边缘世界 RimWorld

边缘世界 RimWorld

Tribal Medicine
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.
Senpaii 9 月 15 日 上午 5:31 
@zafewins You can always set the doctor to make them specifically and have the other meals.be set for your cooks as well
Argón  [作者] 9 月 7 日 下午 12:34 
I think it's a mistake I haven't noticed before because I usually have the VE Framework active all the time. Thanks for pointing it out.
tzverg 9 月 7 日 上午 6:37 
замечательная модификация, но почему в about.xml в зависимостях стоит Vanilla Expanded Framework, а на страничке в стиме это не указано? Какие функции вы используете из Vanilla Expanded Framework и действительно ли это стоит того?
Argón  [作者] 9 月 2 日 下午 8:17 
I understand the recipe requirements might be annoying, I'll check them out asap.
zafewins 9 月 2 日 下午 6:51 
Great mod. Wonderful stuff for the tribal colony I'm running. I have two issues though.

1. I really want to schedule out psychic tea for certain pawns to always be on it, but the 6 hour expiration means that will only work without wasting stuff if i have more than 12 pawns consistently taking it. I feel like there must be a better way to make them temporary while still allowing drug schedules to work without wasting tons of tea. I don't wanna have to directly monitor my pawns and manually up a bill when their tea effect expires.

2. Tribal medicine uses medical skill to decide quality, but the pawn has to be assigned to cooking to make it. That's kinda being a ridiculous problem for me right now because none of my cooks are good at medical and I don't wanna assign a doctor to cooking because then they'd start making meals as well. Now I have a bunch of poor quality medicine because all my cooks wasted my stockpile of red petals before I realized.
Argón  [作者] 8 月 29 日 下午 11:42 
By default, it doesn't show, but there is a mod for that I believe. I'm not sure if it is updated for 1.6 though, its name was "mod medicine patch".
Gryphon182 8 月 29 日 下午 7:37 
I have just made Tribal medicine for the first time. But I see no way to assign it as default medicine used am I missing something? Setting etc?
Boy Looks Like A Lady 8 月 23 日 下午 7:09 
i only recently started playing tribals and this looks so damn cool definetly gonna try it
Tenty 8 月 20 日 下午 5:17 
Thirding the request for the research cost to be lowered, but the reason I came here in the first place is because the "tribal medicine" item isn't showing up in campfires, crafting spots, or the research tab.
Argón  [作者] 8 月 15 日 下午 11:41 
It works similar to the heart attach, where each treatment has a chance to lower the severity a certain range, increasing with doctor's skill, but also some luck is thrown in. The more it progresses, the more it costs to cure. The idea is for it to be random. I know there's a bug with broot poisoning that's making it appear even when it's turned off, but I just can't discover what's causing it for the time being. I'm working on it the best I can.
I'm not sure about the Aperitif thing, it might be just a gameplay preference.
Blonde 8 月 15 日 下午 11:23 
Hey, I enjoy the mod, but I was wondering on how exactly broot poisoning actually works in terms of healing it? I've had two pawns with broot poisoning, one was cured after only a couple tends, and the other has received 15+ tends and is STILL suffering from Lethal Broot Poisoning.

Any info on just the health impact and way to cure broot poisoning would be appreciated

(and side note, shouldn't apertif cure Broot Poisoning, since it would cause a pawn to vacate their stomach enough to cure normal food poisoning?)
Argón  [作者] 8 月 8 日 下午 3:39 
I will be working in the broot poisoning bug during the following days. I've been absent for a week, so I couldn't answer the comments.
Natani 8 月 7 日 上午 6:21 
Отличный мод, большое спасибо за его создание. Это единственный мод, который быстро спасает детей от болезней после родов. Если кого-то смущает исследование в 5к, то это легко решается с помощью Tweaks Galore.
Sir Duncan Idaho 8 月 5 日 下午 11:38 
I disabled broot medicine in the mod settings and tried restarting the game client, but I keep getting spammed by all my pawns getting broot poisoning. This mod is unplayable.
Sir Duncan Idaho 8 月 5 日 下午 11:10 
Broot poisoning is bugged. My colonists are constantly getting it. I don't even think they're getting it instead of food poisoning because my colony's kitchen is clean and has a skilled chef.

I moved my broot storage into the middle of nowhere I'm still getting spammed by broot poisoning. I started removing the hediff with dev mode and I must have had to remove it 20 times in the past real-world hour.
Snuggl 8 月 2 日 下午 1:38 
I deleted the XML sections that contain "TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning" in all files but without success. Must be the DLL file that calls it. 😣
Snuggl 8 月 2 日 下午 12:49 
I have a bug in 1.4 that makes me unable to open the console for deleting objects and stuff. I guess this was fixed in later versions?

> Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning has invalid vtable method slot 5 with method none
at (wrapper managed-to-native) System.RuntimeType.GetMethodsByName_native(System.RuntimeType,intptr,System.Reflection.BindingFlags,bool)
Flynt 8 月 2 日 下午 12:24 
I'm... I'm going to second the research cost being too high. 5k is.. uh. 'S a lot, even when compared to "I'm at Neolithic tech level, and I can get electricity and microelectronics combined faster.'

Would it be possible to lower it to say, 750-1k?
ThreeOracle 8 月 2 日 上午 3:03 
Is the research cost for the Tribal Medicine a bit too high? 5000 points is more then 95% of the techs in the game.
Kaldreth 7 月 28 日 上午 3:36 
I've disabled the broot poisoning from the start. I'm still getting colonists with broot poisoning when they should be getting food poisoning.
MacBad 7 月 26 日 下午 2:34 
All right, thank you for the explanation! I'll disable it immediately.
Argón  [作者] 7 月 26 日 下午 1:48 
The "contaminated" tag is part of the broot poisoning mechanic. It means the milk has gotten poisoned by broots probably by having been stored next to it. The mechanic is not everyone's cup of tea, that's why it can be disabled in the mod options. This will, however, not eliminate any existing broot poisonings or contamination, and purifying tea will continue to have its chance to poison.
MacBad 7 月 25 日 下午 8:27 
After further analysis I think every time the pawns should get "food poisoning", they instead get "broot poisoning". The cook was using milk that had the "contaminated" tag in it to make meals but she definitely wasn't using any broots.
MacBad 7 月 25 日 下午 7:46 
All my colonists keep getting broot poisoning over and over. I have no broots, nor can they eat them in their diets and they are not present in any meals they eat (i check each one) and yet they keep getting it. Am I missing something or is this a bug?
Sepon 7 月 25 日 上午 7:20 
Not sure how to state it, but it seems I have the same problem as Demi Starchild, it seems that the recipe for tribal medicine is missing the "result" itself: I can find it in campfire bills, and it does get created, but the bill icon is empty, and when I try "make until X" it says something like "i don't know the result of the recipe, so I can't count it"
Argón  [作者] 7 月 20 日 下午 8:45 
It's done at a campfire or stove.
Demi Starchild 7 月 20 日 上午 9:49 
I'm not sure what's up but I cannot seem to find where to make the tribal medicine. I remember it used to be doable at a crafting spot but it's not there, it's not at a drug lab either. Definitely spawning in the world though, I can buy it. It also doesn't show up on the "unlocked" research, all the teas are there but not the medicine itself.
moo 6 月 30 日 下午 10:51 
Hi. Tribal medicine needs a patch with... Everything has Quality. It's currently possible to have something like Tribal Medicine (Poor) (Masterwork)
Argón  [作者] 6 月 25 日 下午 10:32 
I'm very glad to hear that. As soon as I can update Argonic Core, I will update the rest of the mods too. While Argonic Core in itself doesn't need VE Framework, other mods I made do need it, and so I'm waiting for them to update as well.
Sephira jo 6 月 25 日 下午 8:39 
I want to thank you for this mod, I use it on all my tribal playthroughs...which is pretty much all my playthroughs. I really hope you are able to update to 1.6, but yeah, this is one of the best tribal mods out there and I love it.
TheBronzeWarrior 6 月 22 日 上午 10:41 
im assuming it does, but does it work with M.O? like in the dark forests
Argón  [作者] 6 月 12 日 上午 8:53 
Yay! I love lore too and I'm glad you liked it :D
ElysianEcho 6 月 12 日 上午 3:58 
loving the "flavor" text, i just thought you should know someone appreciates the little lore snippets of flavour profiles of the teas!
Argyropoeia 3 月 27 日 下午 12:32 
Could we get a configuration option that changes the skill requirement for these recipes from crafting to cooking? Having a single person that has high cooking, crafting, and medicine skill can be a lot to ask for in a game with randomized pawn generation.

I know their cooking skill doesn't matter on these recipes but it's a bit of a pain to micromanage and make sure my medicine makers don't give everyone food poisoning.

At any rate, love the mod.
Argón  [作者] 2 月 21 日 下午 4:12 
It's intended because the mod is thought as an ancient knowledge that is meant to improve tribal quality of life, not focused on industrial.
Sir Bitar 2 月 21 日 下午 3:42 
It seems to me like the base research cost for ancient tribal medicine is far too high (5000 points?). Is this intended or do I have some sort of mod conflict going on?
h1klernt089 2 月 14 日 下午 5:35 
FO'KIN BROOTSSSSS!!!


amazing mod
ketch10 2 月 11 日 下午 11:50 
This mod makes my developer mode not open for some reason
Argón  [作者] 1 月 28 日 下午 1:54 
It shouldn't be like that, since the medical stats of the medicine are changed, unless there's some new hardcoded stuff in the code that was tinkered specifically to screw my mods up :lunar2019madpig: Imma check on it.
Edward 1 月 28 日 上午 1:05 
I've noticed even legendary tribal medicine seems to be capped at 70% tend quality, even with high level doctors. Is there anything else that actually caps tend quality?