RimWorld

RimWorld

Medieval drug lab
23 Comments
Vandegrand 17 Jul @ 8:54am 
1.6 please
Paprikahörnchen 2 Oct, 2024 @ 6:58am 
Hello!
Any plans of doing something with fertility procedures? :)
SirMashedPotato  [author] 13 May, 2024 @ 8:00pm 
@Vertigo, eh that would be scope creep. I'm sure there's plenty of mods out there that add medieval tier stuff to craft at the drug lab. If you're not using any of those, then you don't need this mod. Or someone else can take over Medieval Drugs / make a replacement for it.
Vertigo 13 May, 2024 @ 7:05pm 
any chance you'll combine your old Medieval Drugs mod with this one? When using an tech limiter/remover access to the vanilla drugs disappears. It kinda makes this pointless unless you have another mod to add drugs to the druglab.
Daniel95818 11 Apr, 2024 @ 11:01am 
Will this be updated to 1.5?
SirMashedPotato  [author] 16 Oct, 2023 @ 4:03pm 
@Terry the mushroom, no this doesn't include a retexture.
Terry the mushroom 16 Oct, 2023 @ 12:27pm 
Also holy heck you're awesome considering I'm trying out a new tech level mod.
Terry the mushroom 16 Oct, 2023 @ 12:26pm 
Is this retextured? Doesn't have to be, obviously, just curious. :D
SirMashedPotato  [author] 7 Feb, 2023 @ 7:48pm 
@hottt3, I guess it depends on whether you want the drug lab to be medieval or not.
hottt3 7 Feb, 2023 @ 3:41pm 
Thanks for the mod! I've started as neolithic tribe with zero research but plan to go all the way through till the very end of tech development. Is this mod for me? Thanks)
Win 28 Dec, 2022 @ 12:52pm 
Love you Vandar
VANDAR 19 Dec, 2022 @ 1:50pm 
Hello ! MO did some changes to this buildind cost too. Put this mod before MO and the errors should disappear. Oh and ty for this mod !
Redakted 4 Oct, 2020 @ 4:15pm 
Very nice, thank you.
SirMashedPotato  [author] 19 Sep, 2020 @ 6:13pm 
@J12341, I've replaced the component requirement with additional steel.
J12341 19 Sep, 2020 @ 5:02pm 
I have modded my medieval game to where there is no components, would you know how to change the build requirements?
SirMashedPotato  [author] 11 Aug, 2020 @ 1:44pm 
FleaBagJr 10 Aug, 2020 @ 11:06pm 
your a gun thanks mate
SirMashedPotato  [author] 9 Aug, 2020 @ 12:57pm 
@FleaBagJr, sure, I'll do that soon.
FleaBagJr 8 Aug, 2020 @ 3:59am 
hey mate love this mod. been trying too put together a medieval mod list. i was hoping you could make a mood like this but for go-juice and wake up. please!
SirMashedPotato  [author] 3 Aug, 2020 @ 5:43pm 
@Good call on that change, will include it in the next update.
OptimusPrimordial 3 Aug, 2020 @ 5:15pm 
I'm using tech block, yeah but that's on me you don't have to worry about it. However, I did change mucksponges to not interfere with a roof. As is all the sponges die whenever an ash storm blows in and the tribe has no way to stop it. With the change a tribe can build a walled garden and then throw up a roof to protect the sponges until the storm passes. Which makes sense since the sponges need nutrients from the ground more than sunlight and they weren't that tall in Morrowind.
SirMashedPotato  [author] 30 Jul, 2020 @ 12:25pm 
@OptimusPrimordial, are you using a mod that prevents you researching medieval tech? Otherwise, you should be able to research it even in a tribal start.
OptimusPrimordial 29 Jul, 2020 @ 11:51pm 
I use research limiting mods but this doesn't go far enough. A tribal Ashlander start can currently research how to grow muck sponge for their medicine but can't do anything with it until hitting medieval unless the player edits this file from Medieval down to Neolithic.