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Not tested, so if you indeed encounter any bugs/issues, please comment
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.
No, but a patch can fix that. I might do it at some point.
It shouldn't break anything, if that's what you are wondering, since this mod just adds an extra medicine.
I have not made any extra compatibility with other mods, but using the mod medicine patch might help
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.
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.
- Removed wood from crafting recipe for the cost of an extra cloth.
- Changed intellectual skill required for crafting from 4 to 3
80% potency
800 ticks of work (a little more than the common 'medicine' pack.
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
That would likely be too much work as well as break the progression cycle so no, sorry to disappoint.
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
might be an interaction with another mod but thought i'd let you know.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2852583190
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 ?
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.