RimWorld

RimWorld

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Tribal 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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8.906 MB
21 Mar, 2023 @ 11:47am
30 Jun @ 1:40pm
12 Change Notes ( view )

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Tribal Medicine

In 1 collection by Argón
Argón's Mods [Active]
13 items
Description




[06/30/2025]: v1.2.1
- Updated for Rimworld version 1.6
- Fixed a dumb bug not allowing Digestive Tea to properly cure food poisoning.
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]
288 Comments
moo 30 Jun @ 10:51pm 
Hi. Tribal medicine needs a patch with... Everything has Quality. It's currently possible to have something like Tribal Medicine (Poor) (Masterwork)
Argón  [author] 25 Jun @ 10:32pm 
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 25 Jun @ 8:39pm 
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 22 Jun @ 10:41am 
im assuming it does, but does it work with M.O? like in the dark forests
Argón  [author] 12 Jun @ 8:53am 
Yay! I love lore too and I'm glad you liked it :D
ElysianEcho 12 Jun @ 3:58am 
loving the "flavor" text, i just thought you should know someone appreciates the little lore snippets of flavour profiles of the teas!
Argyropoeia 27 Mar @ 12:32pm 
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  [author] 21 Feb @ 4:12pm 
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 21 Feb @ 3:42pm 
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 14 Feb @ 5:35pm 
FO'KIN BROOTSSSSS!!!


amazing mod