RimWorld

RimWorld

Medical Supplements
137 Comments
mago20078 28 Dec, 2021 @ 7:50am 
1.3? version?
:UltimateChicken:
Dark Prophet 19 Nov, 2020 @ 7:09pm 
I love your mod!!
Do0m[y] 1 Oct, 2020 @ 12:56pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
DisKorruptd 27 Aug, 2020 @ 5:58am 
What exactly is meant by making bandages "more realistic"?
Bardock20687 15 Aug, 2020 @ 10:47am 
@Mile wow www, thanks a lot.
This one here is not working anymore. Actually it works but with a bug with INFECTIONS. With this mod you can not cure it.
But thanks man i am going to use the other one.
Mlie 12 Aug, 2020 @ 3:15am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195037369
Hope it helps anyone!
Bardock20687 10 Aug, 2020 @ 9:48am 
Hey there. Will you update to 1.2?
Arylice 4 Jul, 2020 @ 12:47am 
this is waaay too medical for me :lunar2019laughingpig:
Lurmey 25 Jun, 2020 @ 3:19pm 
Ahh okay! That sounds good. I thought maybe it meant that bandages would expire after a time and need to be replaced. But that's still cool!
Pelador  [author] 25 Jun, 2020 @ 5:20am 
@Lurmey

Realistic bandage use means that the choice of medicine used will only select bandages if the injuries or conditions are considered as at the surface and not internal.

Will consider adding notes to the PDF for mod options as time permits.
Lurmey 24 Jun, 2020 @ 9:19pm 
It would be nice to have hover messages on the mod settings window. I don't know what "realistic bandage use" actually means.
Pelador  [author] 24 Jun, 2020 @ 5:07am 
@DMCurt

Wont be changing, advanced surgeries need knowledge to utilise.
DMCurt 23 Jun, 2020 @ 9:47pm 
Have you considered divorcing the 'install heart stint/back disc' surgery from the research tree? I see research required to make the stint/disc as normal, but if I purchase one through trade, in the current implementation you still need to research to be able to use the thing.
peen 23 Jun, 2020 @ 7:42pm 
Oh ok, didn't see that there nor know those existed. Thank you
Pelador  [author] 23 Jun, 2020 @ 4:58am 
@nice

Please see recommendations above for use of research tree mods.
peen 23 Jun, 2020 @ 4:28am 
I don't exactly want to complain, but wouldn't it be a good idea to roll all the medicines into one tech tab instead of having separate tabs for all sorts of different branches? it adds a lot of clutter
Triel 22 Jun, 2020 @ 8:14am 
Okay, thanks
Pelador  [author] 22 Jun, 2020 @ 3:43am 
@Update @Sandvich Dispenser

Drug Mixer should now make use of modded stone chunks.
Pelador  [author] 21 Jun, 2020 @ 12:02pm 
@Sandvich Dispenser

What is the name of the mod you are using that creates additional stone chunks?
Triel 21 Jun, 2020 @ 9:55am 
guess its too much bother than
Pelador  [author] 21 Jun, 2020 @ 2:24am 
@DisKorruptd

The mod is called: Recipe Icons
Pelador  [author] 21 Jun, 2020 @ 2:23am 
@DisKorrupted

where ingredients is displayed, it means that there is a possible combination of ingredients that can be used namely Phenol and some other precursor chemicals.

There is a mod that helps to highlight what these combinations for recipes can be where more than one item can be selected for a recipe element.
DisKorruptd 21 Jun, 2020 @ 12:46am 
In spite of having more than 5 cloth, I cannot bulk craft antibacterial wipes (nor can I craft in the individual sets of 5) it has a second ingredient literally labeled "Ingredients" is there a mod I'm missing?
Pelador  [author] 19 Jun, 2020 @ 9:16pm 
@Update

VCE/VPE - Will use fruits in applicable recipes.
Triel 19 Jun, 2020 @ 5:05pm 
The chemical mixer does not seem to accept non vanilla chunks. Could it be fixed or is it too much effort?
Pelador  [author] 16 Jun, 2020 @ 5:24pm 
@Paradichlorobenzene

Can you expand on what you mean by integrate. As you should be able to use RC2 drugs in parallel to MS drugs?
Pelador  [author] 16 Jun, 2020 @ 5:23pm 
@hunterhal

Will consider.
Paradichlorobenzene 16 Jun, 2020 @ 5:43am 
Are there any plans to integrate RC2's zopioids to this mod?
Hunterhal 12 Jun, 2020 @ 5:07am 
Hello, great mods, thank you for all contributions. I want to propose a mod, if possible or suits you. Your mods are involving chemicals, can you make craftable ammunations, maybe a mod for combat extended with using you chemicals. I dont know maybe you can come up with something better, focusing on using these chemicals, maybe producing tnt and using at bombs or powder for bullets, combat extended has fsx maybe process for creating it. Anyways thank you for all contribution and good quality.
Pelador  [author] 8 Jun, 2020 @ 5:50pm 
@TDMdan6 As a mild steroid, it raises a number of physical capacities whilst lowering mood and making one have slightly more aggressive tendencies.
TDMdan6 8 Jun, 2020 @ 12:35pm 
Quick question what does androgen do? does it only have an effect with another mod?
X_Mangoose_X 7 Jun, 2020 @ 1:10am 
I understand your point and you are right.
Finally I thank you for your work, your mods are incredible
Pelador  [author] 6 Jun, 2020 @ 5:05pm 
@X_Mangoose_X

Indeed, but an important question here is does their need to be a specific cure for everything after all not everything is curable today IRL? Having worms effect your heart or brain, not a straight forward thing to solve using ordinary medicines. And thus perhaps leaves things for the more advanced drugs like healer mech serum?
X_Mangoose_X 6 Jun, 2020 @ 1:43pm 
I'm not sure but it seems that there are no remedies against the hearthworm and brainworm of Diseases Overhauled mod
They also do not appear on the Drug Response list
Old Kurt 5 Jun, 2020 @ 2:14pm 
Thanks too, I thought it's used only against bleedings
Ratso1000 5 Jun, 2020 @ 2:04pm 
Oh, thanks for the clarification!
Pelador  [author] 5 Jun, 2020 @ 1:49pm 
@Old Kurt

With the mod option set, bandages can only realistically be used when the ailments or injuries are purely surface conditions. If in the case then an inner injury or sub-dermal wound occurs or requires treatment then other medicines will be used instead.
Pelador  [author] 5 Jun, 2020 @ 1:46pm 
@CannonCat The drugs works against Luci's addiction and chemical tolerance not Luci itself. And depending on the tolerance or amount will remove this over the course of 3 days. In the case where you find an addiction to need more, multiple doses or continuing doses will remove the addiction and tolerances from the pawn.
Old Kurt 5 Jun, 2020 @ 1:04pm 
Sorry if it was already asked, but how "realistic bandage use" mod option works?
Ratso1000 5 Jun, 2020 @ 9:49am 
Will the Luci eventually be removed?
Pelador  [author] 5 Jun, 2020 @ 8:22am 
From PDF: "Scrubnites: A modified version of Antinites that specifically remove the effects of addictions. It effects last for 3 days and the pain levels associated with the treatment are somewhat reduced in comparison to Antinites. Made from Antinites Vial, Injector Unit, Unhook and Uranium at a StimLab. (Note effects to Luciferium addiction will be reduced)."

The reduction is 50% of the normal tolerance loss for other addictions when specifically treating Luci. Pain will be 20% more initially which reduces down to 10% over the 3 day period.
Ratso1000 5 Jun, 2020 @ 7:56am 
How do the Scrubnites work on Luciferium? Do they weaken the pain, or do they cure it outright?
vic_gar25 28 May, 2020 @ 1:42am 
I always play with CE and there is absolutely no problem of compatibility with this mod. After all nothing this mod does interacts with what CE modiefies. i hope pèople would stop bothering mod author about making mods CE compatible when they already are ...
Pelador  [author] 23 May, 2020 @ 10:34am 
@Dreeny

I don't personally have time to patch my mods for CE atm. CE seems to change far too often and requires significant compatibility details for a number of elements to just consider it a simple thing to maintain compatibility with. At least for my liking and there's sufficient overhead associated with managing and maintaining mods before thinking about compatibility elements.

Personally, from a design philosophy standpoint, I'd also still prefer mods like CE try to make themselves more compatible with vanilla using differing techniques than trying to re-write RW to be something it isn't. Though in principal, I do like and support what they are trying to achieve in adding realism and difficulty to combat.

I would have no objections if someone else wanted to provide a CE compatibility patch however.
Pelador  [author] 21 May, 2020 @ 2:34pm 
@vic_gar25

As much as i would like to make the values for certain pain medication perform less effectively. The benchmark for these values had already been set by vanilla and other mods prior to developing opiates or other pain medication. I could potentially adjust these but then the mod would be competing with other mods for substantive functionality.

This is usually the case where the developers or masses seem to set the values for these elements without much consideration for realism and/or with a need to be the best drug around rather than good design. I thus had to choose a middle ground for some of the drugs as a result. Most of the other drugs in MS I hope you can see have tried to be a little more subtle in their application as opposed to incidental min/maxing of medications.
Pelador  [author] 21 May, 2020 @ 2:17pm 
@Update

Reinstated MP compatibility
vic_gar25 21 May, 2020 @ 8:44am 
Also I think the strenght of rimcodamol and rimcetamol is to great. Correct me if im wrong but rimcetamol lowers pain by 50%. Most of the studies with paracetamol and similar drugs manage to lower it 2 points on a 10 scale (the visual analogue scale) so I think x80% modification would be better for balance reasons. That way if you have pawns with medium pain or worse you would have to give them something stronger and be ready to deal with side effects and addiction probability.
vic_gar25 21 May, 2020 @ 8:44am 
So, I really love the mod. However I have some slight suggestions when it comes to balancing. Mosty I have been using pain control medications. The main issue that I see with them is that the benefits are too good while having almost no side effects. For example Rimcodamol. loosely based I assume on codeine or tramadol, a so called weak opioid. Now, when patients take this medication very often they have nausea, constipation and dizziness (I am a doctor, i speak from experience). i think it would be good to add for example a -5% eating and consciousness to represent this fact.
Gunboat Diplomat 4 May, 2020 @ 9:21pm 
I pride myself on being observant (sometimes). ;)