RimWorld

RimWorld

Skill Potions 1.4
Počet komentářů: 53
Copper Boltwire  [autor] 13. lis. 2024 v 11.40 
Cool. Enjoy
Copper Boltwire  [autor] 22. čvc. 2024 v 2.35 
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. čvc. 2024 v 8.49 
1.5 w/ Anomaly - No skill increase on consumption of any potion
Doomchibi 8. kvě. 2024 v 16.45 
Would this need an update for 1.5?
Tony Stank 19. úno. 2024 v 9.49 
why is this labeled as medieval but requires archotech to unlock + needs medicine production which is industrial?
Avilos27 15. led. 2024 v 0.05 
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. led. 2024 v 18.11 
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  [autor] 23. říj. 2023 v 14.46 
Vanilla does not have skill potions at all, only Neurotrainers.
This is an alternative that ADDs to the game.
Solstice 23. říj. 2023 v 8.42 
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  [autor] 23. říj. 2023 v 4.01 
"adds uncraftable skill potions."
Solstice 22. říj. 2023 v 17.41 
I researched it and built Drug lab, but they are not available there.

Is there a special dedicated building i need ?
Gerewoatle 1. čvc. 2023 v 16.35 
Woo, official updates and tasty, tasty skill upgrades!
Copper Boltwire  [autor] 1. čvc. 2023 v 9.50 
UPDATED
Bug fixed and tagged for 1.4, enjoy folks!
Copper Boltwire  [autor] 26. čvn. 2023 v 3.22 
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. čvn. 2023 v 20.57 
Thanks for updating, I always liked this mod for medieval and weird eldritch runs.
Copper Boltwire  [autor] 25. čvn. 2023 v 16.40 
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. čvn. 2023 v 15.32 
Aha, the Mystical Piss Elixirs shall return!
Copper Boltwire  [autor] 25. čvn. 2023 v 14.29 
Just got the new DLC - Updates will resume once i have done some file inspections :D
Copper Boltwire  [autor] 1. úno. 2023 v 11.53 
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. úno. 2023 v 11.31 
No worries as a modmaker i get that, just wanted to confirm if it was just me or others
Copper Boltwire  [autor] 1. úno. 2023 v 11.29 
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. úno. 2023 v 11.17 
Trying to use the potion doesnt consume it or give skills, not sure if its just me.
Copper Boltwire  [autor] 26. led. 2023 v 14.01 
It should - Give it a try.
GHOST 26. led. 2023 v 11.31 
does this work with 1.4?
Fjalar 1. říj. 2022 v 14.57 
Just great! Thank you! Problem solved :)
Copper Boltwire  [autor] 1. říj. 2022 v 12.44 
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. říj. 2022 v 11.59 
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  [autor] 10. srp. 2022 v 9.52 
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. srp. 2022 v 7.42 
Cool, I'm not blind then. Thanks for clarifying.
Copper Boltwire  [autor] 10. srp. 2022 v 5.24 
That's by design, small potions can only be found or bought, the large potions are craftable with the catalyst.
jcewazhere 9. srp. 2022 v 21.27 
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  [autor] 9. srp. 2022 v 18.34 
I'll have a peak at the code tomorrow if I get the time, maybe I missed something.
jcewazhere 9. srp. 2022 v 17.26 
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  [autor] 2. srp. 2022 v 2.07 
"mod dependency" - Not going that route
HappyTrigg 1. srp. 2022 v 18.44 
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  [autor] 1. srp. 2022 v 3.09 
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. čvc. 2022 v 19.48 
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  [autor] 30. čvc. 2022 v 2.50 
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. čvc. 2022 v 23.06 
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  [autor] 27. čvc. 2022 v 1.09 
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. čvc. 2022 v 19.26 
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. čvc. 2022 v 19.09 
drink the skill piss
Copper Boltwire  [autor] 17. čvc. 2022 v 13.21 
they already are colorful ^_^
EvieSunbear  [autor] 17. čvc. 2022 v 13.04 
@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  [autor] 15. čvc. 2022 v 14.49 
Heh, get OP-G and you can get all of them ;)
Scout Gaming 15. čvc. 2022 v 13.05 
Potion seller, I am going into battle and I need your strongest potions!
Copper Boltwire  [autor] 15. čvc. 2022 v 11.47 
yup
Makk 15. čvc. 2022 v 11.34 
Is it safe to add to existing savegame?
Copper Boltwire  [autor] 15. čvc. 2022 v 4.40 
... 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...