My Colonist with the medical labor enabled is refusing to feed my injured, starving colonist. I tried ordering her to do it, but the only order that came up with a rightclick was something about the bed.
Hate to suggest something that you may have already tried, but have you check priority's in overview or made sure nothing is blocking the path, if not you can post your game save and i can take a look for you :D 2 sets of eyes are better than 1
I've run into the same problem as well, where wardens will feed prisoners, but even with all colonists switched to doctor only manual settings, priority 1, none will feed a starving bedridden colonist. In case it matters, this occurred after a colonist had a mental break dwarven-emo fit, and was subdued out of his rage. Also, I have 4 mods installed, but I don't believe they have any impact on the behavior. In case they do, the mods are the desert lizard one, workplaces, cremation, and wild farmer. I will attach a copy of the save for you to peruse. The injured colonist is in the 3-bedroom makeshift hovel near the NE corner of the map.
To reproduce, simply load the save file with the appropriate mods enabled, and switch both active characters to only the doctor profession. They will both go idle.
Save file link : http://www.4shared.com/file/HsMKwvmpce/ZDoctor_Not_Working.html
Hope this helps track down and squish the dirty little bug!
Thanks for reporting.
The bug is that they search for food based on the feeder instead of the patient's needs.
This means that if the feeder isn't super-hungry, they'll set their standard as "ignore any food worse than a nutrient paste meal". Which means if you only have raw food, they'll never feed the patient.
Bug: http://ludeon.com/mantis/view.php?id=659
Ah, that would indeed be the issue then, probably my fault for trying to get the framework including carpet in place before committing the resources to the stove and/or nutrient paste dispenser first. Guess I'll have to rectify that, thanks for the clarification!
Well, it's not your fault, it is a bug. Anyway I'll upload a silent hotfix build today.