RimWorld

RimWorld

Bulk Medicine Production [1.2]
50 Comments
Stoic Saltine  [author] 28 Oct, 2021 @ 4:52pm 
Sorry, I've been away for a while. This is a simple XML mod and shouldn't cause any issues using in 1.3
Lemon 28 Oct, 2021 @ 3:29pm 
Is it okay on 1.3?
Angel 10 Oct, 2021 @ 7:13pm 
1.3? :(
-Mikhail- 29 Jul, 2021 @ 4:13pm 
1.3 plz plz plz
Stoic Saltine  [author] 20 Feb, 2021 @ 9:02am 
Update pushed. It literally didn't even need an update for it to work on 1.2 but I did it anyways lol
The Lawmaker 20 Feb, 2021 @ 8:32am 
This mod is abandoned :(
makoaluveaux 27 Oct, 2020 @ 7:43pm 
Will this be updated for 1.2?
☻MGF (bot) 13 Sep, 2020 @ 10:17am 
does this work for 1.2?
MaxoloPedalo 14 Aug, 2020 @ 7:45am 
1.2 update pliz ? love this mod.
QraTz 4 Apr, 2020 @ 4:30pm 
Thank you so much. I like the extra skills requirementes, it looks pretty vanilla friendly ^^
Doanage 9 Mar, 2020 @ 4:24am 
Thanks Negative.
Stoic Saltine  [author] 6 Mar, 2020 @ 12:56pm 
Will be updated today :)
Darth Jimmi 25 Feb, 2020 @ 11:31am 
Kinda late, but it needs updating for 1.1
Nobody 30 Dec, 2018 @ 6:52pm 
It appears to be working now i don't know what the problems were before but i appreciate the quick response
Stoic Saltine  [author] 30 Dec, 2018 @ 7:38am 
Hey! So, I just did a bug test on my end, and wasn't able to replicate the problem. Things to make sure of: Ingredients aren't forbidden, or locked behind unaccessible doors, or in an area outside of your crafter's allowed area, that your medicine crafter is assigned to crafting in the work tab, and that the bill isn't specifically assigned to another colonist (who might not meet the skill requisites). Also, remember that if you have a regular "make medicine" bill above your "make medicine in bulk" bill, the regular bill takes priority over the bulk bill. Sorry you're having trouble, but I hope this helps! The mod's not broken, though ;D
Nobody 30 Dec, 2018 @ 3:36am 
is this broken? I have a pawn w/ 6 intellectual and 15 crafting but he cannot craft bulk medicine i also have 15 cloth 5 herbal meds and 5 neutroamine Any help would be appreciated
Stoic Saltine  [author] 18 Oct, 2018 @ 1:12am 
Updated!
Stoic Saltine  [author] 17 Oct, 2018 @ 6:33pm 
Oh! I forgot that 1.0 was coming so soon. I'll have it updated by tomorrow :)
Adorablorp 17 Oct, 2018 @ 5:54pm 
Subbed to comment thread for any news on an update for 1.0
Stoic Saltine  [author] 29 Aug, 2018 @ 2:52pm 
Updated to B19, sorry about the wait. I'll have to update the preview image since the graphics have changed, it seems :o
Darth Jimmi 29 Aug, 2018 @ 8:59am 
Again, thank you very much! I have the utmost respect for modders like you. You guys dont have it easy with games like Rimworld that update often...
Stoic Saltine  [author] 28 Aug, 2018 @ 9:32pm 
Alright, ran into a minor hiccup unfortunately. I'll get back to it in the morning. Sorry about that :(

When the mod is updated you'll be able to add it to an existing save, so you don't have to wait for this to update before you start a new game :)
Darth Jimmi 28 Aug, 2018 @ 4:09pm 
Thats amazing! Thank you :)
Stoic Saltine  [author] 28 Aug, 2018 @ 3:11pm 
This mod will be easy to update. I'll do my best to have it done by tonight :)
Darth Jimmi 28 Aug, 2018 @ 12:03pm 
b19 just released! When can we expect an update?
Thanks :)
Stoic Saltine  [author] 3 Mar, 2018 @ 6:19pm 
No, it does not! 😎
King 3 Mar, 2018 @ 3:24pm 
does it require a new save?
Luetin 15 Feb, 2018 @ 8:38am 
thanks for the update, this is a much needed mod for final release good work.
Stoic Saltine  [author] 9 Dec, 2017 @ 2:42am 
Hi all,

B18 update is finally here. For those of you still running A17, the download link is in the description.
NM DNR KABAN 22 Nov, 2017 @ 4:40am 
B18 Update?
Stoic Saltine  [author] 27 May, 2017 @ 3:55pm 
The target version of this mod has been updated to A17. No xml changes were necessary, so that mod will still run on A16 if you're playing that version. You'll just get that little notification that the target version is different. Cheers.
Teneombre 6 Apr, 2017 @ 11:43pm 
Hi :) I add you because I want to made a personnal mod, base on yours for meals, drugs (for beer) and mortar shell and perhaps you can help me to understand how files work (I currently just add the file in this mod folder on my local file, which, I know, is propably inconventional and broke each time the mod is update but anyway, I only start moding)
Abelardo 12 Mar, 2017 @ 5:19pm 
OUCH!, I really miss the food one. =(.
(i think it was better than the feed the colonists one). =(
Assile 9 Mar, 2017 @ 2:09am 
Hi, I've had my hand at a bulk flake recipe. But being my first mod it's not awefully polished, and highly derived from this exact mod. Would love to see more bulk recipes from your, including all the drugs :D
Stoic Saltine  [author] 1 Mar, 2017 @ 3:20pm 
It's never the mod authors, they're not that volatile.

I'll consider the smokeleaf and other drug production bulk mods, but I want to do a thorough search for myself on the steam and ludeon forums for one that already exists first. I know the struggle of producing drugs one at a time :P Lol
Stupid Dumb Lizard 1 Mar, 2017 @ 3:11pm 
If the mod author themselves attacks you, they're the ones forcing confrontation, and they're at fault for it. If it's a user commenting or insulting you without offering constructive criticism, then it's probably just best to ignore them. They aren't worth responding to.

In any case, if you made a collection of bulk work mods you know about (or have made), you'd still be doing the community a service, as many people don't know of them, or as I said, they can be somewhat difficult to find.

I do hope you might address smokeleaf at the very least, as it would be nice to keep a "Drug Lab Room" for all drug jobs, instead of requiring a seperate (and sometimes hard to see) crafting spot for -just- smokeleaf joints. Perhaps leave the crafting spot alone, and allow the Drug Lab to produce Smokeleaf Joints in groups of 1, 5, and 10?
Stoic Saltine  [author] 1 Mar, 2017 @ 1:26pm 
@TheAuraKing - It's not cheap, lmao. I've kept these backup files specifically for situations like this. I knew that not everybody was going to have a chance to see the warning unless they were subscribed to the comments, which meant they probably weren't all going to see the direct download link I posted. There's no need for you to apologize :)

@Winter Flar (TWP) - I don't disagree with you, haha. However, I found it simpler to avoid confrontation with any other mod authors. The last thing a good community like this needs is for its contributing members to [unintentionally] push each other away from the modding scene.
TheAuraKing 1 Mar, 2017 @ 1:17pm 
Ah sorry I didn't know how to properly contact you about this and I didn't want to send an invite just to get a mod it seems cheap to me. Sorry if it seemed rude. I wasn't trying to blame you. I had no knowledge of the alert as i subscribed before it was posted to the description. I just started playing today to find out the mod is missing and when I save over it and load back all my work in the file was gone. Ty for helping me out and again sorry if I seemed rude
Stupid Dumb Lizard 1 Mar, 2017 @ 11:54am 
Those people are dickheads. You actually have (had) "Bulk" in the title, whereas those people give them weird names that make it hard to find. IE, "Feed the Colonists" doesn't even have the word "bulk" in its description.

You could always make a full range of bulk work mods, which would set you apart because you'd be able to make a collection of it. You could easily make a "Bulk Work" collection, add all your mods, and link/add the mods you feel you don't need to make yourself.

So far, these are the things I can think of that would benefit from bulk work.

Medicine
Smokeleaf Joint
Catnip Joint (Orassan's)
Other Drugs? (I don't make them, so I don't know if this already exists!)
Components (The mods that come up when this is shown are mildy OP, 75% reduction in crafting time per component!)

It's totally your choice, but as far as I can tell, the other mods are only "found" because they're insanely popular. If it werent so, they'd be very difficult to search for.
Stoic Saltine  [author] 1 Mar, 2017 @ 11:15am 
That hasn't been true for me during my testing; my save file still works perfectly fine without it.

I've been accused of insulting the work of others by posting similar content. Feed The Colonists is the example in this case. I posted a warning 2 weeks ahead of time...

Regardless, I still have the mod as a hard copy in my backup files. If you'd like, you can add me and I'll send it to you personally. I know the pain of having a broken save, and would be more than happy to help you. I just don't care for some of the messages I've received for having it posted publicly...
TheAuraKing 1 Mar, 2017 @ 9:04am 
Hey Negative why did you delete the bulk food mod? i cant save my game now. if i save and load it i lose all my progress ive made and the people ive recruited.
Stoic Saltine  [author] 1 Mar, 2017 @ 6:05am 
Ah, you know, there very well could be but I haven't seen one yet. I agree that making smokeleaf joints is a huge chore in vanilla...
Stupid Dumb Lizard 1 Mar, 2017 @ 2:00am 
You mention that there are similar mods for other bulk work, so I figured I'd ask if you know of one for smokeleaf? It would be really nice if single (and bulk!) smokeleaft joints could be made at the Drug Lab (just for the sake of saving space, and not needing a crafting spot for just a single thing).
Stoic Saltine  [author] 23 Feb, 2017 @ 12:36pm 
No problem! I'm logged in a majority of the time, and I get notifications on my phone now, so that helps :)
nitloc 23 Feb, 2017 @ 12:34pm 
ok i just wanted to know that it wasn't going anywhere before downloading it thank you very much for replying so quickly
Stoic Saltine  [author] 23 Feb, 2017 @ 12:33pm 
No, this one of the few that are staying. I don't see any other mods that also allow for bulk medicine production. Most of the mods I'm purging have popular & functioning replacements.

Been accused of insulting the work of others by posting similar content.
nitloc 23 Feb, 2017 @ 12:29pm 
excuase me are you planning on removing Bulk Medicine Production from steam workshop
Stoic Saltine  [author] 2 Jan, 2017 @ 12:58pm 
Herbal medicine only has 0.4 potency, which is hardly more than not using medicine at all, hahaha. Never use that stuff for anything other than simple scratches and bruises and such.

As far as the skill requirements go, medical skill 6 & crafting skill 3 are the base requirements for producing one medicine; I didn't add those. The reason behind upping the crafting skill requirement is mostly for balancing purposes, but also to add a progressive feel. It doesn't take long to get a pawn to lvl 6 crafting, seeing as though its one of the easier skills to train :)
Stoic Saltine  [author] 1 Jan, 2017 @ 9:07pm 
Glad this is useful for you guys! I've never had much of a need to produce medicine in high quantities, personally. But, I understand others might.

As far as the knowledge requirements go, I'm pretty happy with the crafting level (6 from 3), but I might consider upping the medical skill requirement. I just can't think of a solid reason for why I should do it. This is, above all, a crafting bill. Is it not?
ZakTheFallen 1 Jan, 2017 @ 1:19pm 
Great mod! I have a mod to make bulk meals, but it always seemed silly that I have to slowly make 1 medicine at a time...especially when I only have one colonist that can make the medicine, so it's slow and annoying when I need to beef up my medicine reserves.