RimWorld

RimWorld

39 ratings
Carry Different Medicine Types
   
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Mod, 1.4, 1.5, 1.6
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204.773 KB
3 Aug, 2023 @ 7:27am
11 Jun @ 4:11pm
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Carry Different Medicine Types

Description
A simple mod that allows your colonists to carry different types of medicines in their inventories.

This feature was requested by users of another mod of mine: Choose Your Medicine.
Since it is not related to a doctors selection of medicine when tending/operating, I decided to make it its own mod.


  • Compatibility:
    Works for mod added medicines, as long as the corresponding thingDef has a statBase 'MedicalPotency'.
    Not compatible with mods that change the gui element 'carry' in the assign tab.


  • Performance:
    • Obviously the more things a colonist should carry, the higher the impact on performance.
      I did not measure it, but I assume it is fine for a few colonist and a few different things.

    • The change to the assign tab gui has a surprisingly positive effect.
      A test with about 50 pawns showed the calculation for vanilla took about 0.3ms on average, while with the mod about 0.12ms.

  • Limitations:
    The mod uses the vanilla system to make colonists put the medicines in their inventories, so be aware of the following:
    • Colonists will not clear their inventories. (If they have 10 herbals in their inventory and you set it to 5, they will not drop the surplus)
    • Colonists will not respect their 'mass carried limit' when picking up medicine.


  • Adding/Removing from a save:
    Should be fine. There will be errors when removing from a save once, but they can be ignored. Make a backup anyway!


  • Else:
    I am not 100% happy that you have to open another gui to set the medicines to carry. If you can think of a better solution, feel free to comment it!

    Source of the mod is included.

    Credits and Thanks to:
    Ratzinger for giving feedback.
    Brrainz for Harmony.
    Dubs for Dubs Performance Analyzer.
    Marnador for the RimWorld font, used in the preview picture.
    Tynan and Ludeon for RimWorld.

    License [creativecommons.org]
23 Comments
The Blind One 11 Apr @ 8:57pm 
You were extremely quick to reply, thanks for the consideration at the very least :cozybethesda:
Kopp  [author] 11 Apr @ 10:01am 
@The Blind One
Noted.
Not sure if/when I am able to come around though.

@Luv N Hugz |UwU|
Pardon the late reply.
I might take a look into this, but it might be too complicated to add.
The Blind One 11 Apr @ 6:56am 
Would love to be able to drag the settings over to other pawns and possibly a quick save / load settings. Other then that this is awesome.
Luv N Hugz |UwU| 18 Sep, 2024 @ 12:59pm 
I'd love to see a variation of this where instead of choosing different medicines they will just grab the next best medicine. Meaning: if I set them to glitter, and my colony has 0 glitter, they will replace it with normal medicine.
Kopp  [author] 22 Jul, 2024 @ 2:39am 
@Artifrack @Jaggid Edje @东方彩虹🌈
v1.0.3 (RW1.5):
- Should now work correctly with DubsMintMenus, as well as other mods that add new inventoryStockGroupDefs
东方彩虹🌈 16 Jun, 2024 @ 8:09pm 
Oh yes, thank you very much
Kopp  [author] 16 Jun, 2024 @ 6:49pm 
@东方彩虹🌈
Dubs Mint Menus.
东方彩虹🌈 16 Jun, 2024 @ 6:04pm 
I have a bit of a problem...for me instead of the 3 types of medicine as options, it shows simple meals, beer and just herbal for medicine as carry options.

I'm sure it's a mod conflict, but I have no idea which one could cause that. Anyone have any advice?
Jaggid Edje 23 May, 2024 @ 5:23pm 
Nevermind, I read further down the comments and I bet this is the issue related to Dub's Mint Menus which is mentioned.
Jaggid Edje 23 May, 2024 @ 5:20pm 
I have a bit of a problem...for me instead of the 3 types of medicine as options, it shows simple meals, beer and just herbal for medicine as carry options.

I'm sure it's a mod conflict, but I have no idea which one could cause that. Anyone have any advice?