RimWorld

RimWorld

Apothecary
171 Comments
pgames-food 1 Sep, 2021 @ 11:03pm 
pgames-food 1 Sep, 2021 @ 11:02pm 
hi sheifoxy :)
it might vary a bit but if you have a look at ginger tea, making it uses Intellectual skill.

StarlightSovereign 1 Sep, 2021 @ 1:12am 
I can't find this info anywhere: What skill is used to make apothecary things? :) I'll figure it out, but you should probably add that to the guide somewhere. Thank you. Loving the mod!
Thesmartone777 12 Mar, 2020 @ 3:37pm 
sick nasty my homie of the sick ass mods
Pelador  [author] 12 Mar, 2020 @ 7:34am 
@Thesmartone777

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
Thesmartone777 12 Mar, 2020 @ 3:04am 
you're private profile makes finding your (updated) mods a chore, not trying to bash. A....i dont know what they're called..playlist-like-thing that steam has, would be aprrechiated. Great job across the board btw.
Pelador  [author] 16 Feb, 2020 @ 4:41pm 
@Update

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).
Pelador  [author] 15 Feb, 2020 @ 2:57pm 
@Update @Lumi

Reinstatement of compatibility patching for "Coal" mods.
Pelador  [author] 15 Feb, 2020 @ 9:06am 
@Update @Lumi

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.
Pelador  [author] 15 Feb, 2020 @ 8:02am 
@Lumi

Will investigate.
MercuryDoll 15 Feb, 2020 @ 7:51am 
Wow, quick response!
It's still complaining about patching though. Something about profiling? Thanks for the dedicated work and good luck! https://gist.github.com/HugsLibRecordKeeper/b04adcc00c9b79e06dc2de697e8bcfc2
Pelador  [author] 15 Feb, 2020 @ 7:16am 
@Update

Correction to Coal conversion recipe patch to include filter values.
Pelador  [author] 15 Feb, 2020 @ 7:14am 
@Lumi

I think I found the problem anyhow, forgot to include the filter values. My bad, will push a fix through.
Pelador  [author] 15 Feb, 2020 @ 7:02am 
@Lumi

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"?
MercuryDoll 15 Feb, 2020 @ 6:45am 
Spits out an error that it couldnt find Coal in debuglog. Should this be loaded before or after those two mods?
Pelador  [author] 14 Feb, 2020 @ 11:39pm 
@Update @SY1102

A number of defs for Absinthe have been relocated out of patches for Fermenter for translation purposes.
Pelador  [author] 14 Feb, 2020 @ 10:53pm 
@Update

Additional compatibility: Coal and Coal Extended, LotRim, SD Medic Addons and Tribal signal fire. Details above.
SY1102 12 Feb, 2020 @ 5:31pm 
AYAbsintheMash can not be translated
IceMaverick 10 Feb, 2020 @ 1:53pm 
Heyo, congrats on the art overhaul. Definitely feels a lot more vanilla-like. I'll have to get used to the changes, but I think it's a general step in the right direction. Cheers to Kasmex for the hard work.
Pelador  [author] 10 Feb, 2020 @ 11:27am 
@onahole god

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.
10 Feb, 2020 @ 1:00am 
lovely new art. would love to see the same done to some of Medical Suplements stuff.
deathbyego 9 Feb, 2020 @ 12:57pm 
New graphics just in time for a playthrough i was planning with it. nice
pgames-food 9 Feb, 2020 @ 8:50am 
cool, nice one :)
Pelador  [author] 9 Feb, 2020 @ 7:36am 
@Update

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.
Pelador  [author] 7 Feb, 2020 @ 9:27am 
@Sir_JoshuLa

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.
IGI.Sir_JoshuLa.RedBullEsports 7 Feb, 2020 @ 9:21am 
Thanks Pelador that's actually very useful! I can see your issue with adding a description to the main game but could be something you could do just for the vanilla ailments and leave it at that?
Pelador  [author] 7 Feb, 2020 @ 8:37am 
@Update @Sir_JoshuLa

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.
IGI.Sir_JoshuLa.RedBullEsports 7 Feb, 2020 @ 4:53am 
Big fan of the mod but I find it a little bit hard to work out whether the products are providing immunity from catching an illness or help in curing it. It would be very useful if you could add in the in-game description something like "Helps to cure Flu" or "Grants immunity from contracting Malaria" or similar.
Pelador  [author] 25 Jan, 2020 @ 3:35pm 
@Sopel

Made a note, unsure when I'll get to them.
Sopel 25 Jan, 2020 @ 3:23pm 
@Pelador could you push out a patch that makes charcoal from "Coal" mod (and from "Coal Extended" too, I guess?) to be the same resource as your charcoal? Would be really helpful ;)
gallantblues 31 Dec, 2019 @ 7:26pm 
thanks for the clarification! and happy new year :D
Pelador  [author] 30 Dec, 2019 @ 9:04pm 
@gallantblues

Warding can mean to protect or guard against, so in this context it is a synonym for immunity.
gallantblues 30 Dec, 2019 @ 1:19pm 
thanks for the details! so a regular regimen of a few teas might not be misplaced! I looked at the notes again and I think what confused me was the term "warding off." Do you use that to mean prevents or treats?
Pelador  [author] 30 Dec, 2019 @ 5:09am 
@gallantblues

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.
gallantblues 30 Dec, 2019 @ 12:20am 
quick question on how teas and some other products work. can they treat illnesses or only prevent them? the pdf notes are a bit confusing. i'm just wondering if it's optimal to have my two starter pawns constantly drinking a rotation of teas!
123nick 27 Dec, 2019 @ 11:38pm 
i think it might be the Power Indicators mod. ill try it without that mod and see if it works.
Pelador  [author] 27 Dec, 2019 @ 10:26pm 
@123nick

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.
123nick 27 Dec, 2019 @ 8:46pm 
i think there is a bug with the herb boxes and limed herb boxes. trying too open the architecture menue after i researched herbalism (simple) spammed my log with errors and wouldnt lemme switch too any of the other architecture tabs besides showing the production one. i could not place the herb box or limed herb box or anything else with the vanilla architecture tab, and with the mint menues architecture tab i could place anything but the herb box and limed herb box.

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
pgames-food 13 Dec, 2019 @ 9:46pm 
(and in theory, no additional coding required from us at all)
pgames-food 13 Dec, 2019 @ 9:45pm 
thanks pelador - i think i just found a way to link a feature in my rimside recycling mod with your treated medicine.... in theory, i can use my "Salvaged_Medicinal_Herbs" recipe to make normal Herbal meds, and then use your oil treating process to improve :)
Pelador  [author] 13 Dec, 2019 @ 7:50am 
@Update

PDF updated
Pelador  [author] 13 Dec, 2019 @ 7:01am 
@Update

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.
Pelador  [author] 28 Nov, 2019 @ 10:12pm 
@Update

Absinthe mash can be made at the RC2 Electric brewery and brewery point.
Pelador  [author] 28 Nov, 2019 @ 8:13pm 
@pgames-food

Only setup for Fermenter atm, so it's an industrial drink for now.
pgames-food 28 Nov, 2019 @ 8:12pm 
(if we play with this mod and medieval, i wonder if absinthe will make the hearth grow fonder)? :)
Pelador  [author] 28 Nov, 2019 @ 7:30am 
@Update

Adds the ability to make absinthe with the mod Fermenter.
Pelador  [author] 23 Nov, 2019 @ 2:13pm 
@Update

Correction to workgiver for charcoal crematorium.
Pelador  [author] 21 Nov, 2019 @ 12:27pm 
@flyscotsman

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?
flyscotsman 21 Nov, 2019 @ 12:06pm 
@Pelador Thanks for working on this so quickly. I did uninstall and reinstall apothecary, still seeing the issue. To narrow it down I created a new bare-bones modlist using only RimCuisine 2, Vanilla Factions Expanded - Core, Vanilla Factions Expanded-Medieval, Medieval Times, Combat Extended (FT), Medieval Times CE Patch, and Apothecary, in that order. Still see the basic arrows missing on the charcoal forge. Also looked like there are more missing if I loaded Vanilla Weapons Expanded. Hope that helps.
Pelador  [author] 20 Nov, 2019 @ 2:47am 
@Update @flyscotsman

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.