RimWorld

RimWorld

Basic Medicine
100 Comments
Rycon 18 Jul @ 9:57pm 
Have been happily using without any issues so far - thank you again!
SgtDornan7 16 Jul @ 1:34pm 
Such absolute peak
ILuvSilicon  [author] 13 Jul @ 5:52am 
Updated to 1.6, no changes were made since 1.6 didn't seem to touch any health systems.

Not tested, so if you indeed encounter any bugs/issues, please comment
Always Chaos 12 Jul @ 8:36pm 
Will there be an update for 1.6?
Rycon 6 Jul @ 8:41pm 
Hey there! Thanks for this awesome mod - its been a staple of mine. Politely expressing that I would love to see this make its way over to 1.6 if you have the time! :)
ILuvSilicon  [author] 21 Mar @ 2:38pm 
@Posh Octavia
go to the workshop mod folder: "...\steamapps\workshop\content\294100\2495501601\1.5\Defs\ResearchProjectDefs"

open: "ResearchProjects_BasicMedicine.xml" using notepad++

delete line <li>Electricity</li> from <prerequisites>

save and enjoy, it should work. If it doesn't, you could bugfix based on error messages

Repeat after mod gets updated since it resets the file, OR save a copy of the mod and put into into your personal mods folder, so it won't get updated. (don't post it, bcs thats not cool)

Additionally, look for online tutorials if you need more help with modding and customizing xml files and enjoy being an amateur Rimworld modder.
Posh Octavia 20 Mar @ 11:22am 
@gerewoatle i havent found another one that avoids game bloat like this one does, they all introduce a bunch of new plants and researches and systems or some variation therof. this is the only fairly elegant and simple basic medicine mod
ILuvSilicon  [author] 19 Mar @ 2:53pm 
@Shavius
No, but a patch can fix that. I might do it at some point.
Gerewoatle 19 Mar @ 12:04am 
@Posh: There are other mods that offer neolithic/Medieval upgrades over herbal medicine.
Posh Octavia 18 Mar @ 9:51pm 
man i wish this didnt require drug manufacture, it would be perfect for medevil runs considering its ingredients as a basic step up from herbal medicine, but since it needs drug manufacture and thus electricity its out of reach
Shavius 25 Feb @ 8:18am 
Will it spawn on NPCs and traders?
ILuvSilicon  [author] 4 Feb @ 2:58am 
@PatoPixelado
It shouldn't break anything, if that's what you are wondering, since this mod just adds an extra medicine.
sirduck 3 Feb @ 4:25pm 
will work with Vanilla Furniture Expanded - Medical Module?
ILuvSilicon  [author] 3 Feb @ 3:03pm 
@tom
I have not made any extra compatibility with other mods, but using the mod medicine patch might help
ILuvSilicon  [author] 3 Feb @ 3:00pm 
@K147
Use the mod medicine patch (link in description), which separates the medicine in the pawn health tab and also allows you to assign it. The Ancient urban ruins mod might use its own C# code to accomplish the same thing, so check for compatibility between those mods.
ILuvSilicon  [author] 3 Feb @ 2:24pm 
Mod updated - it is now possible to turn basic medicine into industrial medicine by adding 1 Neutroamine.
tom 1 Feb @ 10:58pm 
Is this compatible with pharmacist? pawns rarely seem to use basic medicine
K147 8 Sep, 2024 @ 4:20pm 
Hi, could you make it so pawns can carry this medicine in the assign tab? If you're willing but unsure how, the medicines from ancient urban ruins can be assigned to carry so you could ask them about it
dabeek 2 Aug, 2024 @ 4:50pm 
@ILuvSilicon If you're worried that people would be spending double the resources, then just double the recipe output. Yes, it'd be harder to micromanage, but when has that *ever* been a problem for people who play Rimworld? Micromanagement is not only the price of admission, it may as well be in the name.
Renegaiden 10 Jul, 2024 @ 12:58am 
I'd second an option to upgrade basic medkits into industrial ones.
Salabencher 17 May, 2024 @ 6:13pm 
The new mod thumbnail is better than the last one, thank you.
Greisyn 20 Apr, 2024 @ 2:27pm 
for sure that could work too, just an idea could adjust the work cost but then again don't mind effort behind crafting personally. could also make it a hardcore check box or something for an option for those that want it to be slightly more effort involved. i was just thinking progression Herbal>Basic Medicine>Medicine>Glitterworld (as there are mods that take medicine to craft glitterworld meds)
ILuvSilicon  [author] 20 Apr, 2024 @ 12:56pm 
@Greisyn
Its not a bad idea, but the problem arises also with the work cost of making the medicine. I imagine most people would consider it a hassle to spend twice the time and resources on creating industrial medicine. It would also be harder to micromanage.

An extra recipe to turn basic medicine to industrial medicine might be a good addition however.
Greisyn 18 Apr, 2024 @ 12:37am 
this should change the industrial recipe to include basic med (vanilla = 3 cloth 1 herbal med 1 neutroamine) so maybe 1-2 cloth 1 basic med 1 neutroamine would make sense. if that is to make it a true intermediate medicine between herbal and industrial.
evirae 16 Apr, 2024 @ 2:43pm 
Thank you for updating! :D
ILuvSilicon  [author] 15 Apr, 2024 @ 12:13pm 
Updated to 1.5
- Removed wood from crafting recipe for the cost of an extra cloth.
- Changed intellectual skill required for crafting from 4 to 3
Marty in the multyvers 13 Apr, 2024 @ 4:41am 
1.5?
nako 11 Apr, 2024 @ 5:22am 
Working fine in 1.5 for me. Tested crafting/research/max tend quality.
PicardOrion 27 Mar, 2024 @ 3:22pm 
For those who want to know the stats (maybe you could add this in the description):
80% potency
800 ticks of work (a little more than the common 'medicine' pack.
ILuvSilicon  [author] 15 Mar, 2024 @ 11:35am 
@_Real_Deal_
price of research for 'medicine production' in vanilla is 1500, this mod lowers it to 1000 and adds basic medicne as a stepping stone for 700 (so 200 extra from vanilla) your idea to reduce its research cost to 200 would be mean that the entire medicine research chain is -300.

Don't forget, that it also bypasses the grindy requirement of microelectronics research which is 3000
Gerewoatle 15 Mar, 2024 @ 4:14am 
@_Real_Deal_ : Literally anyone can do this manually. XML is not witchcraft.
_Real_Deal_ 15 Mar, 2024 @ 3:45am 
The price of research for this type of medicine is TOO BIG. I looked at the stats of this medicine, it is significantly worse than industrial medicine and only 10% better in terms of the indicators of herbal medicine. Adding this mod will make it more difficult to obtain industrial medicine, which ultimately leads to the fact that it is more profitable to play without the mod. I go into the mod's files and change the cost of research to 200 points, which makes it at least somewhat applicable in the game, but not everyone can do this manually, so, in my opinion, it is better to reduce the cost of research for this type of medicine, which will give it a second breath! But overall the idea is fine.
Firestorm 13 Jan, 2024 @ 2:26am 
@Kardagan workin fine for me.
Kardagan 1 Aug, 2023 @ 2:25pm 
CE compatibility?
ILuvSilicon  [author] 13 Nov, 2022 @ 4:08am 
@Damon_Vi
That would likely be too much work as well as break the progression cycle so no, sorry to disappoint.
Damon_Vi 12 Nov, 2022 @ 6:09pm 
can i make a request that basic medicine be classified the same as industrial medicine, as an alternative ingredient for crafting recipes that would require industrial medicine?
RAD EMERALD 2 Nov, 2022 @ 3:09am 
really go army tasty classic!:crate:
ILuvSilicon  [author] 26 Oct, 2022 @ 10:48am 
@BananaBread
The recipe works as it should in vanilla as far as I know. But I have had the same problem once, can't remember the exact cause, but I think it was something about the pawns stopping the recipe the exact second they start
Capataina 26 Oct, 2022 @ 5:35am 
Is that 1.4 or 1.3? If its 1.3, can you send me a hugslog? Thats an interesting behaviour as the recipe I used was copied from vanilla but it might be a weird interaction from raw berries added from other mods.
BananaBread 25 Oct, 2022 @ 1:01pm 
im not sure if it's this mod, but it seems to only happen to the bills related to producing basic medicine, where colonists will trap themselves in a loop of constantly trying to make it, taking materials back to where they came from, picking them up and trying again without ever getting to the production stage.

might be an interaction with another mod but thought i'd let you know.
Tommy Gray x Land Raider 21 Oct, 2022 @ 2:54pm 
1.4 plz
Capataina 25 Aug, 2022 @ 1:49pm 
@Nero Sima in case you are still searching for a mod that adds medicine before industrial that can be crafted without electricity, I've made my own mod to add two medicines that can be crafted without electricity, balanced for vanilla ofc

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2852583190
Nero Sima 10 Mar, 2022 @ 1:44pm 
Can make a version whith out electricity
The Cat 31 Jan, 2022 @ 2:36pm 
@ILuvSilicon

Hello, currently no traders sell or buy this item in the game, probably not coded. Will you add a way to buy or sell the basic medicine via traders ?
Mentat76 17 Jan, 2022 @ 10:27pm 
Yep. Download the patch
Xeonzs 10 Sep, 2021 @ 8:39am 
Nvm I should've read description better.
Xeonzs 10 Sep, 2021 @ 8:35am 
How do I make my medical staff use this if it's not included as an option in the medical tab?
meclo 10 Aug, 2021 @ 12:19pm 
emmm...i'm a Chinese player.your mod is very good,but it doesn't have Chinese,so i translated it.however,because of the mod's writing ways,i can't only upload a translation package to steam community,so if i want to upload the translated version,i have to upload a complete mod(include your source code).so,could i upload the translated version In the case of Indicate original author?thank you!(excuse me,my English isn't good,so this comment may have some mistakes in grammar.)
ILuvSilicon  [author] 10 Aug, 2021 @ 1:21am 
@Arnovitz @Corbloc @Lionion
Adding it to the carry option seems to need c#, i will ask around if someone can help me implement it, though i can't promise anything.
Arnovitz 9 Aug, 2021 @ 4:54pm 
Yep, the assign carry option would be nice. If possible, patching this might also help with Better Pawn Control's default medical care option since Basic Medicine isn't listed there either.