RimWorld

RimWorld

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Pharmacist - 1.5 Unofficial (+ Blood Rot & Lung Rot fix)
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Mod, 1.4, 1.5
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946.892 KB
28 May @ 5:09am
28 May @ 5:13pm
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Pharmacist - 1.5 Unofficial (+ Blood Rot & Lung Rot fix)

In 1 collection by DomB
RimWorld (Ultimate Edition) 1.5 FULL COLLECTION
159 items
Description
About

Unofficial 1.5 update for Pharmacist, + Retrofix for 1.4

I wanted to use Pharmacist within my collection whilst we wait for the author, so I updated myself and thought to share.

Includes Blood Rot & Lung Rot fix:

Colonists now categorise the threat of Blood/Lung Rot correctly & tend as expected.

Blood Rot fix:
https://github.com/fluffy-mods/Pharmacist/pull/43/files

Lung Rot fix:
I added some code & requested merge with Fluffy: https://github.com/fluffy-mods/Pharmacist/pull/49

Compatible with Smart Medicine (my fork only):
https://gtm.you1.cn/sharedfiles/filedetails/?id=3256317028

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Original Mod Description

https://gtm.you1.cn/sharedfiles/filedetails/?id=1365242717

Not all injuries are equal; pharmacist prescribes the right medicine for the job.



Does not require a new save game
Can safely be enabled in an ongoing save-game, disabling will cause a one-time error message upon loading the save again for the first time. The error message is mostly harmless.



Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Doctors will use the best medicine that is available, and that is at most the level of the targets' medical care setting and the pharmacists' advice. Four levels of injuries are distinguished;

- Minor (bruises, non-lethal diseases, small cuts)
- Major (larger cuts, potentially lethal diseases)
- Life-Threathening (extreme bleeding, heart attacks, etc.)
- Operations (all implants, harvesting, etc.)

The Pharmacists' advice for each of these can be set for Colonists, Guests, Prisoners and Animals separately with the 'Pharmacist' button on the main bar.



Doctors out on the rim treat wounds in batches, and use the same medicine for each treatment in a batch. I did not want to confuse them too much, so I've left that behaviour intact. That means that the worst injury determines what medicine is used for the whole batch, and doctors may still use Glitterworld medicine for treating a bruise if they were treating a heart attack at the same time.

As far as I know, the mod should be compatible with everything. Mods that directly alter the available number of medical care options may cause issues, and I think I've seen such a mod at one point, but I've been unable to find it again. If you find any incompatibilities, please let me know!

I'm not quite happy with the UI yet, but for now it's functional. If you have suggestions, I'm always willing to listen.

Some injuries might be diagnosed wrong, and receive medicine that is either not good enough or too good. If the treatment is too good, make sure that it wasn't part of a batch treatment (see above). If the treatment is not good enough, that's a bigger problem, and I'd like to know about what injuries are diagnosed badly.

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10 Comments
Z9527 20 Sep @ 12:29am 
boss, can you add an option to adjust the default Settings? My prisoner Settings are usually herbs only for surgery and no drugs for everything else, but I have to re-set them manually every time I start a new game.
T.A. 31 Aug @ 12:26pm 
This may be a stupid question, but how do I make pawns use medicine to cure gut worms and muscle parasites? Which of the settings responds for that? Thnx
sPoky 27 Aug @ 10:34pm 
Waltuh, I accidentally used our only glitterworld medicine for asthma, Waltuh.
Church.exe 21 Aug @ 6:26am 
There seems to be a minor incompatibility with CE where a stabilized wound will be considered non-serious no matter how serious it actually is. (in other words even if there are 5 gunshots in the torso, if they're stabilized and not bleeding they're treated in the same category as minor scrapes.)
清水 8 Aug @ 1:52pm 
or set minor and seriously injuries as herbal mixture,doc only use normal herb to treat colonist
清水 8 Aug @ 1:35pm 
with the mod “mod medicine path”,I set the Medical plan of surgery as “herbal mixture”,but doc doesn't use it,instead of using normal herbs.
I also use the mod “smart medicine”
Mahtamori 20 Jul @ 7:47am 
Does this also fix Infant Sickness? Infant Sickness has similar issues with Blood Rot in that it doesn't ever seem to trigger a severity threshold.
New fat dwarf 3 Jun @ 12:11pm 
Thank you! Great job
DomB  [author] 28 May @ 8:46am 
Compatible with Smart Medicine (my fork only):
https://gtm.you1.cn/sharedfiles/filedetails/?id=3256317028
DomB  [author] 28 May @ 5:12am 
Includes Blood Rot & Lung Rot fix:

Blood Rot:
https://github.com/fluffy-mods/Pharmacist/pull/43/files

Lung Rot:
I added some code & requested merge with Fluffy: https://github.com/fluffy-mods/Pharmacist/pull/49