RimWorld

RimWorld

Medieval Prosthetics Recipes Patch 1.3
21 Comments
jvzr 25 Sep, 2022 @ 9:02am 
Thaml you, Joe! I'll test that asap
JoeOwnage  [author] 25 Sep, 2022 @ 12:06am 
@jvzr you should have support for lots of liquors now
JoeOwnage  [author] 21 Sep, 2022 @ 4:40am 
Should be active now
dltslt 21 Sep, 2022 @ 4:07am 
hey. can you activate the issues page in the repository settings? that would serve that purpose. thanks
JoeOwnage  [author] 20 Sep, 2022 @ 1:59pm 
I've been working with help from SirMashedPotato and dltslt to change the format of this patch and incorporate all of the MO liquors as ingredients for medicine.

If anyone wants to take a look at it for me any input would be appreciated.

https://github.com/JoeOwnage67/NewMedievalProstheticsPatch
JoeOwnage  [author] 8 Sep, 2022 @ 4:58am 
Thanks man I'll check this out
dltslt 30 Aug, 2022 @ 1:42am 
this is what i will use for the time being: see github [github.com]

i commented the sections and i think you can find almost all common uses you might need. just copy the code to your favorite editor and shrink the sections to get a better overview. have fun :)

such a file usually goes to Common/Patches or 1.3/Patches, depending on your folder structure. for inspiration and finding solutions on patches i found the simple chains mods or any other bigger one extremely helpful; as i am also not really coding myself.
JoeOwnage  [author] 29 Aug, 2022 @ 5:23pm 
I'm very interested to see what you come up with. I'm no coder that's for sure.
dltslt 29 Aug, 2022 @ 6:38am 
hi there.

i just went through your files because i considered using a modified version locally for my own playthroughs as i don't use medieval overhaul. i discovered that you are not using the xml patch operations to change the original files but rather overwrite them. while testing i could also load your mod with only the prosthetics mod loaded, thus creating unintended sideeffects from items and bills that are not actually present in the game (moddependencies in the about.xml is missing, as is loadafter for this approach).

perhaps there was a design reason for this approach. otherwise feel encouraged to switch over to patches in some future update. i can gladly provide you with what i will use for myself as a template once i have created it.
Azraile 11 Aug, 2022 @ 6:07pm 
neat
JoeOwnage  [author] 11 Aug, 2022 @ 12:50pm 
Just checked in LaLa's channel and there is currently wine and ale so I'll work on adding those when I have a few minutes
JoeOwnage  [author] 11 Aug, 2022 @ 12:39pm 
Awan's mod "Chirurgie Patch" that I recommended in the description allows wine or mead from VFE Vikings to be used to make it. SirLalaPyon is going to update MO in the near future which includes some new spirits I think.

When the new MO is out I can look at adding all of the MO alcohol as well.
jvzr 8 Aug, 2022 @ 8:37am 
I hoped your mod would update the Late Medieval Medicine to use any of MO's alcohol but it still uses Beer. Unless I'm doing something wrong with the load order? If it is indeed your intent, how can I help you help me? :)
JoeOwnage  [author] 4 Aug, 2022 @ 1:47pm 
Yes this changes the recipes to use the components from the MO mod.
Azraile 3 Aug, 2022 @ 4:37pm 
so this changes it to the MO medieval compensates if you have MO instaled?
Awan 30 Jul, 2022 @ 7:25am 
really nice to come back and see you followed through on this, great work!
BigJoeSteel 19 Jul, 2022 @ 5:29pm 
Nice thanks for handling that
JoeOwnage  [author] 17 Jul, 2022 @ 4:01pm 
I found the issue and it should be updated on Steam shortly.
JoeOwnage  [author] 17 Jul, 2022 @ 3:53pm 
I'll take a look
BigJoeSteel 12 Jul, 2022 @ 6:49pm 
added this to my game and mechanical limbs still require vanilla components rather than medieval overhaul components. It's near the bottom of my load order, after all the required mods. any idea?