Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are welcome!
You have to either assign the medicine the doc is carrying to the instance of the hediff...
Or to the "correct" stage in the mods main tab gui...
Okay, I think I get it: it is because there was no need to tend with Industrial grade medicine and therefore there was no such option for force it. If I apply more damage (way more) or if I set this specific wound to be tented with medicine, then this option appears.
https://imgur.com/a/Db8Nl1n
If we knew each other in RL that extra work would cost you a beer...
I tested it for hediff flu and crack. Worked for both.
If the doc has the "correct" medicine in its inventory, you can draft tend non-downed pawns. Thats a vanilla feature. I made a mod which lets your colonists carry different medicine types.
?
Most likely not.
Reason is that the mod is about what medicines doctors are gonna use. Not about when operations should happen.
Second is that it sounds quite complex and I am not sure if I personally would have a use for it.
"if immunity is X% behind infection : Administer antibiotic"
or
"if blood loss < 5% : Extract hemogen" (e.g. : colonists are consistently donating blood when they don't have bloodloss, which can be an important resource to have on hand depending on your modpack, even if you aren't bloodsuckers. If you have a way to 'stabilize' injuries for instance being able to give someone a hemogen pack without taking the time to fully tend them can be life saving)
It could be better to implement it on a per-operation basis instead of a global responsive basis instead (e.g. you could queue an "administer antibiotic" operation on a colonist but then say "don't do this operation until the infection > immunity" or something) but something even vaguely along those lines would be incredibly useful if it was practical to implement.
Check the preview pictures on the mod page...
In the second, where it says "mods main gui", you can see a list of the hediffs.
Each hediff has a checkbox (in the preview picture activated for "infant illness").
If activated, the dropdown menu for medicine becomes a "box" of medicines.
Add medicines, drag drop to change the order, right click to remove.
The doc will then only use what medicines is in the box and in the exact order.
My car not working. Any idea?
Reproducible with only this mod loaded?
If yes, tell me how to reproduce the issue.
If no, tell me the mod combination.
What about a hugslib log?
Depends on your settings.
If you used the "non-detailed" option for that hediff, then it behaves like vanilla:
You set herbal, no herbal available, then it gets tended without medicine.
Use the detailed option, then you can set the exact order of medicine.
There was no herbal medicine available but industrial and glitterworld medicine was. The pawn did not use any medicine for tending, which significantly reduced the immunity gain speed and can be fatal.
Should they not use better medicine (atleast for diseases), instead of using the worse one ?
And I will gladly fix the issue if I know what is happening ;)
You can use the mod "Log Publisher from HugsLib" for publishing a proper log.
"To use the publisher, press Ctrl + F12."
Do it while the issue is happening (or/and the error pops up in the log).
Either use the recommended settings and post the link or copy the log to clipboard and upload it somewhere.
And please tell me how to reproduce both issues, because I cant.
Spawning things per dev mode works fine for me, as well as tending entities.
I might be a issue with the config file of the mod, so uploading it could be useful as well.
File name is "Mod_Choose Your Medicine_Settings_ChooseYourMedicine.xml", found in "C:\Users\*USER*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" if you are using windows and you did not change the default config/savegame path.
But in a nutshell: I can reproduce it with just this mod loaded even in a new game.
Rimworld 1.6.4525
Harmony 2.3.6.0
Mods are Harmony, rimworld and all DLC in order, then this mod.
Not sure how I can give more information or logs, but I'll gladly do so if I can help.
If you cant reproduce the issue with just this mod loaded, then congratulations to your mod conflict.
Without a (hugslib) log I dont know if there is errors, which version of RW/mod you are using or see the harmony patches.
What do you expect me to do without useful informations?
But this mod makes my debug action menu bug out under certain things like "spawn thing", as well as making me unable to tend anomaly entities completely. When removed with everything else intact, things are fine.
Or you can put the image in the description. I could not find this button by looking at the hediff.
Player settings = max allowed medicine you set for a pawn in the health tab.
Settings done in the mods main tab gui respect the player settings.
If you assign medicine to a instance of a hediff in the pawns health tab, it does not respect the player settings.
"When using the mod for the first time you may want to check the list of hediffs in the gui and change the medicine for minor stuff, e.g. bruises, cracks, ...
Most of the default settings should work fine and it should be sufficient to change them from time to time if you notice that it would make sense.
So in theory you can set all your pawns to "use best medicine" and do not have to worry about microing or wasting good medicine."
What are good settings for this mod? Anyone able to share or screenshot? I don't wanna waste Glitterworld medecine on prisoners or small bruises.
- fix: if hediffs were in the wrong category it might happen that it causes errors
- log spam: If hediffs are in the wrong category or not in the gui at all, there is now a log warning once
- if hediffs are not in the mods gui, they will be tended just like in vanilla (using pawns player settings)
- possible fix for indexOutOfRange exception caused by unknown circumstances
- replacing Hediff.TendableNow() prefix with a postfix to eventually improve mod compatibility
- fix: notification spam "pawn fully healed"
Open the mods main tab gui, look for the disease you wanna use glitter med for.
Then set glitterworld for the different stages. Or other meds.
And dont forget that your pawn needs to be allowed to use glitterworld.
Thanks for the config file.
I found the issue...
There is at least one hediff (acid burn) in the wrong category...
Acid burn is in ImmunityAndSeverity, while it does not have comp_immunizable and therefore should be in category NotImmunityAndNotSeverity, thats why it spits a error if trying to get the comp.
Please use the button "update hediff list", it also checks and changes (if necessary) a hediffs category.
I will add a check for that issue when updating next time.
Thanks for your help!
https://www.dropbox.com/t/iGtaJEgzPewsZR35
It might be a issue with the mods config file or the settings as well.
Do you mind uploading "Mod_Choose Your Medicine_Settings_ChooseYourMedicine.xml"
found in
...\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
as well?
Thanks for the save.
If it spits errors for you when loading, then there is only two possibilities left...
It is anomaly related - which I dont own.
Maybe you can check if the error is reproducible without the anomaly dlc.
The other possibility is that the steam workshop somehow did not update the mod correctly...
Unsubbing/deleting the mod and resubbing should fix that.
Save - https://www.dropbox.com/t/40NqdMYcM0JmMn3R
Or upload a savefile with minimal mods where upon loading/unpausing the error happens.
Thanks for your efforts, unfortunately I still can not reproduce it.
Please give me a step by step instruction how to reproduce the issue.
I dont own the anomaly dlc, but it is unlikely that it is the cause.
And please check if the assembly version of CYM is 1.1.4.0.
Btw: Generally hugslib log is preferred because it shows mod versions and all active harmony patches.
Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Choose Your Medicine
RimHUD
Vanilla Expanded Framework
Apply the SECOND acidburn hediff from dev mode.
New log - https://pastebin.com/vR5dLB2G
Would love to help you / fix the issue.
But without a way to reproduce the issue I am afraid I cant help.
I dont even know if it is a mod conflict or not.
Sure, the hediff is from another mod, but that should not matter.
At the beginning of the stacktrace there is a few other mods doing stuff...
Can you reproduce the issue with only CYM and VFE?
Because I can not. The hediff VEF_AcidBuildup is not even tendable...
- Specific hediff - https://pasteboard.co/v85s7hViQPmB.png
- Log - https://pastebin.com/gSCcGDy6
Maybe the explanation is a bit wonky.
However, it should work as you would expect it.
Here are a few examples:
You set acute to 10%.
Immunity is 40%, Severity is 45%.
-> immunity is ahead less than 10%, it is -5% ahead. Statement is true.
Immunity is 50%, Severity is 45%.
-> immunity is ahead less than 10%, it is 5% ahead. Statement is true.
Immunity is 60%, Severity is 45%.
-> immunity is not ahead less than 10%, is is 15% ahead. Statement is wrong -> Check the statement for "not urgent".
If you have a suggestion to make the explanation less confusing, feel free to post it!
Or if you think it is not working correctly, give me your exact case (settings, hediff, immunity, severity) and I will double check it.
for example, when treating flu i want my doctor to use medicine if the immunity is less than 20% and use herbal medicine if immunity is 15% ahead of severity. but my doctor still use the best medicine available to treat it because of what i said above
How about posting a proper report in the discussion thread?
Even if the log has no errors, just seeing which version you are using or if other mods patch the same vanilla methods as my mod is very helpful.