RimWorld

RimWorld

Det's Battle Meds
84 Comments
kootranova1 19 Jul @ 12:38am 
Sorry if i'm mistaken. When I right click on a stimpack with a colonist, there is no option to pick it up, only to haul, merge, or inject.
I have the pick up and haul mod installed.
ParaNautic 18 Jul @ 5:45pm 
thx
Strangely unnormal 18 Jul @ 1:13pm 
1.6 hell yeah, ty
Filipino Goku 18 Jul @ 7:44am 
Thank you for the prompt update!!!
BlueEagle421 18 Jul @ 7:25am 
Cool!
DetVisor  [author] 18 Jul @ 6:00am 
1.6 update.
- Added compat with Ushanka's Glitterworld Expansion, you can now make Glitterworld Stimpacks.
Filipino Goku 15 Jul @ 9:12pm 
I miss this mod dearly on my 1.6 playthrough. It was always super fun having my guys pop a stimpak or administer it to downed allies in the field. Hoping for a 1.6 update!
(≡◉‿‿◉≡) 13 Jul @ 8:13pm 
1.6 :)
Nam 21 Jun @ 6:54pm 
also works great with the IV Drug Infuser mod from my limited testing, only 1 IV can work at a time. This lets you setup frontline hospitals that auto inject pawns that crawl to them (and many other cool things)
Nam 21 Jun @ 6:53pm 
Seems to work in 1.6 beta with the missmatch warning
Camalie 17 Jun @ 4:18pm 
@LiterallyBeenVibing - That's why I buff their healing in the XML file so you may want to do that too.

@Capefear56 - yeah, that's part of how it regenerates missing body parts
LiterallyBeenVibing 10 Jun @ 7:25am 
the stimpacks only having an activation time of two in game hours does literally nothing at all for their health, it healed them 2 health. yippee
2_Modray 4 Jun @ 11:36am 
My pawns can't seem to administer these to others, either by the vanilla "administer" medical operation or through the "field administer" mod. Vanilla drugs do not have either issue.
Capefear56 2 Jun @ 1:13am 
For the glitterworld stimpacks
Capefear56 2 Jun @ 1:13am 
Whenever an organ gets regenerated, there is a "wound" injury that bleeds profusely on the organ. Is that intended?
Beanie Ti 26 Mar @ 7:10pm 
PEAK
the funny yellow dog 25 Feb @ 7:45am 
@Vel Ten and others like me who couldn't figure out the pickup - you add it to the drug schedule, and instruct your pawns to keep X amount in their inventory. Right-click 'pick up...' doesn't work. Once you set up the drug policy though, it adds a gizmo for the stim and any other drugs on your pawn.
UselessGoddess69 13 Feb @ 1:51pm 
how to edit the duration of the healing items?
Pink Lion Gaming 2 Dec, 2024 @ 8:06pm 
Is the Regen Rate related to or dependant on Anomaly in anyway?
Vel Ten 20 Oct, 2024 @ 6:25pm 
My pawns don't seem to be able to pick Stimpacks up and put them in their inventory?
Pseudo Neutre et Soft 7 Sep, 2024 @ 3:50am 
+ glitterworld needs at least to be above the market price as a healer serum since you can buy them, great little mods anyways ! :lunar2019piginablanket:
5150 30 Aug, 2024 @ 6:14am 
I agree with the comment to some extent. This is truly an amazing mod, but the Glitterworld Stimpack is too powerful, so I think it would be better to either remove the body regeneration feature or make it only available as a quest reward without changing the stats. Also, I feel that herbs aren't very useful in the late game, so I think the Herbal Powder item is a great addition. Slightly buffing it wouldn't be a bad idea either. I'm using a translation tool, so the sentences might be awkward or sound rude. I apologize for that
o.s.c.y.p. 18 Aug, 2024 @ 10:04am 
Thank you for your response.
If I may make another suggestion: IMO, herbal powder feels underpowered compared to herbal medicine alone and stimpaks. How about increasing the duration of its effect to 6 or 8 hours? It would essentially still be a weaker healing factor boost, spread out over time, with a weaker pain reduction effect and no anti-bleeding.
DetVisor  [author] 13 Aug, 2024 @ 7:11am 
Noted both of your suggestions.
o.s.c.y.p. 8 Aug, 2024 @ 9:36am 
Also, I think the market prices of these meds need to be tweaked - they're stupid cheap compared to their production cost and competing chems (such as go-juice vs. adrenaline). Heck, to make Adrenaline, you need $45 worth of plasteel and $18 worth of neutroamine. Even discounting the 750 work unit labor cost, a market value of $12 for something that costs $63 of materials to make is crazy.

Industrial stimpaks cost $21.5 in materials, but are worth only $12.

Healing powder needs two herbal medicines worth $20, yet has a value of only $8.

With the recent buff to glitterworld stimpaks, they ought to be comparable to healer mech serum in price and utility.
o.s.c.y.p. 8 Aug, 2024 @ 6:39am 
@DetVisor would it be possible to set the powder and stimpaks to be soft drugs, as a compromise?
Also, can't penoxycyline be used from inventory despite not being a hard or social drug?
DetVisor  [author] 2 Jul, 2024 @ 12:13pm 
So that with Pick Up and Haul pawns can use them from their inventory.
Skeleton 2 Jul, 2024 @ 7:32am 
My colonists are prohibited from using these by their ideology, but the ideology has drugs set to "medical and social". I had a doctor administer it to a patient instead, and now everyone hates the doctor and patient for using "hard drugs". That's when I looked at the in-game description and saw they were classified as hard drugs! Is there a reason for that? Could we have these as medical instead? It's in the name... Battle *meds*.
Nam 23 Jun, 2024 @ 10:05am 
is it possible to look into why the glitterstims dont heal scars/regenerate organs with CE?
Killer Tamashi 17 Jun, 2024 @ 4:32pm 
Only exotic traders? Or settlements that have access to exotic goods as well?
Nam 7 May, 2024 @ 1:29pm 
is there a mod that lets us use drugs out of a pawns inventory on another pawn? As far as I can see to stimpack a downed colonist you need to put a bed/designation beside them and order an operation
DetVisor  [author] 28 Apr, 2024 @ 10:50pm 
@LTS 3 hours.
Camalie 28 Apr, 2024 @ 5:49pm 
oh shit, that's a big upgrade for the glitterworld stimpacks. I like it!
Also, thank you for the update, this mod has become one of my must haves for most of my modlists.
LTS 28 Apr, 2024 @ 5:06pm 
Just noticed that the adrenaline shot’s description on the mod page doesn’t state it’s duration.
DetVisor  [author] 28 Apr, 2024 @ 4:44pm 
They did, they felt lacking and not very useful, not they have regeneration.
LTS 28 Apr, 2024 @ 4:40pm 
Oh, damn, Glitterworld Stimpacks got a boost too.
LTS 28 Apr, 2024 @ 1:48pm 
:2016gameingame:
DetVisor  [author] 28 Apr, 2024 @ 1:47pm 
Mod updated with refreshed graphics and a new Adrenaline Shot that numbs all pain and boosts breathing, blood pumping and speed.
Pet Mudstone 27 Apr, 2024 @ 6:03pm 
@JT Red Hood DetVisor's been posting screenshots of redone med graphics plus a new battle med type so they're also adding some new content before updating, it would seem.
LTS 16 Apr, 2024 @ 5:42am 
I'm very glad this still works fine in 1.5
JT Red Hood 15 Apr, 2024 @ 11:31am 
1.5 coming?
enox21p 22 Feb, 2024 @ 4:58am 
i cant use it cuz of ideology
Terry the mushroom 5 Nov, 2023 @ 2:34am 
Herbal powadah :)
Hikozaru 30 Jul, 2023 @ 10:37am 
I have a pretty bare-bones ideology, but my pawns will not take or administer the stims because ideology forbids; is there a way to use this without High Life precept?
Adaxizui 22 Jul, 2023 @ 12:47am 
Hello DetVisor, I noticed that in the Colony Groups MOD, there is a command scheme in the upper group settings that allows the group to use combat drugs from the inventory. When I use your mod and put stimpacks in the colonists' inventory, and then press this button, the colonists in the group do not react at all. Does this mean that your stimpacks do not belong to the Vanilla category of combat drugs?
Wolf195 31 Mar, 2023 @ 8:45pm 
@otheofoolo

I also thought about it, but animals will eat them all like beer
otheofoolo 26 Mar, 2023 @ 9:38pm 
@dev listing the drugs as food will allow easier use, just assing nutrions to be super low like a smoke leaf joint.
Wolf195 8 Mar, 2023 @ 12:03pm 
@Demopan

Can carry but can't use
Triel 8 Mar, 2023 @ 10:42am 
Pawns dont carry medical?
DetVisor  [author] 7 Mar, 2023 @ 10:46pm 
Main reason I didn't make them medical is to allow pawns to carry them in their inventory and to use them on the battlefield