Drug addiction modding

Started by NielsNederlands1, March 17, 2017, 10:15:51 AM

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NielsNederlands1

Hello all,

Since a couple of weeks I'm interested in modding Rimworld. I succesfully made some mods for myself for learning and to avoid making simple errors for a future more complex mod which i would like to release on the steam workshop. The mod I'm working on adds some more common drugs to the game such as Nicotine (tabacco) and Caffeine (coffee). This all works except for one thing and that is where i need help.

When a colonist gets an dependence/addiction to an added/modded drug it will perfectly show the current need for the drug in the colonist "need tab" and it will fill after the colonist consumes the drug. if the colonist doesnt has access to the drug the withdraw symptoms will kick in.

But the colonist will never automatically consume the modded drug he/she is addicted to, probably this is the case because the drug is not in the drug policy menu and so the colonist doesnt know its actually is allowed to consume it. when the need of the drug is under 30% (and the withdraw symptoms start to effect the colonist) an error will popup (error is provided below) which says some things about the priority.

Can someone help me with this? I would highly appriciate any help i get, i searched through alot of files and topics but was unable to find any information which could help me.

Thanks in advance!



Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.ArgumentException: Value does not fall within the expected range.
  at RimWorld.DrugPolicy.get_Item (Verse.ThingDef drugDef) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_SatisfyChemicalNeed.DrugValidator (Verse.Pawn pawn, RimWorld.Hediff_Addiction addiction, Verse.Thing drug) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_SatisfyChemicalNeed+<FindDrugFor>c__AnonStorey256.<>m__111 (Verse.Thing x) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey532.<>m__9FC (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_SatisfyChemicalNeed.FindDrugFor (Verse.Pawn pawn, RimWorld.Need_Chemical need) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_SatisfyChemicalNeed.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Granitecosmos

Quote from: NielsNederlands1 on March 17, 2017, 10:15:51 AM
But the colonist will never automatically consume the modded drug he/she is addicted to, probably this is the case because the drug is not in the drug policy menu and so the colonist doesnt know its actually is allowed to consume it. when the need of the drug is under 30% (and the withdraw symptoms start to effect the colonist) an error will popup (error is provided below) which says some things about the priority.

Although I honestly have no idea what that error log really means, couldn't it be that you forgot to add or edit the line

<listOrder>yourchosenuniquenumber</listOrder>

in your drug's ThingDef?

My More Drugs mod adds two new drugs to the game, one of them can addict. Feel free to inspect the xml, you can find it here with the rest of my stuff.

NielsNederlands1

#2
Quote from: Granitecosmos on March 17, 2017, 10:51:22 PM
Quote from: NielsNederlands1 on March 17, 2017, 10:15:51 AM
But the colonist will never automatically consume the modded drug he/she is addicted to, probably this is the case because the drug is not in the drug policy menu and so the colonist doesnt know its actually is allowed to consume it. when the need of the drug is under 30% (and the withdraw symptoms start to effect the colonist) an error will popup (error is provided below) which says some things about the priority.


Although I honestly have no idea what that error log really means, couldn't it be that you forgot to add or edit the line

<listOrder>yourchosenuniquenumber</listOrder>

in your drug's ThingDef?

My More Drugs mod adds two new drugs to the game, one of them can addict. Feel free to inspect the xml, you can find it here with the rest of my stuff.

Thanks for the reaction!

I've downloaded you mod and changed my listOrder a couple of times but the error message doesn't change. I also compaired the 2 files together to see if i missed something, but this doesnt seems to be the case.

Do you have another idea why this error might be here? Could it be the colonist doesn't know that a cigarette will satisfy its need for nicotine?

Greetings, Niels.

Granitecosmos

Quote from: NielsNederlands1 on March 21, 2017, 11:31:29 AM
I've downloaded you mod and changed my listOrder a couple of times but the error message doesn't change. I also compaired the 2 files together to see if i missed something, but this doesnt seems to be the case.

Interesting. Could you please post your drug's Defs so I can take a look?

NielsNederlands1

Quote from: Granitecosmos on March 21, 2017, 12:31:47 PM
Quote from: NielsNederlands1 on March 21, 2017, 11:31:29 AM
I've downloaded you mod and changed my listOrder a couple of times but the error message doesn't change. I also compaired the 2 files together to see if i missed something, but this doesnt seems to be the case.

Interesting. Could you please post your drug's Defs so I can take a look?

This is the Tabacco def, if you need the def for the plant i can add it too.


<?xml version="1.0" encoding="utf-8"?>

<Tobacco>

<ThingDef ParentName="MakeableDrugBase"> <!-- cigarette -->

<defName>Item_Cigarette</defName>
<label>cigarette</label>
<description>Tobacco rolled into a cigarette, ready to be smoked. The sigarette contains the addictive substance called Nicotine, wich gives the smoker a buzz and a happy feeling, this wears off the longer the user uses nicotine.</description>

<graphicData>
<texPath>Things/Item/Resource/Nicotine/Cigarette</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>

<rotatable>false</rotatable>
<stackLimit>250</stackLimit>
<statBases>
<DeteriorationRate>0.2</DeteriorationRate>
<WorkToMake>120</WorkToMake>
<MarketValue>8</MarketValue>
<Mass>0.025</Mass>
</statBases>

<techLevel>Neolithic</techLevel>

<ingestible>
<foodType>Plant, Processed</foodType>
<joy>0.20</joy>
<baseIngestTicks>700</baseIngestTicks> <!-- slightly faster then smokeleave -->
<drugCategory>Social</drugCategory>
<ingestSound>Ingest_Smoke</ingestSound>
<ingestCommandString>Smoke {0}</ingestCommandString>
<ingestReportString>Smoking {0}.</ingestReportString>
<ingestEffectEat>EatVegetarian</ingestEffectEat>
<ingestHoldOffsetStanding>(0.20,0,0.10)</ingestHoldOffsetStanding>
<ingestHoldUsesTable>false</ingestHoldUsesTable>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>NicotineEffect</hediffDef>
<severity>0.50</severity>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>NicotineTolerance</hediffDef>
<severity>0.015</severity>
<divideByBodySize>true</divideByBodySize>
</li>
</outcomeDoers>
<nurseable>true</nurseable> <!-- remain added until nicotine can be nursable in another way -->
</ingestible>

<recipeMaker>
<recipeUsers>
<li>DrugLab</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>

<costList>
<tobaccoLeaves>1</tobaccoLeaves>
</costList>

<comps>
<li Class="compProperties_Drug">
<chemical>Nicotine</chemical>
<addictiveness>0.05</addictiveness>
<minToleranceToAddict>0.05</minToleranceToAddict>
<existingAddictionSeverityOffset>0.08</existingAddictionSeverityOffset>
<needLevelOffset>1</needLevelOffset>
<listOrder>1002</listOrder> <!-- used to be 35 -->
</li>
</comps>

</ThingDef>

<HediffDef> <!-- nicotine effects -->

<defName>NicotineEffect</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>smoked a cigarette</label>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-2.5</severityPerDay>
</li>
</comps>

<stages>
<li>
<label>hidden</label>
<everVisible>false</everVisible>
</li>
<li>
<label>buzzed</label>
<hungerRateFactor>0.95</hungerRateFactor>
<minSeverity>0.35</minSeverity>
<restFallFactor>0.95</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.015</offset>
</li>
</capMods>
<statOffSets>
<WorkSpeedGlobal>0.10</WorkSpeedGlobal>
</statOffSets>
</li>

<li>
<label>too much</label>
<minSeverity>0.85</minSeverity>
<restFallFactor>0.80</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
<statOffSets>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
</statOffSets>
<hediffGivers>
<li Class="HediffGiver_Random">
  <hediff>HeartAttack</hediff>
  <mtbDays>180</mtbDays>
</li>
</hediffGivers>
</li>
</stages>
</HediffDef>

<ChemicalDef>
<defName>Nicotine</defName>
<label>Nicotine</label>
<addictionHediff>NicotineAddiction</addictionHediff>
<toleranceHediff>NicotineTolerance</toleranceHediff>
</ChemicalDef>

<NeedDef ParentName="DrugAddictionNeedBase">
<defName>Chemical_Nicotine</defName>
<needClass>Need_Chemical</needClass>
<label>Nicotine</label>
<description>Because this person developed a Nicotine dependence, this person needs to regularly smoke a cigarette to avoid withdrawal symtoms </description>
<listPriority>51</listPriority> <!-- used to be 35 -->
</NeedDef>

<HediffDef ParentName="DrugToleranceBase">
<defName>NicotineTolerance</defName>
<label>nicotine tolerance</label>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-0.010</severityPerDay>
</li>
<li Class="HediffCompProperties_DrugEffectFactor">
<chemical>Nicotine</chemical>
</li>
</comps>
<hediffGivers>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Asthma</hediff>
<baseMtbDays>160</baseMtbDays>
<minSeverity>0.40</minSeverity>
<partsToAffect>
<li>LeftLung</li>
<li>RightLung</li>
</partsToAffect>
<countToAffect>2</countToAffect>
</li>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Carcinoma</hediff>
<baseMtbDays>180</baseMtbDays>
<minSeverity>0.40</minSeverity>
<partsToAffect>
<li>LeftLung</li>
<li>RightLung</li>
</partsToAffect>
<countToAffect>1</countToAffect>
</li>
</hediffGivers>
</HediffDef>

<HediffDef ParentName="AddictionBase">
<defName>NicotineAddiction</defName>
<hediffClass>Hediff_Addiction</hediffClass>
<label>nicotine dependence</label>
<causesNeed>Chemical_Nicotine</causesNeed>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-0.0275</severityPerDay>
</li>
</comps>
<stages>
<li>
</li>
<li>
<label>withdrawal</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
</capMods>
<mentalStateGivers>
<li>
<mentalState>BingingDrugMajor</mentalState>
<mtbDays>40</mtbDays>
</li>
</mentalStateGivers>
</li>
</stages>
  </HediffDef>

<ThoughtDef>
<defName>NicotineEffect</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>NicotineEffect</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>hidden effects</label>
<description>Should not appear.</description>
<baseMoodEffect>0</baseMoodEffect>
<visible>false</visible>
</li>
<li>
<label>smoked a cigarette</label>
<description>I'm feeling relaxed after that smoke.</description>
<baseMoodEffect>8</baseMoodEffect>
</li>
<li>
<label>smoked too much cigarettes</label>
<description>I have a headache and im shaking alot, i might smoked too much.</description>
<baseMoodEffect>-14</baseMoodEffect>
</li>
</stages>
</ThoughtDef>

<ThoughtDef>
<defName>NicotineWithdrawal</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>NicotineAddiction</hediff>
<!-- <validWhileDespawned>true</validWhileDespawned>, this wasnt in the example so i commented it  -->
<stages>
<li>
<visible>false</visible>
</li>
<li>
<label>Nicotine withdrawal</label>
<description>I really wish I could smoke.</description>
<baseMoodEffect>-10</baseMoodEffect>
</li>
</stages>
</ThoughtDef>

</Tobacco>


Granitecosmos

Quote from: NielsNederlands1 on March 21, 2017, 02:08:27 PM
This is the Tabacco def, if you need the def for the plant i can add it too.

<?xml version="1.0" encoding="utf-8"?>

<Tobacco>

<ThingDef ParentName="MakeableDrugBase"> <!-- cigarette -->

<defName>Item_Cigarette</defName>
<label>cigarette</label>
<description>Tobacco rolled into a cigarette, ready to be smoked. The sigarette contains the addictive substance called Nicotine, wich gives the smoker a buzz and a happy feeling, this wears off the longer the user uses nicotine.</description>

<graphicData>
<texPath>Things/Item/Resource/Nicotine/Cigarette</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>

<rotatable>false</rotatable>
<stackLimit>250</stackLimit>
<statBases>
<DeteriorationRate>0.2</DeteriorationRate>
<WorkToMake>120</WorkToMake>
<MarketValue>8</MarketValue>
<Mass>0.025</Mass>
</statBases>

<techLevel>Neolithic</techLevel>

<ingestible>
<foodType>Plant, Processed</foodType>
<joy>0.20</joy>
<baseIngestTicks>700</baseIngestTicks> <!-- slightly faster then smokeleave -->
<drugCategory>Social</drugCategory>
<ingestSound>Ingest_Smoke</ingestSound>
<ingestCommandString>Smoke {0}</ingestCommandString>
<ingestReportString>Smoking {0}.</ingestReportString>
<ingestEffectEat>EatVegetarian</ingestEffectEat>
<ingestHoldOffsetStanding>(0.20,0,0.10)</ingestHoldOffsetStanding>
<ingestHoldUsesTable>false</ingestHoldUsesTable>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>NicotineEffect</hediffDef>
<severity>0.50</severity>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>NicotineTolerance</hediffDef>
<severity>0.015</severity>
<divideByBodySize>true</divideByBodySize>
</li>
</outcomeDoers>
<nurseable>true</nurseable> <!-- remain added until nicotine can be nursable in another way -->
</ingestible>

<recipeMaker>
<recipeUsers>
<li>DrugLab</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>

<costList>
<tobaccoLeaves>1</tobaccoLeaves>
</costList>

<comps>
<li Class="compProperties_Drug">
<chemical>Nicotine</chemical>
<addictiveness>0.05</addictiveness>
<minToleranceToAddict>0.05</minToleranceToAddict>
<existingAddictionSeverityOffset>0.08</existingAddictionSeverityOffset>
<needLevelOffset>1</needLevelOffset>
<listOrder>1002</listOrder> <!-- used to be 35 -->
</li>
</comps>

</ThingDef>

<HediffDef> <!-- nicotine effects -->

<defName>NicotineEffect</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>smoked a cigarette</label>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-2.5</severityPerDay>
</li>
</comps>

<stages>
<li>
<label>hidden</label>
<everVisible>false</everVisible>
</li>
<li>
<label>buzzed</label>
<hungerRateFactor>0.95</hungerRateFactor>
<minSeverity>0.35</minSeverity>
<restFallFactor>0.95</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.015</offset>
</li>
</capMods>
<statOffSets>
<WorkSpeedGlobal>0.10</WorkSpeedGlobal>
</statOffSets>
</li>

<li>
<label>too much</label>
<minSeverity>0.85</minSeverity>
<restFallFactor>0.80</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
<statOffSets>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
</statOffSets>
<hediffGivers>
<li Class="HediffGiver_Random">
  <hediff>HeartAttack</hediff>
  <mtbDays>180</mtbDays>
</li>
</hediffGivers>
</li>
</stages>
</HediffDef>

<ChemicalDef>
<defName>Nicotine</defName>
<label>Nicotine</label>
<addictionHediff>NicotineAddiction</addictionHediff>
<toleranceHediff>NicotineTolerance</toleranceHediff>
</ChemicalDef>

<NeedDef ParentName="DrugAddictionNeedBase">
<defName>Chemical_Nicotine</defName>
<needClass>Need_Chemical</needClass>
<label>Nicotine</label>
<description>Because this person developed a Nicotine dependence, this person needs to regularly smoke a cigarette to avoid withdrawal symtoms </description>
<listPriority>51</listPriority> <!-- used to be 35 -->
</NeedDef>

<HediffDef ParentName="DrugToleranceBase">
<defName>NicotineTolerance</defName>
<label>nicotine tolerance</label>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-0.010</severityPerDay>
</li>
<li Class="HediffCompProperties_DrugEffectFactor">
<chemical>Nicotine</chemical>
</li>
</comps>
<hediffGivers>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Asthma</hediff>
<baseMtbDays>160</baseMtbDays>
<minSeverity>0.40</minSeverity>
<partsToAffect>
<li>LeftLung</li>
<li>RightLung</li>
</partsToAffect>
<countToAffect>2</countToAffect>
</li>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Carcinoma</hediff>
<baseMtbDays>180</baseMtbDays>
<minSeverity>0.40</minSeverity>
<partsToAffect>
<li>LeftLung</li>
<li>RightLung</li>
</partsToAffect>
<countToAffect>1</countToAffect>
</li>
</hediffGivers>
</HediffDef>

<HediffDef ParentName="AddictionBase">
<defName>NicotineAddiction</defName>
<hediffClass>Hediff_Addiction</hediffClass>
<label>nicotine dependence</label>
<causesNeed>Chemical_Nicotine</causesNeed>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-0.0275</severityPerDay>
</li>
</comps>
<stages>
<li>
</li>
<li>
<label>withdrawal</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
</capMods>
<mentalStateGivers>
<li>
<mentalState>BingingDrugMajor</mentalState>
<mtbDays>40</mtbDays>
</li>
</mentalStateGivers>
</li>
</stages>
  </HediffDef>

<ThoughtDef>
<defName>NicotineEffect</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>NicotineEffect</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>hidden effects</label>
<description>Should not appear.</description>
<baseMoodEffect>0</baseMoodEffect>
<visible>false</visible>
</li>
<li>
<label>smoked a cigarette</label>
<description>I'm feeling relaxed after that smoke.</description>
<baseMoodEffect>8</baseMoodEffect>
</li>
<li>
<label>smoked too much cigarettes</label>
<description>I have a headache and im shaking alot, i might smoked too much.</description>
<baseMoodEffect>-14</baseMoodEffect>
</li>
</stages>
</ThoughtDef>

<ThoughtDef>
<defName>NicotineWithdrawal</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>NicotineAddiction</hediff>
<!-- <validWhileDespawned>true</validWhileDespawned>, this wasnt in the example so i commented it  -->
<stages>
<li>
<visible>false</visible>
</li>
<li>
<label>Nicotine withdrawal</label>
<description>I really wish I could smoke.</description>
<baseMoodEffect>-10</baseMoodEffect>
</li>
</stages>
</ThoughtDef>

</Tobacco>


Checked it, everything seems fine.

Copy-pasted into my mod, changed costlist to Smokeleaf Leaves so it doesn't throw an error since I don't have the defs for Tobacco, strapped the closest Texture file I had lying around to it and tested it in-game. Cigarettes shown in drug policy, pawn reaches 30%, goes for Cigarettes. No error whatsoever.

Have you actually tested this in a NEW game? Just enable dev mode and test stuff that way. Existing games aren't a good way.

Apfelkuchenbemme

Quote from: Granitecosmos on March 21, 2017, 03:32:21 PM
Have you actually tested this in a NEW game? Just enable dev mode and test stuff that way. Existing games aren't a good way.

The problem isn't the old game itself, but using an already existing drug policy because they aren't automatically updated.

For example, the "No drugs" policy still allows addicts to use a drug in order to avoid withdrawal. However, if you add a drug via a mod, said drug will not be part of "No drugs".

You just have to create a new policy and all enabled drugs will be part of that new policy.

Granitecosmos

Quote from: Apfelkuchenbemme on March 21, 2017, 04:41:16 PM
The problem isn't the old game itself, but using an already existing drug policy because they aren't automatically updated.

There are a few things that behave like that, I'm sure about that. Which is why I simply make a new game every time I test stuff; a lot more convenient than remembering every damn game mechanic that doesn't properly update. And since Dev Mode allows me to generate a planet with only 5% coverage, it takes roughly the same amout of time to generate a new game than to load up a save file.

I didn't know drug policy didn't properly update, though. The more you know.

NielsNederlands1

Quote from: Apfelkuchenbemme on March 21, 2017, 04:41:16 PM
Quote from: Granitecosmos on March 21, 2017, 03:32:21 PM
Have you actually tested this in a NEW game? Just enable dev mode and test stuff that way. Existing games aren't a good way.

The problem isn't the old game itself, but using an already existing drug policy because they aren't automatically updated.

For example, the "No drugs" policy still allows addicts to use a drug in order to avoid withdrawal. However, if you add a drug via a mod, said drug will not be part of "No drugs".

You just have to create a new policy and all enabled drugs will be part of that new policy.

Thanks alot! This fixed the problem, i am really thankful!