022 @ 9:30pm 
@ThunderKleize Same
Thunderkleize Nov 22, 2022 @ 3:03pm 
I can't find hemogen as an option for blood loss. Am I missing something?
Ultimate Oddball Nov 2, 2022 @ 3:05am 
Great mod, thanks for all your hard work on modding. Wanted to let you know in case you weren't aware that the drug response is being applied to babies as well.
Pradeth Aug 15, 2022 @ 7:14am 
Currently checking some of my mods again for performance and found out that the Malady Response AI can, at least for me, heavily impact my TPS. Just turning it on and off added about 1 ms to 2 ms to each Tick. (each tick without takes about 3 ms for me)

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]
Lurmey May 12, 2022 @ 12:26pm 
Awesome thanks!
Mlie  [author] May 12, 2022 @ 10:37am 
@Lurmey Should be possible to add bleeding now
assassinalexandros Mar 22, 2022 @ 12:46am 
Can we get an update to this mod for Ideologies and pawns with the Teetotaler trait? My visitors are getting pissed off after they gave themselves painkillers. XD
Lurmey Mar 6, 2022 @ 8:07pm 
Though I did just find out that the Burn malady also triggers for burn scars, which isn't so useful..
Lurmey Mar 6, 2022 @ 7:55pm 
Heya Mlie, any chance you can enable this mod to respond to Blood Loss as a malady also? Using Medical Supplements and I always try to apply rimedicrem to every patient with infection-risk wounds (lacerations, gunshot wounds, or burns) as it is more a preventative medicine than a reactive one.

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!"
Lurmey Jan 24, 2022 @ 10:47am 
@Arcanant, @AGingersaurusRex; As Ultimate Oddball rightly pointed out below, the way this mod works is you can set two responses to each malady. Just select the malady, select the response, then hit set and move to the next malady. The rule is still in place and you can go back to change it later by just selecting that malady again.
Ultimate Oddball Jan 22, 2022 @ 11:56am 
@AgingersaurusRex @Arcanant I was also confused about that initially, it's not actually two slots. This is how it works: select the illness you want to respond to in the top. Select the treatment. Select whether you want it done with operation bills (I suggest not because that requires going to a medical bed to have a doctor do it) then click the set button, and click set again when it pops up. Then, you can switch to another ailment and repeat the process. That should save the settings for each response.
Torres Nov 1, 2021 @ 4:39am 
Could anyone please tell me if this allows for drug policies for prisoners?

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
AGingersaurusRex Jul 11, 2021 @ 10:32am 
@Mlie I think Arcanant is trying to say that it would be nice to have a drug policy for each disease/aliment
Arcanant Jun 14, 2021 @ 5:42am 
More slots to place rules for different maladies I mean. Sorry for my bad English
Arcanant Jun 14, 2021 @ 12:19am 
@Mlie I mean add rules for more Maladies. As it stands now I can only choose for two(even though I got the option to set things for addictions for example, flu, plague and other things), unless I am missing something.
Mlie  [author] Jun 13, 2021 @ 9:45pm 
@Arcanant More options?
Arcanant Jun 13, 2021 @ 6:44pm 
Also is it possible to add more options for Maladies?
Nalesh Apr 8, 2021 @ 6:43am 
Could we get compatibility with Diseases+?
Gar Mar 22, 2021 @ 3:12pm 
Hello, thank you Mlie for your tireless life support of some of the awesomest mods that are available for rimworld. This mod used to work with Medicine Expanded by Neceros, it does not seem to anymore since 1.2.

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?
Flash2 Feb 16, 2021 @ 9:58am 
This is great, thanks again!
Mlie  [author] Feb 16, 2021 @ 4:54am 
@Flash2 Should be added now. No idea if it was intentional but since the original author isnt here to answer that I just added it :)
Flash2 Feb 16, 2021 @ 4:45am 
Thanks for the quick fix!

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.
Mlie  [author] Feb 16, 2021 @ 1:39am 
@Flash2 Should be fixed now, thanks for the detailed report!
Flash2 Feb 16, 2021 @ 12:15am 
Also the Maladies CA_Headache CA_Migraine and CA_PhantomPain are missing. I am not sure if this is intentional.
Flash2 Feb 15, 2021 @ 1:02pm 
I have found the problem. If I load Common Ailments and Common Ailments (Continued) it is working. So it seems that in your dll the malady list is only checking for a mod with the "old" name: ModLister.HasActiveModWithName("Common Ailments"); But it should probably be ModLister.HasActiveModWithName("Common Ailments (Continued)");
Flash2 Feb 15, 2021 @ 12:39pm 
I have tested it with this mods active:

VGP Garden Medicine
Common Ailments (Continued)
Diseases Overhauled
Drug Response (Continued)
Drug Policy Fix (Continued)

Still no luck. Just to let you know.

Flash2 Feb 15, 2021 @ 5:47am 
@Mlie Yes I have tried that, sadly that is not helping.
Mlie  [author] Feb 15, 2021 @ 4:10am 
@Flash2 Have you tried loading this mod last? Seem to help for some users
Flash2 Feb 15, 2021 @ 4:00am 
I also have the issue, that Common Ailments is not selectable for automatic drug use.