RimWorld

RimWorld

Medical Supplements
348 Comments
Veesandra 10 Feb, 2023 @ 9:42am 
Hi. Are my pawns supposed to instantly get tend quality 100 on all wounds when they are hit in combat? Seems like unintentional behaviour
1370818319 13 Mar, 2021 @ 4:36pm 
Tahnks a lot.It dose useful.The mod is really well desined.
Gainer .44 20 Oct, 2020 @ 10:19am 
Thanks :)
Gainer .44 20 Oct, 2020 @ 7:09am 
Does this mod work with game version 1.2?
Syrup 14 Sep, 2020 @ 11:58pm 
Do the salts still drop when mining or do they only appear when extracted now?
Pelador  [author] 6 Mar, 2020 @ 10:23am 
@Tommy

Please see discussion
Tommy Gray x Land Raider 6 Mar, 2020 @ 10:05am 
update for 1.1 plz
Vakaria 15 Feb, 2020 @ 8:36am 
@Pelador: Fantastic, I will certainly take a look, and thank you!
Pelador  [author] 15 Feb, 2020 @ 12:47am 
@Vakaria

In which case the mod below and: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1844510641 might add some QoL for you.

Drug response then something I intend to add an export function to at some point. Amongst all the other priorities.
Vakaria 15 Feb, 2020 @ 12:33am 
@Pelador: Thank you for the link. I actually use different drug policies for different needs, so use the XML copy/paste to avoid manually duplicating most of the work. I then just tweak each policy to make it unique to the need.
Pelador  [author] 13 Feb, 2020 @ 8:16pm 
@Vakaria

Ty for the feedback and glad you fixed your save.

Also it it helps your situation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1930268798

Assuming you aren't saving a number of policies for differing needs and you are saving them for your own convenience.
Vakaria 13 Feb, 2020 @ 6:24pm 
@Pelador: For anyone who has the issue where pawns are continuously healing, I believe the problem was a bad copy/paste of XML. I keep a separate file for all the Drug policies and something was missing in the game that I had saved before in the Drug Policy file. So, basically, I'd enabled a drug in the policy that wasn't in the game. Did a new game, created the policies from scratch, and it worked fine. I saved that XML this time and have since used it on new games, and all is well. Hope that makes sense, and hope it may help someone else.
Pelador  [author] 13 Feb, 2020 @ 12:50pm 
@RaZoR

Once researched they are made at the drug lab.
RaZoRBlade16 13 Feb, 2020 @ 10:13am 
@Pelador I may be dumb but I cannot seem to find the condoms in any crafting menus.
Vakaria 9 Feb, 2020 @ 9:34am 
Hi, Pelador: I have done more testing and I believe it was a problem with either the XML from a save file I edited, or a mod conflict. I have started a new game with minimum mods and have not edited the save file, and so far, it is working as expected. I'm going to do more testing and if I can pinpoint the issue, I will reply back here in case it helps anyone else. Thank you for your replies. :)
Pelador  [author] 9 Feb, 2020 @ 9:01am 
@Vakaria

Unable to reproduce the same issue in my own game, assuming I understand things correctly?
Pelador  [author] 9 Feb, 2020 @ 8:17am 
@Vakaria

With the use of the asthma inhaler from this mod, it will extend the period between tends for anyone suffering from the condition.
Pelador  [author] 9 Feb, 2020 @ 8:15am 
@Vakaria

You are also aware that asthma is a chronic condition, and as such isn't cured by tending. You would need to replace the lung, use bionics or some other curative like Metasis or Healer mech serum to remove the condition from a lung?
Pelador  [author] 9 Feb, 2020 @ 8:09am 
@Vakaria

Will do a test in my own play through.

But are you saying that the pawns are continuously repeating the tend process over and over? If so that does sound odd and if so may be more related to another mods behaviour. MS doesn't add additional AI to the tend process for pawns.
Vakaria 8 Feb, 2020 @ 11:42pm 
I have a pawn who has Asthma. He is continually being treated by colonists...like he is up to 5.2 years of tending, and they will keep tending him until they go starved/exhausted. Any ideas what is causing this?
Pelador  [author] 6 Feb, 2020 @ 4:03pm 
@Update

German translation - Erdnussbrot
Laudern 5 Feb, 2020 @ 11:47pm 
Damn, I started translating into German as well. Now obsolete...
Pelador  [author] 5 Feb, 2020 @ 10:55pm 
@Update

Addition of travel pills. (Please see PDF notes for details).
Pelador  [author] 31 Jan, 2020 @ 10:43am 
Thanks and props to Erdnussbrot for the work invested here for the benefit of German players. Given the volume of material this is a noteworthy contribution.
Pelador  [author] 31 Jan, 2020 @ 10:08am 
@Update

German translation - Erdnussbrot
Pelador  [author] 26 Jan, 2020 @ 11:58pm 
@Update

Added surgery recipes to be able to administer the injections Immunisation and Cerebrax.

(Note there is an additional ingredient of an antibacterial wipe used here).
Pelador  [author] 5 Jan, 2020 @ 8:38am 
@Update

Medical flare recipe changed to use a GPS beacon component instead of silver which is an exotic trade item.
Pelador  [author] 4 Jan, 2020 @ 9:00pm 
@Xeno42

Will give it some thought.
Pelador  [author] 4 Jan, 2020 @ 8:51pm 
@Update @123nick

Fixed DO Migraine cure process.

Added the ability to make a medical supplies flare. Will drop a number of medical items suited for medical emergencies (10 Industrial medicine, 10 Anti-sceptic bandages, 10 Rimoxicillin, 10 RimCodomol, 10 Rimzac, 10 Rimedicrem and 10 RimBurnEaze). The medical flares can be made at a machining table once medicine production has been researched.
123nick 4 Jan, 2020 @ 7:06pm 
hey, im using this with Diseases Overhaul where i have a bug where a pawn has MSCure variable on migraine set too 0 ticks, and im getting spammed with the message "Pawn's condition of migraine had been cured" every tick. theres nothing in the error log, https://i.imgur.com/R6gdMiV.jpg

https://gist.github.com/283c752c334d95a6c5e06f685243bb26
Xeno42 4 Jan, 2020 @ 10:38am 
hey is it possible you could make these useable from the inventory like the vanilla medical supplies?
Pelador  [author] 23 Dec, 2019 @ 7:51pm 
@nikos

I spoke with fluffy about this very compatibility need back in July where he said he would look into it. I haven't seen or heard anything back from him since regarding it:

https://1drv.ms/u/s!Au3GsmKyQkDYiLBDXg4TmrK01tXcYA?e=Z2Qf2j

I'd suggest that if you equally want this functionality to be apparent in TBATB mod then you might wish to remind him about it whilst perhaps registering your interest in seeing this functionality being applied in the code.
nikos 23 Dec, 2019 @ 6:16pm 
could you do anything to improve compability with the birds and the bees?

currently using a condom causes the "Neutered -10" thought and an "Had terribly lovin' -15" thought. i think the only thing it should do is the "max fertility 0%"

i don't really know much about modding so i understand if this is not easily fixed.

thanks! :sehello:
Pelador  [author] 21 Dec, 2019 @ 3:32pm 
@Beto's Blown Off Head

I'm afraid that isn't possible as it causes further complications (errors) with too many research elements in just the one tab, the reason why they were placed into the precursor model you see now. This is why I recommend the use of modded research trees where you want the convenience of all research projects in one area.
Psychic Youth 21 Dec, 2019 @ 3:17pm 
Please put all research in one tab instead of making multiple, it makes things cluttered especially if you have a lot of mods.
Pelador  [author] 13 Dec, 2019 @ 9:04am 
@Update @claustro

Correct inclusion of body part depth as per original player request.

Props to claustro for requesting this functionality.
Pelador  [author] 13 Dec, 2019 @ 7:53am 
@claustro


If you jump on my discord I'll sort something out. (Can also cater for other modded bandages here, and does include Apothecary and VGP Garden Medicine bandages).
claustro 13 Dec, 2019 @ 7:40am 
Thanks Pelador!
Is there any chance to see the code you've added to make the bandages more realistic for educational purposes?
Pelador  [author] 13 Dec, 2019 @ 6:27am 
@Update

Recommending the mod "Mod Medical Patch" to be able to better control the additional custom medicines used in this mod. ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1430084631 ).

MS now has an mod option to make the selection of bandages more realistic.
Pelador  [author] 7 Dec, 2019 @ 4:15pm 
@FYI

The mod Drug Policy Fix can now be used to help manage and correct drugs added or removed part way through a save game. It will also sort the drug listings alphabetically:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1930268798
NutsAndBees 4 Dec, 2019 @ 4:17pm 
What the heck
This is severely underrated.
This is some really good stuff OP
Pelador  [author] 26 Nov, 2019 @ 11:28pm 
@bibimbab

Glycerol is a sweet ingestible food substance.

Please read below in a number of places, steps that can be taken to avoid its use. And the suggestion of mods that allow for specific food rules.
JOE 26 Nov, 2019 @ 10:55pm 
It also causes my colonists to use them to train/tame animals :(
JOE 26 Nov, 2019 @ 10:48pm 
Hey man, great mod. I did notice a weird behavior with the glycerol, I think in particular due to it having a nutritional value, which causes my colonists to feed them to prisoners constantly. Took me a while to try to figure out why they kept disappearing lol.
Pelador  [author] 15 Nov, 2019 @ 1:46am 
@claustro

I could look into use, possibly as a mod option. Wont be a priority though unfortunately.

@Sopel

You can view the different bandages from both mods as just alternative interpretations of different types of bandages. So largely redundant to make a conversion process. And I'll have to check if the MS version of cotton bandages were in fact made better as sterile versions (prepared differently), so wouldn't be advantageous to convert them.
Sopel 14 Nov, 2019 @ 3:35pm 
Thank you for the response!
Also, while we're talking about bandages - could bandages from this mod be somehow included in the creation of bandage kits from VGP Garden Medicine?
claustro 14 Nov, 2019 @ 3:30pm 
@Pelador. First thanks for the great mod! But now to the inevitable question: Do you think it would be possible to add an option to make bandages only useful to tend superficial injuries? I've checked quite a few mods and sadly, I am not apt enough at C# to do it myself. However, as Rimworld gives a possibility to check for BodyPartDepth.[inside/outside] and as injuries are already defined as hediffs, it should be quite feasible. Mainly, it is about immersion, as the universal use of bandages as "medicines" does feel a bit odd.
Pelador  [author] 14 Nov, 2019 @ 3:26pm 
@Sopel

Back disks are a part of MS, and the items and surgery require "Medical Surgery Items" to be researched. Also made at a fabrication bench.
Sopel 14 Nov, 2019 @ 3:03pm 
Hello @Pelador, would be a compatibility patch for FE: DE Surgeries possible? F.e. your back disks being required by the surgical operation for bad back in that mod? Also, item production and use being locked behind research from that mod?