RimWorld

RimWorld

Medieval Medicines
72 Comments
Nuno  [author] 22 hours ago 
My mods will probably be updated to 1.6 in the coming weeks, this one specifically will likely only need a version number change.
jesiiiiii126 11 Jul @ 2:57pm 
1.6 ?
Nuno  [author] 9 Jul @ 1:36pm 
@K3VIN1992, That's not a feature of this mod specifically, is that a vanilla feature now? I haven't done a Rimworld playthrough since 1.4 unfortunately.
Nuno  [author] 9 Jul @ 1:36pm 
@Goliath, it's derived from one of the "fathers of surgery" Ambroise Pare.
Goliath 5 Jul @ 4:59am 
this might be a silly question but im curious where did you source the term paresian, I cant find it anywhere else and want to know if the term refers to anything else
K3VIN1992 18 Apr @ 12:25am 
Is there now a way for Medieval Medicine to be automatically added to the inventory?
Zalera 12 Jun, 2024 @ 1:38pm 
Cheers! Thanks for the update!
Nuno  [author] 12 Jun, 2024 @ 1:22pm 
Mod has been updated to 1.5
Nuno  [author] 12 Jun, 2024 @ 1:19pm 
@SanDimas this mod just adds some medieval-tier medicines, it doesn't remove or modify anything from vanilla.
戴戴好爸爸 12 Jun, 2024 @ 8:01am 
1.5 update please
SanDimas 2 May, 2024 @ 7:27am 
just a suggestion or a question, does this mod should delete the normal medicine or this just add more medicines?
Nuno  [author] 25 Apr, 2024 @ 10:35am 
Mod will be updated after my current semester ends in a few weeks or so. I intend to address some of the issues being mentioned in the comments
Bosh 16 Apr, 2024 @ 1:17am 
1.5?
Robot_Prince 14 Jan, 2024 @ 3:23pm 
What the other robot said, Cant find a way to make the pawns used these
Mr-Roboto 24 Dec, 2023 @ 10:11pm 
It doesn't remove the industrial or glitterworld med. I cant get my pawns to hold these new meds.
Velvet 15 Dec, 2023 @ 12:24pm 
@I grief animals That's because the Workbench in Medieval Overhaul isn't set up to inherit crafting spot recipes. You should most likely be able to use something like the crafting bench from Vanilla Expanded Classic, though, or any other mod that adds an improved crafting spot that automatically inherits all crafting spot recipes.

VE Classic is the only mod I know for sure has such a table, though.
Ðagorath 29 Mar, 2023 @ 7:02pm 
Would be dope to add a tea (or something) for tribal or medieval birth control, cant find any birth control mod for those eras, I ride Dragons so I dont have issue with "realism".
lock in 11 Dec, 2022 @ 2:11am 
Love the mod!!

The idea is there and it's a great mod but I is there anyway for it to be crafted somewhere else rather than just a crafting spot? ( yes it's only craftable in a crafting spot, not sure, maybe conflict with M.O) is kinda over the top,imho.
DangLonsDo 5 Nov, 2022 @ 1:21pm 
glittertech nedicine now science never stops's medicine whats next a mod that adds a type of medicine that instantly heals them to full health and after immortal??
Khalagar 3 Nov, 2022 @ 4:34pm 
Capatania, that mod says it's not for 1.4
Taliensin 3 Nov, 2022 @ 6:28am 
thanks for updating,playing neolithic starts without your mods is just...meh
Capataina 25 Aug, 2022 @ 1:52pm 
For those looking for a cheaper alternative to this mod that adds medicine between industrial and herbal, check out my mod. The work required is a lot less and there isn't a new research tree for simplicity, instead you need drug or medicine production for 2 different medicines.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2852583190
detour73 13 Aug, 2022 @ 6:03pm 
So do these not show up instead of the old ones? I can't even have people carry anything but the old herbal medicine because it still shows industrial and glitterworld. And top medicines to use still show old ones as well. Please tell me this is a mod conflict issue.
JoeOwnage 29 Jun, 2022 @ 5:22am 
Try these for reorganized cheaper research, less work time for prosthetics etc. Also puts recipes on medieval overhaul workbench

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2637345203

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2819436137
JoeOwnage 7 Jun, 2022 @ 5:47am 
Is there a way to hide vanilla meds while using this mod? My UI has them plus medieval meds
The Plant 29 May, 2022 @ 10:42pm 
What stations can these medicines be produced at?
NeveHanter 22 Feb, 2022 @ 3:30pm 
Could we get an option for cheaper research for non-medieval playthroughs that want some additional meds? I think dividing the cost by 5 for 500, 800 and 1100 is quite good taking into account that each subsequent medicine require previous one.
Holgast 14 Dec, 2021 @ 1:13am 
So Pharmacists is a requirement?
Perturabo's Right Testicle 22 Sep, 2021 @ 11:40pm 
Is it normal that i can't harvest organs with Paresian medicine either? I'm on a Medieval playtrough with all advanced techs removed so that might be the problem, but "remove X" operation is still in the option for patient, so i think it should still work.
Aurani 25 Aug, 2021 @ 10:09pm 
Alright, it seems Pharmacist (Forked) needed to be loaded before this mod or else it renders the medicines useless.
Aurani 25 Aug, 2021 @ 9:36pm 
Same issue as orb, no matter what I do I can't get my tribals to use anything other than herbal medicine or they tend using nothing despite there being plenty of early and late medicine.
DkHyacinth 8 Aug, 2021 @ 12:42pm 
thanks for update!
(≡◉‿‿◉≡) 25 Jul, 2021 @ 7:13pm 
1.3 please :)
DkHyacinth 20 Jul, 2021 @ 8:02am 
love this mod, do you have plan to update it to 1.3?
Holgast 4 Jul, 2021 @ 1:03am 
@orb - same problem here, for some reason I got it to work once though!
s'lurpings. 26 Jun, 2021 @ 10:24pm 
Research cost is WAY to high
sergal saturn (they/them) 23 Jun, 2021 @ 3:38pm 
This isn't actually working for me, I'm not sure why but even with "best medicine" enabled my colonists are exclusively using herbal or no medicine at all. Even recipes that call for medicine (i.e. autopsies courtesy of post mortem) aren't working either. Help?
Scrungle Bungle 22 Jun, 2021 @ 10:20pm 
Love this mod but would also love a compatability patch with more general options for the alcoholic component instead of just beer.
OwO Sukunyan 20 Jun, 2021 @ 2:06pm 
@137nty I was having this issue due to using 'Steam World', which takes out neutroamine entirely, despite using the mod 'Underground Foods' which allows you to farm a mushroom to craft it. To work around this I got RIMMSqol and used that to patch the recipe to need the raw mushroom material "Raw Neutrophyria" instead of the processed neutroamine. You could use RIMMSqol to remove the neutroamine ingredient entirely, or change the ingredient as I did to something you can acquire in your playthrough.
Rudy Rue 30 Mar, 2021 @ 6:01pm 
How do you make neutroamine? This mod is awesome but the Paresian requires neutroamine which you cant craft in a medieval playthrough. Please help?
DisKorruptd 27 Feb, 2021 @ 1:09pm 
I can't help but notice that this and Medieval Prosthetics both have their own research tab, why not just pop both of them into one tab, "Medieval"
Miguel V-DF 8 Feb, 2021 @ 2:42am 
wow, that was quick! thanks!. this will be helpful in my medieval run!
Nuno  [author] 8 Feb, 2021 @ 2:39am 
@Leugimimi, I don't know how I overlooked this, but I have updated the mod. It should no longer overwrite the vanilla medicine base. Thank you for bringing this to my attention!
Miguel V-DF 8 Feb, 2021 @ 2:32am 
Hey! checking this mod with AllYourBase got me this: "[Medieval Medicines] causes compatibility errors by overwriting MedicineBase in file C:\Steam\steamapps\workshop\content\294100\2109206579\1.1\Defs\ThingDefs_Items\Items_MedievalMedicine.xml
Verse.Log:Warning(String, Boolean)
AllYourBase.XmlSharedBaseDetection:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch1()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()
"
Could you fix it so not to overwrite vanilla bases?
Vertigo 16 Dec, 2020 @ 6:18am 
Is there a chance you can add an optional patch for your meds to replace their vanilla equivalents? It is kinda odd to run into Industrial/Glitterworld meds when playing a Medieval playthrough since those technically shouldn't exist.

Could include the patch with the mod and just comment out everything and allow us to choose if we want to use it.
Nuno  [author] 22 Nov, 2020 @ 4:46pm 
@Overlok makinası ayağınıza g, I can look into potentially patching/allowing alcohols from other mods to be used in the recipe.

The reason I chose beer for this recipe is because this mod is intended to be able to be used in vanilla.
AbsolutelyNotSteveJobs 22 Nov, 2020 @ 6:55am 
Hello, I've easily changed xml recipe to VBE vodka because it makes more sense for me to use hard liquor than beer to produce antiseptic medicine but It would be great to be able to choose which alcohol to use from a drop down menu, like we can for other recipes which ofc I'm unable to do because I have no idea what I'm doing apart from swapping defs and required amounts. Is it possible to get some guidance or even a patch if you don't mind to?
Morgan Freedman 3 Nov, 2020 @ 3:35pm 
Its because im using a mod that allows you to cure asthma, scars, bad backs etc with surgeries (surgery expanded i think) but it says no herbal so I just figured that because it always failed it "counts" as herbal.
Nuno  [author] 3 Nov, 2020 @ 2:12pm 
@Morgan Freedman, In the description the potency of each medicine is listed. Some is more similar to herbal, some is more similar to industrial.
Morgan Freedman 3 Nov, 2020 @ 1:52pm 
So it still counts as herbal right.