RimWorld

RimWorld

386 ratings
Basic Medicine
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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421.976 KB
23 May, 2021 @ 3:45am
13 Jul @ 5:50am
10 Change Notes ( view )

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Basic Medicine

Description


Adds Basic Medicine as a weaker version of Industrial Medicine to serve as a middle ground between Herbal and Industrial Medicine.

It doesn't require Microelectronics research and Neutroamine to make. It only requires 5 cloth and 1 herbal medicine, and its research is unlocked after researching Electricity.

Since it is required to research basic medicine (costs 700 research points) before industrial medicine, the research cost of industrial medicine has been reduced from 1500 to 1000. This means that the entire research chain is only an extra 200 research points.

You can also turn basic medicine into industrial medicine at the cost of 1 Neutroamine and extra work, after researching industrial medicine.

Important:
Recommended to be used alongside this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1430084631
so the medicine is separated in the pawn health tab and is able to be assigned to pawns. Otherwise it will be used alongside industrial medicine.


Texture inspired by 'Vanilla Textures Expanded' and made by Ogam
Coding done by ILuvSilicon

100 Comments
Rycon 18 Jul @ 9:57pm 
Have been happily using without any issues so far - thank you again!
SgtDornan7 16 Jul @ 1:34pm 
Such absolute peak
ILuvSilicon  [author] 13 Jul @ 5:52am 
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
Always Chaos 12 Jul @ 8:36pm 
Will there be an update for 1.6?
Rycon 6 Jul @ 8:41pm 
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  [author] 21 Mar @ 2:38pm 
@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 @ 11:22am 
@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  [author] 19 Mar @ 2:53pm 
@Shavius
No, but a patch can fix that. I might do it at some point.
Gerewoatle 19 Mar @ 12:04am 
@Posh: There are other mods that offer neolithic/Medieval upgrades over herbal medicine.
Posh Octavia 18 Mar @ 9:51pm 
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