RimWorld

RimWorld

Medical Supplements
348 kommentarer
Veesandra 10. feb. 2023 kl. 9:42 
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 kl. 16:36 
Tahnks a lot.It dose useful.The mod is really well desined.
Gainer .44 20. okt. 2020 kl. 10:19 
Thanks :)
Gainer .44 20. okt. 2020 kl. 7:09 
Does this mod work with game version 1.2?
Syrup 14. sep. 2020 kl. 23:58 
Do the salts still drop when mining or do they only appear when extracted now?
Pelador  [ophavsmand] 6. mar. 2020 kl. 10:23 
@Tommy

Please see discussion
Tommy Gray x Land Raider 6. mar. 2020 kl. 10:05 
update for 1.1 plz
Vakaria 15. feb. 2020 kl. 8:36 
@Pelador: Fantastic, I will certainly take a look, and thank you!
Pelador  [ophavsmand] 15. feb. 2020 kl. 0:47 
@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 kl. 0:33 
@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  [ophavsmand] 13. feb. 2020 kl. 20:16 
@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 kl. 18:24 
@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  [ophavsmand] 13. feb. 2020 kl. 12:50 
@RaZoR

Once researched they are made at the drug lab.
RaZoRBlade16 13. feb. 2020 kl. 10:13 
@Pelador I may be dumb but I cannot seem to find the condoms in any crafting menus.
Vakaria 9. feb. 2020 kl. 9:34 
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  [ophavsmand] 9. feb. 2020 kl. 9:01 
@Vakaria

Unable to reproduce the same issue in my own game, assuming I understand things correctly?
Pelador  [ophavsmand] 9. feb. 2020 kl. 8:17 
@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  [ophavsmand] 9. feb. 2020 kl. 8:15 
@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  [ophavsmand] 9. feb. 2020 kl. 8:09 
@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 kl. 23:42 
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  [ophavsmand] 6. feb. 2020 kl. 16:03 
@Update

German translation - Erdnussbrot
Laudern 5. feb. 2020 kl. 23:47 
Damn, I started translating into German as well. Now obsolete...
Pelador  [ophavsmand] 5. feb. 2020 kl. 22:55 
@Update

Addition of travel pills. (Please see PDF notes for details).
Pelador  [ophavsmand] 31. jan. 2020 kl. 10:43 
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  [ophavsmand] 31. jan. 2020 kl. 10:08 
@Update

German translation - Erdnussbrot
Pelador  [ophavsmand] 26. jan. 2020 kl. 23:58 
@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  [ophavsmand] 5. jan. 2020 kl. 8:38 
@Update

Medical flare recipe changed to use a GPS beacon component instead of silver which is an exotic trade item.
Pelador  [ophavsmand] 4. jan. 2020 kl. 21:00 
@Xeno42

Will give it some thought.
Pelador  [ophavsmand] 4. jan. 2020 kl. 20:51 
@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 kl. 19:06 
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 kl. 10:38 
hey is it possible you could make these useable from the inventory like the vanilla medical supplies?
Pelador  [ophavsmand] 23. dec. 2019 kl. 19:51 
@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 kl. 18:16 
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  [ophavsmand] 21. dec. 2019 kl. 15:32 
@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 kl. 15:17 
Please put all research in one tab instead of making multiple, it makes things cluttered especially if you have a lot of mods.
Pelador  [ophavsmand] 13. dec. 2019 kl. 9:04 
@Update @claustro

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

Props to claustro for requesting this functionality.
Pelador  [ophavsmand] 13. dec. 2019 kl. 7:53 
@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 kl. 7:40 
Thanks Pelador!
Is there any chance to see the code you've added to make the bandages more realistic for educational purposes?
Pelador  [ophavsmand] 13. dec. 2019 kl. 6:27 
@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  [ophavsmand] 7. dec. 2019 kl. 16:15 
@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 kl. 16:17 
What the heck
This is severely underrated.
This is some really good stuff OP
Pelador  [ophavsmand] 26. nov. 2019 kl. 23:28 
@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 kl. 22:55 
It also causes my colonists to use them to train/tame animals :(
JOE 26. nov. 2019 kl. 22:48 
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  [ophavsmand] 15. nov. 2019 kl. 1:46 
@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 kl. 15:35 
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 kl. 15:30 
@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  [ophavsmand] 14. nov. 2019 kl. 15:26 
@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 kl. 15:03 
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?