边缘世界 RimWorld

边缘世界 RimWorld

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Tribal Medicine
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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更新日期
8.880 MB
2023 年 3 月 21 日 上午 11:47
7 月 16 日 下午 8:27
13 项改动说明 ( 查看 )

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Tribal Medicine

在 Argón 的 1 个合集中
Argón's Mods [Active]
14 件物品
描述




[07/17/2025]: v1.2.2
- Cleaned and organized ThingCategories for teas.
- Fixed the stats of Anima Tea to actually reduce pain shock threshold by 18%
Make sure you have the latest version of Argonic Core!



Tribal Medicine 2.0 is a complete remake of my previous mod "Argón's Tribal Medicine", which was pretty well received by the community. In this ocassion, I have decided to remake most of my mods given that I have new skills at coding and art.

This new version adds all the teas from the previous version (Except for insanity tea, that one will come separately) plus new ones that are only possible thanks to the knowledge of C# I have acquired during my time being part of this wonderful gaming community that Rimworld has.






















I haven't got as much feedback as I expected from testers this time, but given the time I spent carefully seeking for errors and the time I myself used it in my own games, I can assume all major errors are solved and do not represent a problem. Balancing might be a different thing though, so I'm completely open to suggestions and commetns regarding ways of improving this mod's experience for all players.



Q: Save game compatible?
A: It kinda is, sometimes the new tea effects may bug ig you remove it mid-save. The new plants should generate automatically in all vanilla biomes.

Q: What about modded biomes?
A: I couldn't find a reliable way of making the plants automatically generate on every biome, so in theory modded biomes won't spawn the new plants. However, making a patch is really easy. You can contact me for help if you wish.

Q: Can I suggest a feature?
A: Sure thing! Leave a comment below.

Q: Aren't these teas broken?
A: Not much in my opinion. As a tribal, you have a lot more things to deal with, so these teas are an unique feature of them, plus you have to grow the plants and have a colonist that prepares the teas quick enough.

Q: Can I suggest a feature?
A: Absolutely! Leave me a comment or join my Discord server! (Link below)



Art, code and infographics created by Argón.

Rimworld is owned by Tynan Sylvester.



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]
热门讨论 查看全部(1)
3
10 月 7 日 下午 3:49
Detailed explanation of what teas do - Mechanical info within!
Flynt
325 条留言
Argón  [作者] 12 月 1 日 上午 10:50 
I need to fix the issue because currently the toggle is not working. I'll try to get it done asap, I'm working on other mods too, and I would also like to tweak the mechanic, not just remove it entirely.
Professor Bonkers 12 月 1 日 上午 12:23 
oh i forgot to add; i've been afraid to just remove it from my current game because i know removing mods from saves is typically a bad idea
Professor Bonkers 12 月 1 日 上午 12:21 
contamination mechanic is driving me up a wall; i forgot i still had this mod on when i just started a non-tribal game (my last game was tribal and this felt like a v good mod for that) but broot poisoning is severely ♥♥♥♥♥♥♥ me over. It drove me nuts in my tribal game and i turned off the "enable broot poisoning" setting but contamination seemingly bypasses that.. Idk i feel like the contamination should just be gone because if it's so bad that just being next to a different food which is then cooked will still be fatally poisonous no matter what you do, "tending isn't guaranteed to work all the time" ...i can't imagine just boiling it into tea is suddenly okay.

sorry about the rant i'm a little grumpy lol. basically i wanted to ask if you could at least make the "enable broot poisoning" checkbox in the options prevent the hediff altogether because that setting doesn't really help much given the contamination mechanic
vexxn0va 10 月 30 日 下午 3:42 
I really do hope it is able to fixed/able to find a solution so I don't need to dev mode everytime I use this mod as I find this mod really creative and fun to use
vexxn0va 10 月 30 日 下午 3:40 
@Argón It works fine now that Ive simply disabled the mod, thank you for responding so quickly, I wouldve sent a log screenshot but it didn't seem to really do anything, and everything with @Flynt lines up as even if we ran out of broots/I deleted them manually with god mode, it still effected the food products around it and caused broot poisoning, normally I have it on but I was really early into my run and broot poisoning is so inconsistent as I've lost half my colonies work force to them while other times it just goes away with mild treatment, thank you again for the quick response!
Argón  [作者] 10 月 29 日 下午 11:15 
It detects the cells around, iirc, or just the four north, south, east and west, I don't remember very well how I coded it, I should look at it, but either way, I do agree that it should be reworked in a way. Originally, I wanted to have a contamination mechanic but I couldn't thing of anything better.

About the caravans, it actually makes a lot of sense. The way storing works seems to have some special cases for caravans. In fact, I actually got an error related to caravans that was caused by this mod and the ticking code of contamination.
Flynt 10 月 29 日 下午 10:07 
So what I've found seems to cause it, from my limited testing with Broot Posioning disabled:

Contamination happens on caravans.

The Broots themselves may not be lethal with poisoning turned off, but their contamination code still seems to be active and that might be where everything is stemming from.


The idea behind it is great. It offers a solid risk to counterbalance the rewards of this mod. The issue is it becomes onerous to deal with due to the micro-managy nature of it the contamination code. If the micro manage aspect could be addressed, it wouldn't be bad at all.

How is 'next to' defined? Is it 'Within the same cell?' Is it 'One cell adjacent to?' I honestly think just disabling the Contamination code might solve everyone's issues with it.
Argón  [作者] 10 月 29 日 下午 5:12 
Have you restarted your game after disabling it?
In any case, I will revise the setting, because it could be having problems after updates. Apologies for the inconvenience, though.
vexxn0va 10 月 29 日 下午 4:07 
not sure what is happening, but no matter if i turn off broot poisoning, disallow my colonists to eat broots/literally any other plant from this mod, they keep getting it, ive had to go into dev mode several times to remove it since i genuinely just dont find it fun to play it, and yet my colonists KEEP getting sick with it, they arent cooking meals with it either as some get it before i even set up a damn campfire.
Sorry if my comment comes off as rude but I've tried to solve this over and over again, it didnt happen before, it only started happening recently, and there definetly arent any mod problems since any mod that affects the health tab ive used with it before with no issues, it only just now happened.
Flynt 10 月 6 日 下午 8:21 
I know authors don't get a notification for new discussions, but I also don't want to see some of the details lost in the comments.

@Argón, could I pretty please hazard you for some mechanical details of what each tea does? I've been struggling to actually see any benifits when I try and Do Science in my live play throughs.