RimWorld

RimWorld

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Drug Response
   
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Mod, 1.1
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20 Feb, 2020 @ 4:34pm
4 Jun, 2020 @ 4:10pm
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Drug Response

In 1 collection by Pelador
Pelador V1-1
32 items
Description
Overview
V1.1

Drug response is a QoL tool that allows you to configure AI tools for your colonists to respond to pain and various maladies or conditions.


Details


The mod is explained with the following PDF:

Drugs response notes PDF[1drv.ms]


Note the features added in this mod are intended to embellish the existing vanilla drug policy process and not replace it, and there is some synergy afforded to the use of drug policies. It is important, therefore, that colonists are assigned with up to date drug policies to be able to make use of the process.

Where new modded drugs are added part way through a save game please ensure to update your colonists with a new policy, this is to ensure that all the new drugs applied have a valid entry in the currently assigned colonist policies. New games starting with drug mods will be fine and not require an update to the pawn drug policies.

This problem now solved with the mod: Drug Policy Fix

(Hopefully it goes without saying that if a drug isn't accessible to the colonist on their map then a response will not be attempted/triggered.)

Pawns will also respond to taking drugs for illnesses (where set) on caravans. But this requires the caravan to also have the appropriate drug for the response.

It also works alongside Pharmacy mod which addresses the priority of medicine used in tends, this mod introduces "additional" drug use to the tend process (if relevant) and does not effect tends themselves.

Though where maladies normally require tends any drug response would be best performed as surgery bills instead of tasks in the settings, though either option has capabilities. The bill process sometimes the better option where a malady has the potential to incapacitate the colonist or would normally require tending anyhow.

The elements in this mod can in general be seen as optional additions in response to pain or maladies that normally the player would have to perform manually.


Mod Notes

Can be readily added and removed to/from save games.

Applicable to Humanlike races that have the organic standard Hediff giver set.


Mod Compatibility
*** subject to conversion ***

Fairly open to "all" drug mods, with some additional patching required to identify purposeful pain relief drugs. This has been identified in the notes above for how mod developers can apply native support.

The following mods (in addition to vanilla) have however been patched:

Apothecary
Diseases Overhauled.
Medical Supplements
RimCuisine V1.2
RimCuisine V2
Smokeleaf Industry
Smokeleaf Industry - Reborn
Social Supplements
Vegetable Garden Medicine

In addition, where the V1.1 "Common Ailments" or "Diseases Overhauled" mod is loaded then certain additional maladies are added for use.

The Tenants mod has a harmony mod patch fix that can be found here: (*** awaiting Tenants V1.1 ***).

Includes native Multiplayer mod support.


Future Considerations

Adding additional maladies (where a relevant drug exists to best respond with).

Save facility.

Github

https://github.com/PeladorRW/DrugResponse


Credits

NotFood - MP Compatibility Support.


Pelador's Discord

https://discord.gg/CFNP26C


V1.1 Collection

https://steamproxy.net/sharedfiles/filedetails/?id=2012817741


(CC BY-NC-SA 4.0)
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://steamproxy.net/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.