RimWorld

RimWorld

Pharmacist: Represcribed
37 Comments
Sage the Drifter Aug 1 @ 10:26am 
haha cheers, didnt show up in my modlist, but was still in my workshop subs. unsubbed and problem resolved, thanks!
Ceres et al.  [author] Aug 1 @ 10:07am 
that happens because you're subscribed to the unofficial 1.5 version on the workshop - you'll want to unsubscribe from that one! I kept the package ID the same for compatibility reasons, so it'll conflict with any other version of Pharmacist. if you've unsubscribed from it and the files are still sticking around, it could be a workshop bug; try restarting steam, or if all else fails just delete the files manually
Sage the Drifter Aug 1 @ 9:59am 
same error as dralla 123, log is below (sorry for 2 parts).
only other mod was harmony. using all DLC except anomaly
Sage the Drifter Aug 1 @ 9:58am 
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Sage the Drifter Aug 1 @ 9:58am 
Tried loading mod with the same packageId multiple times: Fluffy.Pharmacist. Ignoring the duplicates.
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3256204706
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3527418098
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ModLister:TryAddMod (Verse.ModMetaData)
Verse.ModLister:RebuildModList ()
Verse.ModLister:.cctor ()
Verse.ModsConfig:.cctor ()
Verse.LoadedModManager:InitializeMods ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
Jet Jul 31 @ 10:21pm 
love this... a mod that is a true remaster instead of the common remake. Very useful, will try it out soon
Ceres et al.  [author] Jul 28 @ 9:34pm 
I can't really help with this much info; it's not a problem I'm having on my end. can you give me logs and a mod list? are you subscribed to any other versions of Pharmacist?
dralla123 Jul 28 @ 9:10pm 
Throwing Error:
Tried loading mod with the same packageId multiple times: Fluffy.WorkTab. Ignoring the duplicates.
Tried loading mod with the same packageId multiple times: Fluffy.Pharmacist. Ignoring the duplicates.
Renzor Jul 28 @ 1:15pm 
omg i didnt realize this mod was continued into 1.6 until now. I just screamed inside when I caught a pawn using glimmer medicine for some minor burns. Had to check for a 1.6 and found it now. Thank you for continuing it!
Ceres et al.  [author] Jul 27 @ 12:20pm 
Update: Aforementioned known issue is apparently a problem with vanilla?? So this one's not on me. Phew.
Ceres et al.  [author] Jul 27 @ 11:36am 
Known issue: When doing a drafted tend with the search radius set to a non-unlimited value, doctors will use medicine even when it's forbidden. This seems to be a pretty tricky bug to pin down, but I'm working on it.
Ceres et al.  [author] Jul 27 @ 10:38am 
Changelog for version 0.1.2:
- Further refined changes the from 0.1.1. Drafted tend should nominally function similar to vanilla now - using the target's medical care setting, and using medicine from the inventory first - while still respecting search radius and other stuff.
- Merged in updated Spanish translations from @FerchuDev on GitHub. Thank you!!

I've done some testing on my own end to make sure things work as intended, but it's very possible I've missed something, so if anyone runs into any issues, let me know.
PAXMA Jul 22 @ 2:03pm 
I cannot decide which mod to use. This one or "Smart Medicine - Continued"?
Vortek Gamer Jul 21 @ 10:09pm 
Just subbed to it and wow. there is more options. it not just Colonist, Prisoner, and Guest (do not remember if the last RW version of this type of mod had slave). But we also have Tamed Animal, Entities and Others (wonder if this is guess as well?)
Ceres et al.  [author] Jul 21 @ 2:59pm 
@Fluffy oh, wow. that wasn't what I expected to see when I checked my comment notifs. thank you very much!! I'm glad I'm able to do it in a way that works okay, and I hope you're staying safe (and that odyssey's been fun)!

@Helluin proooobably not, honestly. pharmacist's original scope was pretty narrow by design, and I wanted to keep that here too; even the opt-in search radius feature was something I had to convince myself on. the auto-transfusion stuff is a whole new mechanic that's only related to the rest of the mod in the way of "they both do medical stuff", so I'd prefer to avoid getting out of scope ^^;;
Fluffy Jul 21 @ 1:52pm 
Thank you very much for continuing to show this little mod the love it deserves!

I still consider this one of my better mods, and I'm very happy to see it being kept alive. You're absolutely correct that it was never really updated for anything since Bionics, my time and motivation for modding was waning, and the fact that I wasn't too keen on the dlcs after ideology didn't help.

I'm currently playing an Odyssey colony, and am very happy to have this little gem still available :). Please keep doing what you're doing!
Helluin Jul 21 @ 9:54am 
@Ceres et al.

What i mean by transfusion is this :

https://steamcommunity.com/sharedfiles/filedetails/?id=3462140886


Applying the blood transfusions on certain tsholds as in medicine.
Faenix Jul 20 @ 2:23pm 
I was missing this mod so much, thanks for the update Ceres!
Ceres et al.  [author] Jul 20 @ 10:18am 
@SanguinarcAQL it's not toooo likely; Pharmacist leverages the vanilla system for default care, which is based on enums that can't really be cleanly modified. that being said, it does specifically check for the provided medicine *or worse*, so modded medicines should still be used if they're at or below the medical quality of the set amount (60% for herbal, 100% for industrial, any for glittermeds). so modded meds should still be implicitly supported even if they aren't defined as thresholds; if you run into issues, though, then I can try my best to take a look
Ceres et al.  [author] Jul 20 @ 10:18am 
@Helluin I'm not super sure what that means!

@Supra I can't reproduce that myself; make sure you aren't subscribed to any of the continuations and that you don't have anything in your local mods folder of that variety. Steam sometimes also doesn't play nice with unsubscribing and needs to be rebooted; if you still run into issues after a restart and making totally sure that you don't have lingering files anywhere, upload a logfile somewhere and I can take a look
Helluin Jul 20 @ 6:55am 
Can you also add blood transfusion thing ?
Supra Jul 20 @ 6:45am 
Getting an error on startup that it is trying to load the same packageID (fluffy.pharmacist) twice. I already unsubscribed from the original pharmacist so I think it's to do with this mod?
SanguinarcAQL Jul 20 @ 2:50am 
Thanks for the mod !!
I am probably not the first to ask, but do you intend to add support for modded medicine? I have some and it's a pain in the ass not being able to select them in the pharmacist settings menu :lunar2019laughingpig:
Ceres et al.  [author] Jul 19 @ 8:41pm 
oh, thank you -- good catch. seems like that mighta been a thing with the original too. I have hopefully implemented a workaround that should be live now; now, drafted tends will skip the pharmacist settings entirely and just use straight from the inventory, like in vanilla.

this isn't the ideal solution, because notably it doesn't behave quite how I want it to; specifically, after pawns run out of the medicine from their inventory, they'll fall back onto whatever the prescribed option is, which messes with the point of making an exception for drafted tends in the first place. that being said, this should still be a pretty big improvement; I'm gonna be pretty busy for the next few days and I figured a quick fix would still be helpful. I can probably implement some settings as well, but for the time being I'll see how it plays out for a bit. lemme know if you run into any more issues
Caar Jul 19 @ 3:51pm 
One thing I notice as a possible bug, after installing the mod, I can no longer tend downed pawns with medicine in my inventory. It just allows the joins of "Tend pawn (without medicine)" instead of the additional choice of "Tend pawn". I have every medicine permission set to max for any type of pawn, animal, enemy or guest.
Caar Jul 19 @ 9:18am 
Thanks! Loved this mod and glad someone is taking over for 1.6.
Sandbach Jul 19 @ 8:24am 
if you want more people to subscribe to this id recommend putting 1.6 in the title. Great mod either way.
Kolopis Jul 19 @ 2:41am 
Thank you. Your additional fixes sound great
Tony Jul 18 @ 11:01pm 
Thank you so much
TheSquirrelofHuscurl Jul 18 @ 5:08pm 
absolute saint
sSs1897 Jul 18 @ 4:36pm 
YES finally my pawns dont use my glitterworld meds to tend to gut worms
Ceres et al.  [author] Jul 18 @ 10:19am 
they are! stuff like that is covered under the "Ongoing conditions" treatment category, which also includes stuff like gut worms and fibrous mechanites
bagelhe Jul 18 @ 7:18am 
there was a version before called Pharmacist - 1.5 Unofficial (+ Blood Rot & Lung Rot fix)

are these fixes also implemented?
LeAnomalocaris Jul 17 @ 4:39pm 
FINALLY, THANK GOD
venice Jul 17 @ 12:42pm 
thank god
figuratively unplayable game without this
Very nice!
vic Jul 16 @ 3:16pm 
Ah! I've missed this mod, thanks for bringing it back <3