RimWorld

RimWorld

Drug Policy Fix
20 Comments
HeavyBurner 1 Mar, 2020 @ 6:21am 
@Pelador ty friend!
Pelador  [author] 1 Mar, 2020 @ 5:10am 
Please see discussion.
HeavyBurner 1 Mar, 2020 @ 3:00am 
1.1?
eirish 11 Feb, 2020 @ 4:49am 
okay cool :)
Pelador  [author] 11 Feb, 2020 @ 4:42am 
@Justusius

Not presently, but is being considered.
eirish 11 Feb, 2020 @ 3:59am 
does this mod include prisoners? So can i define an drug policy for prisoners?
Nalesh 14 Jan, 2020 @ 6:20am 
The problem is that I don't know how to make a patch for that, and no one seems to have done so yet like they've done with vgp :v
Pelador  [author] 14 Jan, 2020 @ 2:47am 
@Nalesh

"Drug Policy Fix" automatically detects any drug for inclusion into policies.

The reason why various beverages in RC2 are not viable for use with policies is that they haven't been defined as drugs but as joy ingestibles with outcome giver effects.

In order to make these items capable for use with drug policies Crusty Peanut would need to alter their definitions accordingly to establish them as drugs. Then this mod will apply them accordingly.
Nalesh 13 Jan, 2020 @ 9:33pm 
Would it be possible to add a menu where you can add more items to the list? Like for example rimcuisine 2's tea, coffee, and energy drinks?
Pelador  [author] 30 Dec, 2019 @ 6:41am 
@Bidbits

I'd suggest reporting the error to the author of the export agency mod, with whatever findings your brother identified.
Bidibits 29 Dec, 2019 @ 8:57pm 
nevermind i fixed my brother who is an I.T worked his magic, how? I don't know he said a bunch of coding stuff, he said it was fighting with the export agency mod.
Bidibits 29 Dec, 2019 @ 8:41pm 
This shows up
when i try to make a new game, and now i cant make a new game please help me
pgames-food 8 Dec, 2019 @ 12:40am 
oh cool you finally did it - well done :)
NECEROS 7 Dec, 2019 @ 5:52pm 
Thanks for response! You make good points. Good job on this my dude
Tarojun 7 Dec, 2019 @ 5:49pm 
Finally in a sense an auto-fix to the adding and even removal of drugs from policy.

It was something severely plaguing me thinking how to handle compatibility and stability on the options of swapping between main and lite version of a race mod. It can be done, but you had to remove all policy and remake it again. Now with this lovely mod which I'll give a link to, no more! :D
Pelador  [author] 7 Dec, 2019 @ 5:31pm 
@NECEROS

The removal of related items, buildings and so on from mods is required regardless if drugs or not. As you are hopefully aware, not sensible to leave objects in the game that you then intend to remove the definitions for. And you need to remember inventory and caravan space also.

It could be achievable to add a clean-up process, but would be quite involved. Not something I'd envisage tackling this year, if at all.

Worth pointing out that with the removal of drugs, this mod will sort out the missing entries in the policies ... funnily enough quite literally.
NECEROS 7 Dec, 2019 @ 4:59pm 
Great work! Now all I need is a mod to remove drugs from the drug menu when removing a mod. It essentially breaks the save entirely until you go in and take out the drugs that no longer exist in your game manually, in notepad.
Mistletoe The Bard 6 Dec, 2019 @ 8:19pm 
Very very useful mod!