Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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)."
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!
* 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!
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?
only other mod was harmony. using all DLC except anomaly
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3256204706
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3527418098
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ModLister:TryAddMod (Verse.ModMetaData)
Verse.ModLister:RebuildModList ()
Verse.ModLister:.cctor ()
Verse.ModsConfig:.cctor ()
Verse.LoadedModManager:InitializeMods ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
Tried loading mod with the same packageId multiple times: Fluffy.WorkTab. Ignoring the duplicates.
Tried loading mod with the same packageId multiple times: Fluffy.Pharmacist. Ignoring the duplicates.
- Further refined changes the from 0.1.1. Drafted tend should nominally function similar to vanilla now - using the target's medical care setting, and using medicine from the inventory first - while still respecting search radius and other stuff.
- Merged in updated Spanish translations from @FerchuDev on GitHub. Thank you!!
I've done some testing on my own end to make sure things work as intended, but it's very possible I've missed something, so if anyone runs into any issues, let me know.
@Helluin proooobably not, honestly. pharmacist's original scope was pretty narrow by design, and I wanted to keep that here too; even the opt-in search radius feature was something I had to convince myself on. the auto-transfusion stuff is a whole new mechanic that's only related to the rest of the mod in the way of "they both do medical stuff", so I'd prefer to avoid getting out of scope ^^;;
I still consider this one of my better mods, and I'm very happy to see it being kept alive. You're absolutely correct that it was never really updated for anything since Bionics, my time and motivation for modding was waning, and the fact that I wasn't too keen on the dlcs after ideology didn't help.
I'm currently playing an Odyssey colony, and am very happy to have this little gem still available :). Please keep doing what you're doing!
What i mean by transfusion is this :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3462140886
Applying the blood transfusions on certain tsholds as in medicine.
@Supra I can't reproduce that myself; make sure you aren't subscribed to any of the continuations and that you don't have anything in your local mods folder of that variety. Steam sometimes also doesn't play nice with unsubscribing and needs to be rebooted; if you still run into issues after a restart and making totally sure that you don't have lingering files anywhere, upload a logfile somewhere and I can take a look
I am probably not the first to ask, but do you intend to add support for modded medicine? I have some and it's a pain in the ass not being able to select them in the pharmacist settings menu
this isn't the ideal solution, because notably it doesn't behave quite how I want it to; specifically, after pawns run out of the medicine from their inventory, they'll fall back onto whatever the prescribed option is, which messes with the point of making an exception for drafted tends in the first place. that being said, this should still be a pretty big improvement; I'm gonna be pretty busy for the next few days and I figured a quick fix would still be helpful. I can probably implement some settings as well, but for the time being I'll see how it plays out for a bit. lemme know if you run into any more issues
are these fixes also implemented?
figuratively unplayable game without this