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RimWorld

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Pharmacist: Represcribed
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Mod, 1.6
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16 Jul @ 11:48am
27 Jul @ 10:42am
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Pharmacist: Represcribed

Description
Last tested on game version: 1.6.4518

A continuation/fork/successor of the lovely mod Pharmacist, originally created by Fluffy. For a full description of what the mod does, you can consult the original page, but in short: Pharmacist allows you to set the maximum level of medicine that can be used for different severities of injury. Doctors will use the best medicine available, depending on the target's allowed medical care and configured settings.

You can find this mod's source code on GitHub[github.com], under the MIT license. Non-Steam releases can be found here too!

Sprite assets are sourced from Font Awesome 6.7.2[fontawesome.com], under the CC-BY-SA 4.0 license.

Note: If you're using a save that used a previous version of Pharmacist, settings might not migrate cleanly, which could result in some weird behavior. This can apparently be permanently fixed by just changing any setting in the tab though!

Changes to the original
Represcribed makes a number of tweaks and improvements to the original Pharmacist:
  • Population categories have been tweaked to more closely match vanilla designations. "Animal" is now "Tamed animals"; "Guest" is now "Other", to more accurately describe its functionality. Slaves and entities have their own settings that will appear if Ideology or Anomaly are active, respectively.
  • Added an "Ongoing conditions" classification. This includes non-fatal diseases like gut worms and fibrous mechanites, but also includes long-term illnesses like blood rot and asthma. It does not include immunity-based diseases like plague, flu, and infections; Pharmacist still prescribes for those based on severity and immunity gain progress. Otherwise, anything that must be regularly tended will generally fall into this category.
  • Adds a configurable medicine search radius, defaulting to unlimited (as in vanilla). Doctors will only grab medicine within this many tiles, searching first near the patient and then near themselves; if they can't find any, they'll default to manual care instead.
  • Re-enables a vanilla feature allowing doctors to grab medicine from pack animals if they can't find it anywhere else. This was actually added all the way back in the Ideology days (version 1.3.3159), but Pharmacist's code was never updated to account for it.
  • The "Minor cuts threshold" feature, which treats minor injuries as major wounds if a specific number of them are present with the goal of preventing runaway infections, now checks for all infectable wounds instead of just bleeding ones. The previous implementation meant that it didn't account for things like burns and frostbite - which are actually some of the the likeliest injury types to cause infections!
    • This feature will also be ignored for pawns that can't get infections, like sanguophages or ghouls.
  • Fixed an inconsistency in the original mod that caused doctors to always prioritize medicine from their own inventory even when there was better medicine elsewhere on the map. In practice, this means that they will now actually seek better medicine depending on the prescribed treatment, instead of using lower-quality medicine that they happen to have on hand. You can still draft tend to force them to use just what they're holding, though.
  • Replaced all the original icons with a new set sourced from Font Awesome.
    • This is primarily done as a licensing thing; the original mod was from 2018, and the original icons seem to have had a number of license changes since its publication. Sourcing a modern set seemed like a good idea, even if I'm not convinced they look as good. If I can find better ones, I'll put those in instead.

Aren't there a few existing revivals of Pharmacist?
There are, but none of them really did what I wanted. As far as I can tell, the original Pharmacist and all of its unofficial updates weren't ever truly modernized, even though they ostensibly worked on newer versions of the game. Some specific glaring issues received fixes on a case-by-case basis, but many long-standing pain points (i.e. diseases like gut worms being treated as minor injuries even though they can seriously hamstring a colony) were never addressed, and nor did the mod ever receive extra functionality to accommodate the DLCs.

So that's why I made this one! Represcribed aims to be a proper modernization of the original Pharmacist - not just a resuscitation to keep it functional across versions. RimWorld's gotten a lot more complex since 2018, so the Pharmacist's advice should too, right?

Compatibility & troubleshooting
I have not tested compatibility too much, so you're in unmapped waters. I made this fork for personal use, and I tend to run a pretty light mod list. I've tried to keep the code as clean as possible, but if you run into any compatibility issues, let me know and I'll take a look.

If you run into issues, please provide a log somewhere! The Log Publisher from HugsLib mod will automate this for you, but pastebin or something works just fine too.

Issue reports without logs will be ignored, as will issue reports with big modlists and no effort made to diagnose the specific conflict. I just don't have the time and energy to try to square dance around this kinda thing. You gotta help me out here!

Contributions
Pharmacist: Represcribed has received contributions from the following people:
  • FerchuDev: Updated Spanish translations

Future ideas
I won't guarantee that any of these will be worked on, but they're on my bucket list:
  • An option to use the worst possible medicine for surgical operations that are guaranteed to succeed, like anesthetizing. This is a bit difficult to pull off for a few reasons, but it's on my radar.
  • Remake the UI. This was on Fluffy's list, but it's a bit daunting so I can see why it never materialized. If nothing else, I'd like to move it from a whole architect tab to just giving it a button alongside the "Set defaults..." dropdown when configuring a pawn's allowed medicine.

Donations
You can find the Ko-fi link of the original creator, Fluffy, here: https://ko-fi.com/fluffymods. I'm not sure if they're still active, but they're the one who made the mod in the first place!

As for me, I am not in this for the cash and I am never going to stop maintaining things even if I don't earn from them, but if you feel like giving support, you can use my own Ko-fi link: https://ko-fi.com/ceresetal
45 Comments
Rest fall is a good point I didn't consider, I appreciate the consideration. :steamthumbsup:
Ceres et al.  [author] 17 hours ago 
I'd considered that, but admittedly it's difficult to decide on -- generally, the rest fall increases with mechanites more than offset any short-term productivity gains made with them except for like, pawns who don't need to sleep. I could theoretically make individual hediffs/wounds/whatever overrideable with regards to how to treat them, but that introduces a level of micro that I'm not sure is within scope, and more importantly I'm not sure how I'd implement. I'll think about how to approach it though
Just a thought- for long-term diseases with upsides that require regular tending to heal like Mechanites, would it be possible to be able to check or uncheck whether or not to tend them? First time I've noticed that Mechanites may well be a good thing with Pain is Virtue Ideo.
Dwarf 9 Aug @ 6:19am 
Just saw it is quickly mentioned in both yours and in the original's version page.
Sorry it wasn't clear enough for me when reading.

If I may suggest a more detailed phrasing :
"Doctors will use the best medicine available following Pharmacist's settings (in Pharmacist menu) and within the limits of the target's allowed medical care (in pawn's screen or Assign menu)."
Dwarf 9 Aug @ 6:12am 
Thank you for answering so quickly! It is extremely clear.
I will put everyone's to the higgest option available (except prisoners for those who won't stay long-term).

I would recommend putting a short explanation of this in the mod's description, for people having the same miscomprehension about the mod's integration with vanilla mechanic.

Wish you a great day!
Ceres et al.  [author] 9 Aug @ 6:07am 
the second case is correct; it'll fit within the limitations set by the level of care. if you want to have it abide by the pharmacist at all times, then you can set your defaults to best quality care for every category, but I kept it as-is otherwise in vanilla for a few reasons:
* the original mod didn't affect it either, so I wanted to stay within scope
* there are different levels of micro; prisoners with long-term conditions like asthma that are going to be released after healing up, for instance, should be treated differently than prisoners with something like blood rot being held for a quest. those are both fitted under the same category of Prisoner, meaning that the medicine defaults can be used to further granularize them
* I tried to avoid touching the base game's logic whenever it wasn't necessary, especially since in this case it's only a very simple once-per-playthrough change to set the defaults to all best care allowed

hopefully that makes sense!
Dwarf 9 Aug @ 5:39am 
Hello, thank you for the work done here.
I'm having some issues understanding the interactions between Pharmacist settings and the vanilla "level of medical care" (in pawn details or assign menu).

Let's take for example :
level of medical care of the pawn = "herbal medicine"
pharmacist setting for "operations" on "industrial-tech medicine".

1) Does Pharmacist override the level of medical care (= will use industrial-tech medicine when doing an operation)
2) Or does Pharmacist try to fit within the limitations set by the level of medical care? (= will use herbal medicine for operations)

From my observations it seems to be case 2, is it correct?
If it is the case, shouldn't we by default put everyone's level of medical care on the "best quality medicine", and let Pharmacist do its magic?
anomalocaris 5 Aug @ 2:40am 
thank you so much, ive been pulling my hair out trying to micromanage my glitterworld meds since 1.6
Sage the Drifter 1 Aug @ 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] 1 Aug @ 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