RimWorld

RimWorld

Basic Medicine
104 kommentarer
bing bong 멍청한 병신 14. sep. kl. 16:15 
is there any mod other than "mod medicine" that lets you assign custom modded meds since the one in the description is bugged
Monkey Magic 31. aug. kl. 14:02 
@ILuvSilicon - No worries, just looks out of place with my Advanced Medicine running, which is why I disabled it there. FIguring out how to set mod options is still something I need to look into myself too XD
ILuvSilicon  [ophavsmand] 31. aug. kl. 13:28 
@Monkey Magic
Thanks for the pointer about display priority. I'll go ahead and change it.

I do not however plan to remove the conversion recipe of basic medicine into industrial one, since people requested it, and it doesn't break balance.

Making it optional is a fair idea, but I don't feel like spending the time to learn how to create mod options, especially since the recipe is not exactly bothersome to people who don't intend to use it.
Monkey Magic 29. aug. kl. 16:52 
@iLuvSilicon -I've been trying to get ui order makes sense:

-snip-

EDIT

So, I went ahead and set Basic Medicine to have a display Priority of 1450 in my Advanced Medicine mod. But, if you wanna go ahead and add it to the mod itself, that would be great. Just pop:

<displayPriority>1450</displayPriority>

inside the recipeMaker flags.

This will slot the meds in after Smokeleaf (a basic drug) but before the refined drugs. Incidentally, I removed Make Industrial Medicine from Basic Medicine with a patch in my mod, but if you wanna make it optional in yours instead, that would be much better ^^
Rycon 18. juli kl. 21:57 
Have been happily using without any issues so far - thank you again!
SgtDornan7 16. juli kl. 13:34 
Such absolute peak
ILuvSilicon  [ophavsmand] 13. juli kl. 5:52 
Updated to 1.6, no changes were made since 1.6 didn't seem to touch any health systems.

Not tested, so if you indeed encounter any bugs/issues, please comment
Utomia 12. juli kl. 20:36 
Will there be an update for 1.6?
Rycon 6. juli kl. 20:41 
Hey there! Thanks for this awesome mod - its been a staple of mine. Politely expressing that I would love to see this make its way over to 1.6 if you have the time! :)
ILuvSilicon  [ophavsmand] 21. mar. kl. 14:38 
@Posh Octavia
go to the workshop mod folder: "...\steamapps\workshop\content\294100\2495501601\1.5\Defs\ResearchProjectDefs"

open: "ResearchProjects_BasicMedicine.xml" using notepad++

delete line <li>Electricity</li> from <prerequisites>

save and enjoy, it should work. If it doesn't, you could bugfix based on error messages

Repeat after mod gets updated since it resets the file, OR save a copy of the mod and put into into your personal mods folder, so it won't get updated. (don't post it, bcs thats not cool)

Additionally, look for online tutorials if you need more help with modding and customizing xml files and enjoy being an amateur Rimworld modder.
Posh Octavia 20. mar. kl. 11:22 
@gerewoatle i havent found another one that avoids game bloat like this one does, they all introduce a bunch of new plants and researches and systems or some variation therof. this is the only fairly elegant and simple basic medicine mod
ILuvSilicon  [ophavsmand] 19. mar. kl. 14:53 
@Shavius
No, but a patch can fix that. I might do it at some point.
Gerewoatle 19. mar. kl. 0:04 
@Posh: There are other mods that offer neolithic/Medieval upgrades over herbal medicine.
Posh Octavia 18. mar. kl. 21:51 
man i wish this didnt require drug manufacture, it would be perfect for medevil runs considering its ingredients as a basic step up from herbal medicine, but since it needs drug manufacture and thus electricity its out of reach
Shavius 25. feb. kl. 8:18 
Will it spawn on NPCs and traders?
ILuvSilicon  [ophavsmand] 4. feb. kl. 2:58 
@PatoPixelado
It shouldn't break anything, if that's what you are wondering, since this mod just adds an extra medicine.
Balin 3. feb. kl. 16:25 
will work with Vanilla Furniture Expanded - Medical Module?
ILuvSilicon  [ophavsmand] 3. feb. kl. 15:03 
@tom
I have not made any extra compatibility with other mods, but using the mod medicine patch might help
ILuvSilicon  [ophavsmand] 3. feb. kl. 15:00 
@K147
Use the mod medicine patch (link in description), which separates the medicine in the pawn health tab and also allows you to assign it. The Ancient urban ruins mod might use its own C# code to accomplish the same thing, so check for compatibility between those mods.
ILuvSilicon  [ophavsmand] 3. feb. kl. 14:24 
Mod updated - it is now possible to turn basic medicine into industrial medicine by adding 1 Neutroamine.
t 1. feb. kl. 22:58 
Is this compatible with pharmacist? pawns rarely seem to use basic medicine
K147 8. sep. 2024 kl. 16:20 
Hi, could you make it so pawns can carry this medicine in the assign tab? If you're willing but unsure how, the medicines from ancient urban ruins can be assigned to carry so you could ask them about it
dabeek 2. aug. 2024 kl. 16:50 
@ILuvSilicon If you're worried that people would be spending double the resources, then just double the recipe output. Yes, it'd be harder to micromanage, but when has that *ever* been a problem for people who play Rimworld? Micromanagement is not only the price of admission, it may as well be in the name.
Renegaiden 10. juli 2024 kl. 0:58 
I'd second an option to upgrade basic medkits into industrial ones.
Salabencher 17. maj 2024 kl. 18:13 
The new mod thumbnail is better than the last one, thank you.
Greisyn 20. apr. 2024 kl. 14:27 
for sure that could work too, just an idea could adjust the work cost but then again don't mind effort behind crafting personally. could also make it a hardcore check box or something for an option for those that want it to be slightly more effort involved. i was just thinking progression Herbal>Basic Medicine>Medicine>Glitterworld (as there are mods that take medicine to craft glitterworld meds)
ILuvSilicon  [ophavsmand] 20. apr. 2024 kl. 12:56 
@Greisyn
Its not a bad idea, but the problem arises also with the work cost of making the medicine. I imagine most people would consider it a hassle to spend twice the time and resources on creating industrial medicine. It would also be harder to micromanage.

An extra recipe to turn basic medicine to industrial medicine might be a good addition however.
Greisyn 18. apr. 2024 kl. 0:37 
this should change the industrial recipe to include basic med (vanilla = 3 cloth 1 herbal med 1 neutroamine) so maybe 1-2 cloth 1 basic med 1 neutroamine would make sense. if that is to make it a true intermediate medicine between herbal and industrial.
evirae 16. apr. 2024 kl. 14:43 
Thank you for updating! :D
ILuvSilicon  [ophavsmand] 15. apr. 2024 kl. 12:13 
Updated to 1.5
- Removed wood from crafting recipe for the cost of an extra cloth.
- Changed intellectual skill required for crafting from 4 to 3
Marty in the multyvers 13. apr. 2024 kl. 4:41 
1.5?
nako 11. apr. 2024 kl. 5:22 
Working fine in 1.5 for me. Tested crafting/research/max tend quality.
PicardOrion 27. mar. 2024 kl. 15:22 
For those who want to know the stats (maybe you could add this in the description):
80% potency
800 ticks of work (a little more than the common 'medicine' pack.
ILuvSilicon  [ophavsmand] 15. mar. 2024 kl. 11:35 
@_Real_Deal_
price of research for 'medicine production' in vanilla is 1500, this mod lowers it to 1000 and adds basic medicne as a stepping stone for 700 (so 200 extra from vanilla) your idea to reduce its research cost to 200 would be mean that the entire medicine research chain is -300.

Don't forget, that it also bypasses the grindy requirement of microelectronics research which is 3000
Gerewoatle 15. mar. 2024 kl. 4:14 
@_Real_Deal_ : Literally anyone can do this manually. XML is not witchcraft.
_Real_Deal_ 15. mar. 2024 kl. 3:45 
The price of research for this type of medicine is TOO BIG. I looked at the stats of this medicine, it is significantly worse than industrial medicine and only 10% better in terms of the indicators of herbal medicine. Adding this mod will make it more difficult to obtain industrial medicine, which ultimately leads to the fact that it is more profitable to play without the mod. I go into the mod's files and change the cost of research to 200 points, which makes it at least somewhat applicable in the game, but not everyone can do this manually, so, in my opinion, it is better to reduce the cost of research for this type of medicine, which will give it a second breath! But overall the idea is fine.
Firestorm 13. jan. 2024 kl. 2:26 
@Kardagan workin fine for me.
Kardagan 1. aug. 2023 kl. 14:25 
CE compatibility?
ILuvSilicon  [ophavsmand] 13. nov. 2022 kl. 4:08 
@Damon_Vi
That would likely be too much work as well as break the progression cycle so no, sorry to disappoint.
Damon_Vi 12. nov. 2022 kl. 18:09 
can i make a request that basic medicine be classified the same as industrial medicine, as an alternative ingredient for crafting recipes that would require industrial medicine?
RAD EMERALD 2. nov. 2022 kl. 3:09 
really go army tasty classic!:crate:
ILuvSilicon  [ophavsmand] 26. okt. 2022 kl. 10:48 
@BananaBread
The recipe works as it should in vanilla as far as I know. But I have had the same problem once, can't remember the exact cause, but I think it was something about the pawns stopping the recipe the exact second they start
Capataina 26. okt. 2022 kl. 5:35 
Is that 1.4 or 1.3? If its 1.3, can you send me a hugslog? Thats an interesting behaviour as the recipe I used was copied from vanilla but it might be a weird interaction from raw berries added from other mods.
BananaBread 25. okt. 2022 kl. 13:01 
im not sure if it's this mod, but it seems to only happen to the bills related to producing basic medicine, where colonists will trap themselves in a loop of constantly trying to make it, taking materials back to where they came from, picking them up and trying again without ever getting to the production stage.

might be an interaction with another mod but thought i'd let you know.
Tommy Gray x Land Raider 21. okt. 2022 kl. 14:54 
1.4 plz
Capataina 25. aug. 2022 kl. 13:49 
@Nero Sima in case you are still searching for a mod that adds medicine before industrial that can be crafted without electricity, I've made my own mod to add two medicines that can be crafted without electricity, balanced for vanilla ofc

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2852583190
Nero Sima 10. mar. 2022 kl. 13:44 
Can make a version whith out electricity
The Cat 31. jan. 2022 kl. 14:36 
@ILuvSilicon

Hello, currently no traders sell or buy this item in the game, probably not coded. Will you add a way to buy or sell the basic medicine via traders ?
Mentat76 17. jan. 2022 kl. 22:27 
Yep. Download the patch
Xeonzs 10. sep. 2021 kl. 8:39 
Nvm I should've read description better.