RimWorld

RimWorld

Drug Response
61 Comments
Do0m[y] 1 Oct, 2020 @ 12:45pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Mlie 13 Aug, 2020 @ 11:35am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196401201
Hope it helps anyone!
Ælianthe 9 Aug, 2020 @ 10:14am 
@DisKorruptd
Pharmacist by Fluffy is what you want. It does litterally just that and then some, like the ability to set security thresholds to treat diseases/wounds as major/life-threatening even tho the game wouldn't normally consider them as such. A pawn with multiples small bleeding for example is not technically a medical emergency, but Pharmacist lets you treat him as such.
Work VERY well with Medical Supplements and Apothecary, altho you may need Mod Medicine Patch for it to work properly (dunno why you wouldn't use that one tho, haven't tested without)
DisKorruptd 10 Jul, 2020 @ 12:12am 
is there a variation of this that makes medicine used responsibly? you dont need glitterworld medicine for that bruise, save it for a cracked rib, a Sterile Cotton Bandage will do (or Herbal Medicine if you arent using the Medical Supplements)
Pelador  [author] 24 Jun, 2020 @ 5:08am 
@Gariba

That is as per design.
Gariba 23 Jun, 2020 @ 7:08pm 
So, I've had an issue for some time... Even though pain relief using surgery bills is set to off, my pawns keep getting bills to administer drugs if they happen to be sleeping at the time the schedule tells them it's time for their meds
Pelador  [author] 21 Jun, 2020 @ 11:55am 
@Strakarix

They will continue to take medications even when immunity is reached as some drugs will still aid recovery. But there is also an option to turn off this behaviour so that once immunity is reached they will stop taking drugs.
UndeadChoya 21 Jun, 2020 @ 7:20am 
Would there be a way to prevent colonists taking malady responses when they have already recovered? I'm getting people wanting to take their response drug even though they've developed immunity to infection or plague. :steamfacepalm:
Lurmey 13 Jun, 2020 @ 6:44pm 
Hey Pelador, would it be possible to have the Malady list include the hediffs from Death Rattle? (i.e. Oxygen Deprivation, Coma, etc) I'd like to be able to automate the process of helping recover from these, like for instance when an animal's neck is injured (but not destroyed!) such that they can no longer breathe, it'd be nice to have them automatically acquire a bill for certain drugs that increase breathing (like Nettle Tea from Apothecary).
Pelador  [author] 10 Jun, 2020 @ 11:50am 
@Dess

Headaches and migraines essentially cause pain so are effectively treated by pain medication.

Condoms are not a cure for STDs, they are a usable item that can be applied during love making as a preventative measure. Details of the use of condoms can be see on page 8 of the Medical Supplements PDF notes.
Most Definitely a Mimic 10 Jun, 2020 @ 10:06am 
I have notices a few Maladies not showing up in the list as well as certain drugs.
Headache doesnt show up and also i cant assign use of condoms for minor STDs from Common ailments
Pelador  [author] 4 Jun, 2020 @ 4:28pm 
@Cpt. Lumey

Just to emphasise, it wouldn't have prevented pawns carrying inventory, i.e. there is no code to stop manual inventory or to remove drugs from inventory in DR. The correction was to ensure that where numbers had been provided that that number is now taken for later use on responses that are not surgeries. This is how it is intended to work in vanilla.
Pelador  [author] 4 Jun, 2020 @ 4:15pm 
@Captain Lumey.

Not wrong, now corrected.

Before it was unfortunately checking to see if the policy was "scheduled" (which of course due to synergy with the policies meant that the jobs never enacted), now for responses that are NOT surgeries an inventory amount will be taken for use later as per the policy number set.
Lurmey 4 Jun, 2020 @ 11:51am 
Does this mod add or change the "Take to Inventory" column in the drug policies? It seems that if that's set to 0 people won't hold any drugs in their inventory even when manually told to do so via the context menu. Not sure if it's due to this mod but it's my best bet.
CancerTherapy 29 May, 2020 @ 7:51am 
Holy cow that was quick, you really do care about your "customers" Thank you very very much sir!
Pelador  [author] 29 May, 2020 @ 4:00am 
@Update

DR will now allow you to equally apply drug responses for prisoners. Note the new options to allow for this.

Maladies now have (optionally) up to two responses that can be applied to them.

Please see updated PDF for further details.
CancerTherapy 27 May, 2020 @ 12:31am 
Hello,
I've been looking for easier way to get my colonists to eat ibuprofen (VGP) when they got mechanites, food poisoning or whatever painful stuff and this mod works wonders for me, I'm very very thankful for your work.
One thing, would be possible to add same policies for prisoners?
Thanks and have a good day :)
Pelador  [author] 22 May, 2020 @ 7:19am 
@NRFBToyStore

https://discord.gg/S4bxXpv (MP Discord)
NRFBToyStore 21 May, 2020 @ 3:20pm 
@Pelador I saw you updated a few mods for MP...QUESTION, is there an "easy" way to filter MP compatible stuff? I play 400 mods regular (STABLE, give or take a few late game race weirdness here/there), but would totally do like...60 mod multiplayer with a friend. BUT, how does one go about making such a list??? :)
Pelador  [author] 21 May, 2020 @ 1:59pm 
@Update

Reinstated MP compatibility
Pelador  [author] 13 May, 2020 @ 2:17pm 
@Update

Compatibility with vanilla Anesthetic as a malady type to respond to. Except it will not respond here until the pawn is conscious again. This allows you to take the likes of smelling salt capsules and smelling salts to alleviate the effects of the anesthesia.
Pelador  [author] 13 May, 2020 @ 2:14pm 
@Aerostar

Yes to prevent.
AerosAtar 8 May, 2020 @ 12:30pm 
@Pelador Ok, cool. Do I need to set it to Yes or No in order to prevent the overuse of medication? What are the consequences of doing so? (The description indicates there could be some, but without an example I'm at a loss as to what the problem could be).
Pelador  [author] 8 May, 2020 @ 12:20pm 
@Aerostar

It is yes.
AerosAtar 8 May, 2020 @ 12:11pm 
@Pelador Is that the "Respond when immunity reached" setting? The description isn't entirely clear (at least to me).
Pelador  [author] 8 May, 2020 @ 12:00pm 
@Aerostar

There's an option for that if I recall.
AerosAtar 8 May, 2020 @ 1:25am 
@Pelador Ok, I patched the painkillers myself and that all works fine. I've hit another potential issue though - my pawns continue taking medications assigned to a malady even after developing immunity and they continue doing so (at the specified interval) until the illness Hediff gets removed. Shouldn't they stop taking the medication once they become immune?
AerosAtar 7 May, 2020 @ 4:42pm 
Ah! Thanks! I guess I missed that part when I read it over before. :fhappy:
Pelador  [author] 7 May, 2020 @ 4:11pm 
@AerosAtar

Please read PDF guidance notes as to how to make pain medication identifiable from mods.
AerosAtar 7 May, 2020 @ 11:32am 
@Pelador The Pain Response AI doesn't recognise the painkillers from Medical IVs https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1424438685 but the Malady Response AI *does* recognise the antibiotics from the same mod. Is there an easy fix for this?
Pelador  [author] 4 May, 2020 @ 8:17pm 
@Kov

Good luck
Kov 4 May, 2020 @ 8:17pm 
In fact the same problem is mentioned in the comments of that mod, huh...
Kov 4 May, 2020 @ 8:15pm 
I just realized that Vanilla Textures Expanded - Mod Expansion (which is not technically an "official" VE mod) mentions adding an icon for "Drug Response - By Drgn! Netrve", and it is indeed the mod causing the conflict, so maybe the issue lies somewhere there.
Pelador  [author] 4 May, 2020 @ 8:08pm 
@Kov [cont...]

So some other mod must be changing the values. This could be the VE icon mods? or the other utilities mods you mentioned.

If you do manage to find out which one then please let me know.
Pelador  [author] 4 May, 2020 @ 8:06pm 
@Kov this is the default def value:

<MainButtonDef>
<defName>DrugResponse</defName>
<label>Drug Response</label>
<description>Colonist AI controls to administer drugs</description>
<tabWindowClass>MSPainless.MainTabWindow_DrugResponse</tabWindowClass>
<order>100</order>
<minimized>True</minimized>
<iconPath>UI/Buttons/DrugResponse</iconPath>
</MainButtonDef>
Kov 4 May, 2020 @ 9:25am 
Hi, when using this mod with some others, the following error will show up:

XML RimWorld.MainButtonDef defines the same field twice: iconPath.

Field contents: UI/Buttons/MainButtons/IconDrugResponse.


Here are my logs, using only this mod, Vanilla Expanded and some utilities:

https://gist.github.com/HugsLibRecordKeeper/08e55be36c46c738604ecc2418cedff5
Pelador  [author] 2 May, 2020 @ 8:54pm 
Will consider the suggestions when there is time available to do so. Further details why on my Discord channel.
NRFBToyStore 26 Apr, 2020 @ 5:56pm 
@Ugh Zug Yea, a "priority treatment" list would be nice. Like "Food poisoning", take "pepto", if not avail, take "veg soup", if not avail, take "ginger tea". Just a 1-2-3.

I think the recommended list would be interesting, just a process to pull any item that affects heddriff-X and put in list. That's basically what Medicine tab does for stats. Good ideas!!!
Ugh Zug 10 Apr, 2020 @ 12:18am 
Suggestions: secondary dosing option if the first isn't available.

Also some drugs don't actually list the exact conditions they treat on their info panel and the list can be quite expansive. Is there any chance of getting malady recommendations for treatment options rather than a huge list?

Option to use items like Antibacterial Wipes and other beneficial items before a surgery automagically if available.

This is likely outside of the scope this mod but consider adding an alternative to "Smart Medicine"


Pelador  [author] 28 Mar, 2020 @ 1:08pm 
@Update

Adds additional compatibility with Apothecary: Henbane additions.
Rabe 24 Mar, 2020 @ 12:38am 
Thank you a lot for everything. :)
Pelador  [author] 23 Mar, 2020 @ 4:59pm 
@Update

Added a response for Fatigue in Common Ailments mod
Pelador  [author] 18 Mar, 2020 @ 10:45pm 
@Rabe

Its a future consideration to be able to export settings and be able to reload them.
Rabe 18 Mar, 2020 @ 9:39pm 
I love your mod and I read the pdf. So I realized the possibility to set more than one malady. But a few days later I forgot my own settings *shame* Is there a possiblity to see older settings?
Pelador  [author] 18 Mar, 2020 @ 8:28am 
@nhatanh0475

Please read the provided PDF that explains these things.

https://www.dictionary.com/browse/maladies
nhatanh0475 18 Mar, 2020 @ 8:13am 
If I don't allow my pawn to use drug. Does this mod force them to use it? Do I have to open drug policy to accept all drug? Does 1 in 5 day from Vanilla conflict with this mod?
nhatanh0475 18 Mar, 2020 @ 8:11am 
What is Maladies????
Pelador  [author] 3 Mar, 2020 @ 6:01pm 
@Update

Added harmony dependency

Changed main button to a graphic and reduced size.

Added days metric to period sliders.
Pelador  [author] 3 Mar, 2020 @ 5:59pm 
@Chaos Legion

When I get more time will investigate.
Chaos Legion 25 Feb, 2020 @ 3:24am 
Scrolling mouse wheel with drug responce window opened makes font size in that window change for me. Weird stuff.