RimWorld

RimWorld

Skill Potions 1.4
53 Comments
Copper Boltwire  [author] 13 Nov, 2024 @ 11:40am 
Cool. Enjoy
Copper Boltwire  [author] 22 Jul, 2024 @ 2:35am 
Most likely because the script is now broken to heck and back... and i doubt the person who wrote the script this mod relies on would return to patch the script to work again...
Meaning, that there is a big chance we won't see any updates.
To make it more annoying for some of you, i don't play Rimworld any more. Lost interest.

This game is one of those games i could sink many hours into, initially. but i have hit some... design issues with the game overall that just makes me hate the game. and seeing as there is no way to outright fix these problem with maybe a total rewrite of the game generation code, or some kind of injection code, this issue will persists, and thus i might not bother returning to Rimworld.
SheCouldFromFaceThat 21 Jul, 2024 @ 8:49am 
1.5 w/ Anomaly - No skill increase on consumption of any potion
Doomchibi 8 May, 2024 @ 4:45pm 
Would this need an update for 1.5?
Tony Stank 19 Feb, 2024 @ 9:49am 
why is this labeled as medieval but requires archotech to unlock + needs medicine production which is industrial?
Avilos27 15 Jan, 2024 @ 12:05am 
Not gonna lie. The who idea of different potions for skills, or maybe buffs, like a rage buff. Or healing buffs for wizards to "preform" miracles sounds like a good game type for Rimworld. Hopefully, you make different potions for everything and packs, so lets say a person only wanted to add a resurrection potion to their game, they wouldn't need all of them? Might be better in a pack, but cool stuff!!!
RyonGasling 14 Jan, 2024 @ 6:11pm 
They meant to say that they thought this would add a craftable version of neurotrainers. After all, potions are normally made by people in medieval times, which is in the past for Rimworld, so you'd expect them to be primitive technology compared to neurotrainers. Therefore, it makes sense to conclude that this would be something you could create.
Copper Boltwire  [author] 23 Oct, 2023 @ 2:46pm 
Vanilla does not have skill potions at all, only Neurotrainers.
This is an alternative that ADDs to the game.
Solstice 23 Oct, 2023 @ 8:42am 
I thought it adds craftable skill potions that are uncraftable in vanilla, because that skill stuff is not craftable in vanilla. my bad.
Copper Boltwire  [author] 23 Oct, 2023 @ 4:01am 
"adds uncraftable skill potions."
Solstice 22 Oct, 2023 @ 5:41pm 
I researched it and built Drug lab, but they are not available there.

Is there a special dedicated building i need ?
Gerewoatle 1 Jul, 2023 @ 4:35pm 
Woo, official updates and tasty, tasty skill upgrades!
Copper Boltwire  [author] 1 Jul, 2023 @ 9:50am 
UPDATED
Bug fixed and tagged for 1.4, enjoy folks!
Copper Boltwire  [author] 26 Jun, 2023 @ 3:22am 
So far, it seems to work on v1.4 without the need for an update.
But i shall update it so i won't spit piss at people because it claims not to do v 1.4 :P
Gerewoatle 25 Jun, 2023 @ 8:57pm 
Thanks for updating, I always liked this mod for medieval and weird eldritch runs.
Copper Boltwire  [author] 25 Jun, 2023 @ 4:40pm 
Although they should be various colores then just yellow, but yes. They are back - I'm currently reinstalling mods (as of writing) then will do some testing.

But i doubt there will be any issues
Gerewoatle 25 Jun, 2023 @ 3:32pm 
Aha, the Mystical Piss Elixirs shall return!
Copper Boltwire  [author] 25 Jun, 2023 @ 2:29pm 
Just got the new DLC - Updates will resume once i have done some file inspections :D
Copper Boltwire  [author] 1 Feb, 2023 @ 11:53am 
well, i honestly don't know if it works or not. I currently have to rely on feedback until i get back into Rimworld and get the new DLC.

I suspect 2-3 from now at the earliest.
StormFather 1 Feb, 2023 @ 11:31am 
No worries as a modmaker i get that, just wanted to confirm if it was just me or others
Copper Boltwire  [author] 1 Feb, 2023 @ 11:29am 
Mod's DLL might need an update to work again... I haven't played Rimworld since the release of the new DLC as i haven't gotten that. I have prioritised either other games or pay my bills instead. It's on my "To Get" list. and once i do get it, i'll update all my mods, including this one. Unless the co-creator updates it for us.
StormFather 1 Feb, 2023 @ 11:17am 
Trying to use the potion doesnt consume it or give skills, not sure if its just me.
Copper Boltwire  [author] 26 Jan, 2023 @ 2:01pm 
It should - Give it a try.
GHOST 26 Jan, 2023 @ 11:31am 
does this work with 1.4?
Fjalar 1 Oct, 2022 @ 2:57pm 
Just great! Thank you! Problem solved :)
Copper Boltwire  [author] 1 Oct, 2022 @ 12:44pm 
Catalyst potions are used to mixed with the small potions in the druglab to make the Large potions that can train a skill from 0 to 20 in a single use.
Fjalar 1 Oct, 2022 @ 11:59am 
Hey! Great mod! Found a mod called the Catalyst Potion? And I have zero idea what it does, besides costing me 20 k. Where can I find any info on it? Cant consume it, so its just there in my inventory teasing me.
Copper Boltwire  [author] 10 Aug, 2022 @ 9:52am 
The idea of skill potions (small) was to be the same as the skill trainers - and when i find a way to "temp" remove / replace skill trainers, then this mod will be complete. But as far as i have been told, that requires more work then a simple XML edit/patch will do.
So for now, you'll be getting a bigger chance to get skill bonuses in the form of both small potions and skill trainer thingies.
jcewazhere 10 Aug, 2022 @ 7:42am 
Cool, I'm not blind then. Thanks for clarifying.
Copper Boltwire  [author] 10 Aug, 2022 @ 5:24am 
That's by design, small potions can only be found or bought, the large potions are craftable with the catalyst.
jcewazhere 9 Aug, 2022 @ 9:27pm 
The drug table lets me build the big potions and the blank potion thingy, but not the small ones. I checked the stove, the basic crafting square, the brewery, and the refinery but nothin.
I've got a couple mods that also add things to the table, but I'd think they'd either overwrite your mod entirely or just break everything rather than only hiding small potions.
I can buy the small potions at traders, ~1200-2000 silver each. The big potions are also for sale, but they;re 15k+.
Copper Boltwire  [author] 9 Aug, 2022 @ 6:34pm 
I'll have a peak at the code tomorrow if I get the time, maybe I missed something.
jcewazhere 9 Aug, 2022 @ 5:26pm 
Maybe I'm blind but is the only way to get small potions to buy them from traders?
If not how do you procure them?
Copper Boltwire  [author] 2 Aug, 2022 @ 2:07am 
"mod dependency" - Not going that route
HappyTrigg 1 Aug, 2022 @ 6:44pm 
I wish I had a clue about rimworld modding but I'm kinda clueless to coding. Perhaps there's some auto patching tools in one of the many frameworks on the workshop. Obviously though the downside to that would be a mod dependency.
Copper Boltwire  [author] 1 Aug, 2022 @ 3:09am 
So an update to previous idea: Beyond my skill of understanding.
The way the names of the skills are generated is.... weird.
It's not as easy as a simple xml edit in so far as i can tell.
Would have done it already if i could have done that.
HappyTrigg 31 Jul, 2022 @ 7:48pm 
Well good luck if you do end up implementing it. A side idea as well could be replacing the psychic ability skill trainers with just a scroll texture instead. This would make it like a perfect medieval replacement mod imo (doing a medieval playthrough rn and quest rewards are annoying me haha)
Copper Boltwire  [author] 30 Jul, 2022 @ 2:50am 
O_O That is actually a pretty great idea... Replace the original neutrainer's names and descriptions instead of making new items... Why the hoot didn't i think of that?!?
I'll look into that and might remove the small potions in favour of the game standard ones, keeping the large ones.

Oh and their icon's too... I'll look into it ^_^
HappyTrigg 29 Jul, 2022 @ 11:06pm 
OK no worries. Would be cool of there was an option to override just the descriptions and texture for the originals as there's a mod that covers like all the other spacer stuff (luciferium, orbital targeters etc). But I do know there's a mod to like pick individual things in game I just can't remember name haha
Copper Boltwire  [author] 27 Jul, 2022 @ 1:09am 
No, it does not touch the original skill trainers. This only adds new stuff.
You'd need to find or make a mod that removes them from the game/showing up.
I'm not sure how to go about that, but i could look into it at a later date.
HappyTrigg 26 Jul, 2022 @ 7:26pm 
So does this replace skill trainers or just add duplicates that do same thing?

Cause I got a medieval run with medieval overhaul, rimedieval and Maynard storyteller to restrict tech but for some reason original skill trainers. Still keep showing up in quests. Just want my colonist to get their skill piss
Skullpunk 18 Jul, 2022 @ 7:09pm 
drink the skill piss
Copper Boltwire  [author] 17 Jul, 2022 @ 1:21pm 
they already are colorful ^_^
EvieSunbear  [author] 17 Jul, 2022 @ 1:04pm 
@Gerewoatle This is now cannon. If anyone wants to know why its yellow in the future blame Gerewoatle. I've always associated yellow with skill potions and it translated to this. If it helps I believe Copper has the intent to make a color mask to actually color the potions based on the skill they effect.
Copper Boltwire  [author] 15 Jul, 2022 @ 2:49pm 
Heh, get OP-G and you can get all of them ;)
Scout Gaming 15 Jul, 2022 @ 1:05pm 
Potion seller, I am going into battle and I need your strongest potions!
Copper Boltwire  [author] 15 Jul, 2022 @ 11:47am 
yup
Makk 15 Jul, 2022 @ 11:34am 
Is it safe to add to existing savegame?
Copper Boltwire  [author] 15 Jul, 2022 @ 4:40am 
... I didn't originally make this mod, ask Kegarr, he knows, and heck, if it IS piss, well i guess we can cater to the watersports fans out there hehehahaha~

Or maybe it's just lemon juice.
Either way, it's just a color...