RimWorld

RimWorld

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Medieval Medicines Medieval Overhaul Edition
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Mod, 1.4, 1.5
File Size
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43.922 MB
1 Nov, 2022 @ 5:11pm
15 Apr @ 8:49am
19 Change Notes ( view )

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Medieval Medicines Medieval Overhaul Edition

In 4 collections by JoeOwnage
JoeOwnage Medieval Fantasy 1.4
324 items
Slightly Simpler Medieval Fantasy 1.4
306 items
Joe's 1.5 Medieval Fantasy Add-On
94 items
Joe's 1.5 Medieval Fantasy Modlist (Playtested)
507 items
Description
[ko-fi.com]

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**BACKGROUND**
Medieval Medicines - Medieval Overhaul Edition

This is a **STANDALONE** mod. The only requirement is Medieval Overhaul.

This was created by combining/adding to/rebalancing several other mods:

1) Nuno's "Medieval Replacements" (Medieval Medicines, Medieval Prosthetics, and Entosomnia) mods
2) Awan's "Chirurgie Patch (Discontinued)" for Nuno's mods
3) My own patch "Medieval Medicines Recipes Patch for Medieval Overhaul" from 1.3

All credit for the original mods and art assets goes to Nuno, credit for rebalancing/reworking research projects and work ticks in Chirurgie Patch goes to Awan. Thanks guys.
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**DESCRIPTION**

**MEDIEVAL PROSTHETICS:**
This mod adds four levels of prosthetics of increasing complexity and effectiveness - Crude, Artificial, Mechanical, and Paresian.

Prosthetics recipes are stuffable where possible so you can choose which materials to use (Metallic, Woody, etc).

Prosthetics will satisfy transhumanist/body modder traits.

For the first three levels, the highest efficiency possible is 80% for a prosthetic. Noses, eyes and ears are non-functioning cosmetic replacements but the higher tiers add some social impact.

CRUDE LIMBS: Basic, uncomfortable, and ineffective, but better than nothing. Can now craft shoddy limb replacements at a Crafting Spot or Workbench.

iron arm
prosthetic hook
wooden foot
wooden toe
wooden finger
wooden nose
eye patch
ear patch

ARTIFICIAL LIMBS: Still quite unrefined, but better than the shoddy limbs that came before. Artificial limbs can now be crafted at a Workbench.

artificial hand
artificial arm
artificial leg
artificial foot
artificial toe
artificial finger
artificial nose
artificial eye
artificial ear

MECHANICAL LIMBS: Intricately crafted limbs with many pulleys and gears. While these are a great improvement, the mechanics of the human body are tough to reproduce. Mechanical limbs can be crafted at a Workbench.

mechanical hand
mechanical arm
mechanical leg
mechanical foot
mechanical toe
mechanical finger
mechanical nose
mechanical eye
mechanical ear

PARESIAN LIMBS: Incredible engineering and craftmanship utilized in tangent with mystical enchantments have allowed for elegant limbs that are on par with natural limbs. Quite time and resource expensive. Paresian limbs can be crafted at an Alchemy Bench.

- Named for Ambroise Paré (born 1510, Bourg-Hersent, France—died Dec. 20, 1590, Paris) French physician, one of the most notable surgeons of the European Renaissance, regarded by some medical historians as the father of modern surgery.

- Emerald is an ingredient in Paresian Prosthetic Limbs. These limbs are imbued with magical energy. The magical properties of the emerald are the ingredient that allows a man-made prosthetic to function equivalent to a natural limb.

- Sensory Paresian Prosthetics can actually restore sight, hearing and smell, also thanks to the magical properties of the emerald. They may not be on par with a natural eye, ear or nose, but they will allow your pawn to function mostly normally again. Increased recipe costs to balance this.

Lore explanation From RimFantasy:
_"For the longest time, civilizations dismissed magic as wild fantasies and superstitious tribal beliefs. That is until one day, an incident occurred in a gemstone mine, which led to the discovery that gemstones have a natural affinity with magic, and could be imbued with magical energies to produce spectacular effects."_

paresian hand
paresian arm
paresian leg
paresian foot
paresian toe
paresian finger
paresian nose
paresian eye
paresian ear

**MEDIEVAL MEDICINES**
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- Adds three tiers of medicines intended to create tiered alternatives to herbal medicine. Effectiveness ranges from slightly better than herbal medicine to slightly better than industrial medicine.

EARLY MEDIEVAL MEDICINE:
- Requires Herbal Medicine and Cloth. Also supports Medieval Overhaul's linen and various wild medicinal herbs. Can be crafted at Crafting Spot or Workbench.

LATE MEDIEVAL MEDICINE:
- Requires some type of Alcohol, Early Medieval Medicine, and Cloth (or linen). Many different alcohols are supported in the recipe in case you have their corresponding mods loaded, including Medieval Overhaul, Mashed's Ashlands, and Stoneborn Delights. Can be crafted at Alchemy Bench.

PARESIAN MEDICINE:
- Requires Neutroamine, Late Medieval Medicine, Mithril, and Cloth (or linen). I have included Stoneborn Delights Glimmerquartz as an alternative ingredient to Neutroamine. Can be crafted at Alchemy Bench.

**PLANTS**
----
- Adds Aether Bloom, which can be harvested as Raw Aether, and refined into Aether Extract. Used in the production of Mana Potions. Grows wild or can be cultivated.

**DRUGS**
----
- Adds two tiers of healing potions that can be ingested to speed healing and immunity gain, but they do have some drawbacks.

LESSER HEALING POTION:
- Requires herbal medicine, raw berries, and raw herbs. Can be crafted at Crafting Spot, Drug Lab, or Alchemy Bench.

MINOR HEALING POTION:
- Requires lesser healing potion, herbal extract, and amber, which can be found in dark forest biome from felled trees. Can be crafted at Drug Lab or Alchemy Bench.
----
- Adds two tiers of mana potions that can be ingested to instantly regain some Psyfocus (mana) and increase Neural Heat Dissipation rate (Arcane Load Dispersal rate). Slight chance of addiction. If you don't have Rimworld Royalty DLC installed, you shouldn't see mana potions.

LESSER MANA POTION:
- Requires raw aether, raw berries, raw herbs. Can be crafted at Crafting Spot, Drug Lab, or Alchemy Bench.

MINOR MANA POTION:
- Requires lesser mana potion, aether extract, and amber. Can be crafted at Drug Lab or Alchemy Bench.

**ENTOSOMNIA - MEDIEVAL CRYPTOSLEEP**
----
Description from Nuno:
"A sarcophagus filled with insect jelly and lined with intricate arcane conduits allows for indefinite suspension of living beings. Medieval cryptosleep replacement. Because the vanilla cryptosleep casket requires you to have a hi-tech research bench and a multi-analzyer, both of which you obviously can't get in a medieval playthrough, I opted to make the research cost much higher."
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**NOTE**
MOD MEDICINES PATCH
- If you are finding that the pawns are not making use of the medicines, try adding the Mod Medicines Patch by Aeon:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1430084631
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**UPDATES**
OCT 2024:
- new preview image
- Added Aether Bloom plant, Aether Extract, Lesser Mana Potion, Minor Mana Potion.
------------
SEPT 2024:
- Added the optional ingedient Medieval Overhaul linen in place of cloth in all Medicine Recipes.
- Changed Paresian Medicine recipe to use one Medieval Overhaul mithril in place of five steel.
- Added the optional ingredient Stoneborn Delights Glimmerquartz in place of Neutroamine for Paresian Medicine.
- Added compatibility for Stoneborn Delights liquors, Mashed's Ashlands liquors, and all of the new Medieval Overhaul liquors to satisfy ingredients for Late Medieval Medicine.
- Renamed Ambroisen Prosthetics to Paresian Prosthetics. Paresian Prosthetics are constructed at the Alchemy Bench.
- Added ability to mine Stoneborn Delights Glimmerquartz at Medieval Overhaul mineshaft if mod is loaded.
- Added two types of healing potions using Medicines Expanded: Medieval Potions as inspiration. Thank you to Capataina and Frettzo for their mod!
- Updated Mod Description.

139 Comments
JoeOwnage  [author] 5 Jun @ 6:57am 
No idea sorry
孜·古菇顾·然 5 Jun @ 12:54am 
Could you please tell me if it's compatible with Quality Bionics (Continued)? It doesn't seem to work here. It looks like the bionic body I made still has no level.:steamhappy:
JoeOwnage  [author] 21 May @ 8:15am 
Hmm I'll look into that
Low Intelligence Specimen 17 May @ 7:44am 
Is there a reason why potions seem to be implemented as weapons? It does not play well with mods like pocket sand, which think its a weapon (you can try to equip it, and it breaks your game).
JoeOwnage  [author] 30 Apr @ 7:36am 
both MO versions use the same package ID. Use the unofficial as it is the most up to date, as it says in the linked MO description.
gamer9999 29 Apr @ 2:34pm 
I have one question why this mod , use the version of the mod the medieval ovehaul , Sorry for my bad english
JoeOwnage  [author] 5 Feb @ 3:08am 
I must have forgotten to put that plant spawn in the royalty folder.

Safe to ignore
0。0 4 Feb @ 9:06pm 
Could not resolve cross-reference: No Verse.ThingDef named DankPyon_Plant_AetherWild found to give to RimWorld.BiomePlantRecord RimWorld.BiomePlantRecord
no Royalty DLC have Regrowth: Core Mod
JoeOwnage  [author] 28 Jan @ 3:52am 
Oh yea the boxes might appear plain. I can probably figure that out
Vertigo 27 Jan @ 3:53pm 
Honestly I'm unsure whats going on anymore. All I know is that the special icons to show the type of prosthetic (like eye/ear etc..) isn't working. The boxes seem to be working though. As for Nuno's mod, his 1.5 folder is missing files so I'm unsure whats going on there.