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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195469123&searchtext=Apothecary
it might vary a bit but if you have a look at ginger tea, making it uses Intellectual skill.
My discord can help with that, but also if it is the "V1.1" mods, I have now been convinced to set-up a collection for them: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012817741
Added compatibility with RimOverhaul. Converts coal and coke to Apothecary Charcoal, refuel applicable furnaces with Apothecary Charcoal.
I would have liked to have been able to allow Apothecary charcoal to be used in the RO smelting recipes, but found that the custom bill process used on the coke furnace prevents the potential mixing of bill ingredients (as per the vanilla process).
Reinstatement of compatibility patching for "Coal" mods.
It's a weird error, almost as if it can't see the Coal mod.
Have removed the Coal compatibility patch for now to do further investigation and testing.
Will investigate.
It's still complaining about patching though. Something about profiling? Thanks for the dedicated work and good luck! https://gist.github.com/HugsLibRecordKeeper/b04adcc00c9b79e06dc2de697e8bcfc2
Correction to Coal conversion recipe patch to include filter values.
I think I found the problem anyhow, forgot to include the filter values. My bad, will push a fix through.
It is doing conditional patching based on the presence of either the Coal mod or the Coal extended mod. But Coal should be represented as a loaded def in both of those mods, so as patch work it should be finding the details for the added conversion recipes. So load order here wont really matter.
Would you mind posting a hugslib log so I can see what it is "spitting"?
A number of defs for Absinthe have been relocated out of patches for Fermenter for translation purposes.
Additional compatibility: Coal and Coal Extended, LotRim, SD Medic Addons and Tribal signal fire. Details above.
Spoken with Kasmex, and he is happy to discuss potential revisions. To help that process, if you want to use the discord link above you'll be able to discuss these interests better.
I'm announcing with great pleasure a complete overhaul of the mod graphics. These have been revised by "Kasmex Forever".
Kasmex has worked quite tirelessly with myself for the last couple of months on revising the art assets for the mod, his style and interpretation brings a much improved appeal to the mod and also (imho) provides art that is much more "vanilla friendly" at the same time.
It also needs to be recognised that this was a significant body of work to go through giving the amount of material, and the poor chap had to sit through comments and clarification from myself.
All I can say is that it is a pleasure working with him, but more so a pleasure to host his talent for the benefit of Apothecary.
I might, when I have time, look to update the gui, so that drugs also display when they act as a curative for an ailment. Similar to how it is described for immunity. But I haven't done any of the analysis how the gui applies this or how readily adaptable it might be atm.
Have updated the PDF guide with additional appendices to show the immunity and curative capabilities for Vanilla and Common Ailments in addition to Diseases Overhauled.
I cannot readily convert the in game descriptions since not everyone may be using all of the additional mods that provide these extra maladies that the apothecary remedies act on. And the idea of doing convoluted patch work to change these descriptions based on these permutations quite a lot of work, which would be compounded further if any more ailment mods where to be catered for.
So, the PDF as a reference guide will have to suffice in helping to clarify these details. That as well as the more normal in-game indicators for immunity.
Made a note, unsure when I'll get to them.
Warding can mean to protect or guard against, so in this context it is a synonym for immunity.
The teas will have some benefits that they incur by themselves, regardless of whether they may have other effects to illnesses. Some offering immunity to certain illnesses. In addition some may then act as curatives (over a relatively short time period (variable)) where they similarly offer an immunity, but not in all cases.
The errors you see in the log file relate to which ever mod is using the namespace "Showmethepower", which I can only assume is a mod that summarises energy use for you.
The herbal boxes are set as hydroponic use and therefore if I remember correctly need to be recognised as power transmitters for this purpose. But the settings in the XML with power transmitters allow for the status of a transmitter not to transmit power. i.e. 0 energy use hydroponics.
You will therefore need to consult with the other mod's author to ensure that they can correctly compensate for these situations.
https://gist.github.com/e9e3fed4c01225fa7d6ba79422585f35 this is the error log i get when trying too open the vanilla architecture tab
https://gist.github.com/f2e3dde6555e96f32d0b9c7603e52e61 this is the error log i get when the mint menues mod architecture tab is open
PDF updated
Adds Treated Herbal Medicine (Herbal meds treated with yarrow oil and aloe oil) as an improved herbal medicine.
Adds a mod option to treat bandages more realistically for tends. This will not be available where Medical Supplements is also loaded and will supercede this mod providing the same functionality).
Added some recommended mods to the details above.
Absinthe mash can be made at the RC2 Electric brewery and brewery point.
Only setup for Fermenter atm, so it's an industrial drink for now.
Adds the ability to make absinthe with the mod Fermenter.
Correction to workgiver for charcoal crematorium.
how do the recipes compare to the vanilla fuelled smithy? Do you equally have the same recipes missing from that bench? as that is what is being used as a comparison?
Copies all recipes associated to the vanilla fuelled smithy to the Apothecary Charcoal smithy where they are missing. (This is a C# process based on def database values, but may need to occur after other C# processes, so it may be relevant to place this after other mods with known recipe injectors).
@flyscotsman be useful if you can confirm if this resolves your CE recipe issue.