RimWorld

RimWorld

[KYD] Rebalanced - Apothecary
138 Comments
XIII 2 Jun, 2023 @ 9:39pm 
how do i get wood ashes?
Gerrymon 14 Feb, 2023 @ 6:03am 
I'm guessing this mod is abandoned? Or does it still works on 1.4? :(
Adventi 9 Jan, 2023 @ 3:09pm 
@Kayedon would you be willing to add some tech-tree integration with ReGrowth: Core to have its mushroom cultivation berry bush cultivation flow into the herbalism tree? An extra mod would be Medieval Medicines 1.4: Medieval Overhaul addition to interact with their medicines tree? Amazing mod which is in my load order.
BloodW0lf 14 Jun, 2022 @ 6:11pm 
@Kayedon oh lovely thank you so much :)!
Kayedon  [author] 14 Jun, 2022 @ 6:09pm 
@BloodW0lf: The re-upload was intentionally designed to work with this rebalance: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2619301092
BloodW0lf 14 Jun, 2022 @ 5:48pm 
Does this work with the witcher patch or does this remove stuff it uses?
Kayedon  [author] 26 Mar, 2022 @ 5:35pm 
Gotcha!
piercebuster 26 Mar, 2022 @ 4:13pm 
Right. Sorry for being unclear I didn't mean that you did. :)
Kayedon  [author] 26 Mar, 2022 @ 2:55pm 
I never changed plant spawning.
piercebuster 26 Mar, 2022 @ 2:38pm 
Started a new 1.3 game. The plants spawn and the items seem to be available. Seems to work.

IMO most of the plants wild spawn rate is too high, but that's something I can tweak myself.
VolatileGlitchAviator 12 Mar, 2022 @ 7:02pm 
Does this still work with 1.3 version of apo?
ElTustador 9 Dec, 2021 @ 11:05pm 
Thanks!
Kayedon  [author] 9 Dec, 2021 @ 11:00am 
It's been a long time since I've looked into this, but if I recall yeah it's there... I can check later.
ElTustador 9 Dec, 2021 @ 9:32am 
Thank you for replying. Ah yes the bulk recipe is disabled sorry. But I can't find the recipe x1 on the Apothecary table... bah never mind it's just a tiny issue, I'll do without.
Kayedon  [author] 9 Dec, 2021 @ 9:00am 
Should be the apothecary table, but this mod removes the bulk recipes.
ElTustador 9 Dec, 2021 @ 6:41am 
Hi,

I have a quick question about the research "Herbalism (Intermediary)". It is said that after researching this you unlock crafting recipes to make Herbal Medicine x 1 and in bulk. Does someone know where you can craft these? Looked on the Apothecary table, the Cooking table, etc couldn't find the recipes.

Am I maybe missing another research?
Three-legged Wolf 4 Oct, 2021 @ 7:28am 
@Crackajack well, I did what u asked; here . A patch for Witcher Trials and apothecary, which I updated and tailored to be used with the rebalanced version of Apothecary by Kayedon. The Original Patch is not mine...
I have not received permission from Original Author and as such, this will be removed on demand, If/when he/she returns.
CrackaJack 4 Oct, 2021 @ 1:29am 
you could upload that patch of yours, if you dont mind^^ the one on the workshop is for 1.1 and not that good
Three-legged Wolf 21 Sep, 2021 @ 5:35pm 
@Kayedon, fair enough :) I can't speak for everyone, but in my eyes a modder is not required to do anything he doesn't wish to do, and a mod user is not entitled to a modder's time and work. Like everyone I can get bummed out when one of my favourite mods isn't getting any more support from it's author, but I believe anyone should thank that author for "going this far" and hope for future developments or take matter in his/her own hands. I look forward to seeing more of this mod, but if not, well ... maybe you'll cook up something else of equal value :)
Kayedon  [author] 21 Sep, 2021 @ 5:15pm 
The only thing I can say on the matter is "should work, haven't tested". Regarding my long-since promised forked version, I'm... Working on it, in the sense that I have an active mod folder with some of my tweaks, but have been more interested in releasing new content under my brand name. It's still on the burner, though as far back as it can go, and I apologize to all fans of my Rebalance with how lazily I failed to finish the mod description and do a full update
Three-legged Wolf 21 Sep, 2021 @ 3:01pm 
Wondering if anyone has feedback about this mod in v1.3? Pretty sure there shouldn't be any issues, but I figured it wouldn't hurt to ask. Regardless, a huge thanks to Kayedon for this mod :). I've made a custom patch for this and "the witcher trials (continued)" back in 1.2, so I'm wondering if I should tweak anything for it to play nice in 1.3.
501 21 Jul, 2021 @ 7:00pm 
@Kayedon: Fair enough and thank you for the quick response! Glad to hear you are interested in working on this once more, (or at minimum I'm selfishly glad you are moving forward with your initial goal =D). Sorry to hear Rimworld is not your current fancy, but I hope whatever you spend your time on is just as enjoyable! Thanks again and I wish you luck on your updates and future! <3
Kayedon  [author] 21 Jul, 2021 @ 6:43pm 
@501: Yes and no. I do not actively play RimWorld these days, but I did see the patch notes and believe all of my mods should work fine with 1.3.
That being said, every mod EXCEPT this one will be getting a 1.3 patch "soon", whereas I will be kicking myself into high gear in the same time frame and finally delivering the product I intended to when I wrote this hackjob. Once that is released, this will be delisted and left unmaintained in an "as is" state for current subscribers with an active save file.
501 21 Jul, 2021 @ 6:41pm 
Hi Kayedon! Hoping all is well <3

Do you have plans to update your mods to 1.3? No rush just curious! I use pretty much all of them in all of my packs. Thank you for all your work!
McLenwe 3 Jul, 2021 @ 5:22am 
I wrote Argón about the error in the recipe and he will fix it in the next change. Your patch still needs the change I mentioned.
At the moment you can make steel with apothecary charcoal as the only ingredient. With the change in the patch the recipe works properly, but you can only combine "apothecary charcoal" or "Expanded Materials Coal" (which is wrong and should be VMEu_Charcoal) with iron for steel until Argón corrects the "fixedIngredientFilter" in the "steel with charcoal" recipe. :)
Kayedon  [author] 2 Jul, 2021 @ 7:57pm 
Thanks! It's possible Argon changed the recipe at some point and rendered my patch null, as you definitely couldn't do that back then! If the recipe issue is on his end (it's been awhile since I've played/modded), I'll see if my side needs any additional changes to match!
McLenwe 2 Jul, 2021 @ 6:10am 
The Charcoal patch should be:
<!-- VMEu_MakeSteelCharcoal -->

<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName="VMEu_MakeSteelCharcoal"]/ingredients/li [2] /filter/thingDefs</xpath>
<value><li>AYCharcoal</li></value>
</li>

-------------------------

I also noticed an error in the charcoal recipe, so I will give Argón a heads up, too. :)
McLenwe 2 Jul, 2021 @ 5:35am 
Hi, just want to point out that your Expanded Material Metal Patch has some quirks. E.g. You can make steel with Apothecary charcoal as the only ingredient.
Kayedon  [author] 6 Jun, 2021 @ 7:12pm 
You'll likely only get some errors for removed items and bills that should go away upon save/reload, but yeah I never recommend adding or removing mods from an ongoing save.
zaune_thegreywyvern 6 Jun, 2021 @ 8:59am 
Wish I'd found this sooner. I've got a really good colony going and I'm extremely wary of breaking the save by trying to add the mod.
Chuman 18 May, 2021 @ 2:18am 
Wonderful mod - we need more people like Kayedon, taking popular/good existing mods and streamlining them for better adoption. Thanks!
yallfather 11 May, 2021 @ 9:59pm 
I haven’t noticed them doing it while pulling tallow from stockpiles because I have all of it stored in containers from the Deep Storage mod. The tall shelves and deep refrigerator in particular. Pawns and prisoners are ignoring meals in accessible containers, hitting the first stage of malnutrition, and keep eating tallow and getting more malnourished.
Kayedon  [author] 11 May, 2021 @ 7:54pm 
@Yallfather: Hmm, they shouldn't be eating it at all... Never had this one reported, let me see.
@501: I unfortunately cannot edit the code that influences what the burn cream and scar cream can or cannot do.
501 11 May, 2021 @ 8:04am 
@Kayedon I can't wait! I have been trying to get into modding my self and I think working on a "re-balanced" series may be a good way for me to get started. I have a bit more feedback on scar cream. It seems to be capable of healing both burn scars (which aloe cream should be doing I think) and brain scars (which seems really strong). Are these intended? The burn scarring is fine, but the brain scar healing seems a bit OP especially compared to how things like EPOE-Forked handle brain scars. Anyways, still loving this rebalance! =D
yallfather 9 May, 2021 @ 6:10pm 
I’m having trouble actually making some of the items because my pawns are eating all my tallow. They’re even feeding it to my prisoners when there’s actual meals freely available. Tallow isn’t available in the food restrictions list. Any idea on getting them to stop?
Kayedon  [author] 9 May, 2021 @ 8:12am 
@501: Thanks for the feedback! Happy to see people are still discovering this mod and enjoying it. When I rebalanced this, I was not knowledgeable about trader stock, but I can definitely see what I can do when I get back into modding.
501 7 May, 2021 @ 6:36am 
This is absolutely wonderful, easily one of my favorites in any modpack! You reduced the bloat to a manageable amount and made Apothecary a simple "must add" in so many types of modpacks. There is still a ton in this mod and it can be a bit overwhelming, but to justify it really does add a ton to the lacking portions of the game. The only further changes I would propose is how much of these are added to trader stocks and how strong the scar removal cream is. Most of what a trader brings to your colony is now Apothecary resources and outputs. Scar removal seems too easy but I haven't spent much time with it so that may not be a valid critique.
I'd also love to see this expanded further, making the base ingredients scale up further or have more uses so you're not just growing a crop for use in one desired product (not that there is anything wrong with this).
Thank you SO MUCH!
Aquiles 9 Apr, 2021 @ 1:32am 
Thank you, Kayedon, for making an excellent mod even better. I am looking forward to see your forked version.
Kayedon  [author] 7 Apr, 2021 @ 5:51pm 
@sidfu1: You're welcome to your opinion, this mod is mine, I got tired of the tedium middle ground and threw this together. Thank you for the feedback.
FunkyShit 7 Apr, 2021 @ 12:43am 
Hello, can you add me? i have license question
sidfu1 6 Apr, 2021 @ 11:07pm 
sorry all i see is that you made it far far far FARRRRR to easy and op for most things. the only thing the orginal mod needed was a work ammount tweak as things to far to long to make otherwise it was fine. now everything is op.
by removing all the oils and powders you made the mod nolthing but easy mode. you have to remember there is decluttering a mod and there is a straight up dumbing down cause im a idot decluttering.
Kayedon  [author] 16 Feb, 2021 @ 10:20am 
No worries. :)
Олег Мерк 16 Feb, 2021 @ 9:18am 
Oh, sorry
Kayedon  [author] 16 Feb, 2021 @ 8:31am 
Please ask Mlie on the main mod for that.
Олег Мерк 16 Feb, 2021 @ 3:21am 
Coal Expanded compatibility?
Hcup 15 Feb, 2021 @ 2:55am 
Nvm I moved the butcher table and have been finding the recipe in the stone cutting table
Hcup 15 Feb, 2021 @ 2:53am 
Is making tallow gone. I can't find it in the butcher table.
Kayedon  [author] 31 Jan, 2021 @ 5:33pm 
@Corveaux: Textures are the only XML/C#-free modding in RimWorld, so a talented artist such as yourself could pretty easily get into it.
The most important thing is learning how to determine the file structures, as RimWorld basically loads anything in \Textures\ into the game (even if those textures are never used!), in the appropriate file structure, in order of mod from top to bottom.

So to retexture an item added by a mod with the texture at \Textures\Item\Blarg, you'd need to loadyour retexture mod below that, and have the file in the same place!

Happy to chat more via Discord! Kayedon#7011
Sun Cultist 31 Jan, 2021 @ 5:29pm 
Cool -- I'll keep you updated if you're interested when I actually end up working on the retexture. I've never modded Rimworld before, so that's the only barrier for me since I'm experienced with graphic work.
Kayedon  [author] 31 Jan, 2021 @ 5:19pm 
@TwistedPain: Yep! Let me know if something stands out - at this time I simply can't remove oils and powders, keep hitting roadblocks and forking will be easier. Just gotta commit. :P