RimWorld

RimWorld

Drugs in Inventory
21 Comments
VitaKaninen 7 Jun @ 7:31am 
Ok, thanks for letting me know!
1trickPwnyta  [author] 7 Jun @ 6:43am 
@VitaKaninen Thanks! I just did some testing and found that even without this mod, I still can't enter anything higher than a 0 for that drug. I wonder if that is intentional? If not, it seems to be a problem with the other mod.
VitaKaninen 6 Jun @ 7:21pm 
Thanks! And thanks for all the great mods!
1trickPwnyta  [author] 6 Jun @ 7:20pm 
@VitaKaninen Sorry, yes, harmony is required lol. Okay, I'll do some testing and see if I can reproduce the issue and get back to you.
VitaKaninen 6 Jun @ 7:18pm 
Well, the game crashes when I use your mod by itself, but enabling Harmony fixes that. Is harmony supposed to be a dependency?

Yes, when I only have the DLC's, Harmony, Drugs in Inventory, and Tribal Essentials Reborn active, I can not enter a value into the 'Keep in Inventory' field in the drug policy editor, but only for Tribal Psychite Tea. The rest of them work fine.
1trickPwnyta  [author] 6 Jun @ 6:52pm 
@VitaKaninen Does this happen with only that mod and this mod enabled together and no other mods? This mod shouldn't affect the UI.
VitaKaninen 6 Jun @ 6:19pm 
I have an issue where I can not tell them to keep 'Tribal Psychite Tea' from Tribal Essentials Reborn in their inventory. The item shows up in the drug policy editor, but I can not enter any number other than 0. Is this something you can fix?
Loeuw 30 Apr @ 5:39pm 
This bug is one of those tiny little frustrating things your pawns just decide to not do even if you tell them too, thanks.
1trickPwnyta  [author] 1 Apr @ 6:57pm 
@Spiderbot7 It should be, yes. They grab the drugs basically the same time they would grab medicine. Whenever they don't have the right amount, it's a priority.
Spiderbot7 1 Apr @ 6:49pm 
Safe to add mid save? And when do they grab the drugs?
1trickPwnyta  [author] 6 Jan @ 3:49pm 
@The Viral Divinity No, sorry, it doesn't do that.
The Viral Divinity 6 Jan @ 2:45pm 
Does this increase the amount of drugs that you can hold at once in the inventory? I've been looking but apparently no mod that does that, strange, because I can't stand only having 3 max of each, especially for ones you have to take twice or three times a day to keep the high.
SudoSays 1 Nov, 2024 @ 2:01pm 
Thankyou for this mod. Was a bit frustrated with my wake-up dependent pawns having to go to the drugs before tending wounded or getting sleepy mid battle
1trickPwnyta  [author] 31 Oct, 2024 @ 10:06am 
@Futstub the mod changes a vanilla mechanic that often prevents pawns from holding drugs in their inventory when they are scheduled to take them regularly. Not sure if it's a bug or what, but if you tell them to put drugs in their inventory then this mod will make sure they do. If you don't want them running 400 tiles to get a drug, you would need to use zone restrictions or forbid the drug, etc.
Futstub 31 Oct, 2024 @ 7:30am 
Could you elaborate on what exactly this mod is changing? I don't want my pawns to run like 400 tiles one way to go pick up some drugs... :>
1trickPwnyta  [author] 6 Aug, 2024 @ 8:31am 
@moo If you click on one of these error messages in the log, it should show some stack trace information in the bottom portion of the window. Could you copy that for me?
moo 6 Aug, 2024 @ 8:23am 
It would have been a default policy
moo 6 Aug, 2024 @ 8:22am 
I'm stacked with nearly 1000 mods, so it could be picking up invalid substances through a pre-patch
1trickPwnyta  [author] 5 Aug, 2024 @ 5:41pm 
@moo Thanks for letting me know. I haven't seen this error before. What does your drug policy look like? And are you using any other mods?
moo 5 Aug, 2024 @ 1:03pm 
huge wall of red error text in the log via <AllowedToTakeScheduledEver on non-drug ThingDef>
Winter 8 May, 2024 @ 3:32am 
Go-Juice Marines.. Assemble!