RimWorld

RimWorld

Herbal Boosters
69 Comments
The Bard of Hearts 19 Aug, 2023 @ 10:47am 
Thanks! :megamanjump:
cucumpear  [author] 19 Aug, 2023 @ 12:42am 
I can definitely do that, thanks for the poke!
The Bard of Hearts 18 Aug, 2023 @ 4:21pm 
The Herbal Immunity Boosters aren't craftable at the drug lab. the concentrated ones are, but if you still want to craft the herbal ones, you have to keep a clunky, annoying "crafting spot" on the floor rather than just use the bench like you should. Can this be fixed?
созерцатель 29 Oct, 2022 @ 1:38am 
Thank you
The Bard of Hearts 24 Oct, 2022 @ 11:33am 
Looking forward to it. I love this mod.
cucumpear  [author] 24 Oct, 2022 @ 8:32am 
I'm planning on updating, I can't give you an exact timeline yet though.
созерцатель 24 Oct, 2022 @ 6:58am 
love it, hope for update
The Bard of Hearts 7 Oct, 2021 @ 12:48am 
Just something I noticed. Looks like the Herbal Immunity Boosters don't show up at the drug lab for some odd reason. The Concentrated ones do, but not the basic herbals.
The Bard of Hearts 20 Jul, 2021 @ 9:38pm 
that worked :steamthumbsup:
cucumpear  [author] 20 Jul, 2021 @ 9:23pm 
@The Bard Of Hearts It works with Ideology on my end. My guess it something got messed up downloading the new version. Try to redownload by either unsubscribing and resubscribing or going into Steam Library\steamapps\workshop\content\294100 and deleting the folder 962926505. Steam will then automatically download the mod again.
Kinetic Kimo 20 Jul, 2021 @ 6:28pm 
Unfortunately, the mod list I would otherwise provide has recently been obliterated with the latest update, but once more of my mods have updated, I'll do some controlled tests to see if I can replicate the issue and be able to provide more detailed information.
The Bard of Hearts 20 Jul, 2021 @ 6:25pm 
Says its updated on the workshop page but still listed in yellow as non-compatible with this version. Is that because of the Ideology thing?
cucumpear  [author] 18 Jul, 2021 @ 1:08am 
I have not been able to replicate this. Could you provide a mod list so I can see if there's an obvious conflict candidate?
cucumpear  [author] 16 Jul, 2021 @ 9:00pm 
That shouldn't happen. I suspect some kind of conflict but I honestly don't remember if I ever tested that scenario. I'll take a look to see if it's something I missed, thank you for letting me know!
Kinetic Kimo 16 Jul, 2021 @ 5:05pm 
Hey, I just had something weird happen. I have a prison hospital room set-up, and I just had a prisoner EAT 55 herbal immunity boosters in a row...because I guess she thought they were food??? Is there any chance something could be changed to fix this?
The Bard of Hearts 5 Sep, 2020 @ 12:15am 
Game on. Thanks for hearing me. =)
cucumpear  [author] 4 Sep, 2020 @ 11:34pm 
I'll take a look when I have time, probably not this weekend though.
The Bard of Hearts 4 Sep, 2020 @ 7:13pm 
Is there any way to fix this, by chance? :steamsad:
The Bard of Hearts 4 Sep, 2020 @ 7:12pm 
Found a very small issue that causes a problem or two with some other mods. The Herbal Immunity boosters and such are being treat as a food item and not a drug. As such, other mods that allow me to use drugs or keep hold of drugs won't actually let me carry them. Its listed, but they will just keep throwing it down since its food and not drug.
The Bard of Hearts 17 Aug, 2020 @ 10:09am 
Awesome. Thanks, cutie! :viol::viol::viol:
cucumpear  [author] 17 Aug, 2020 @ 12:31am 
o7 It's on my to-do.
The Bard of Hearts 16 Aug, 2020 @ 9:08pm 
+1 vote for a 1.2 :steamhappy::viol:
pgames-food 28 Apr, 2020 @ 7:11pm 
thanks for 1.1 :)
cucumpear  [author] 5 Mar, 2020 @ 5:02pm 
Turns out immunity gain has its own stat now rather than using blood filtration. Update will probably be up tomorrow.
Barosz Gádžožrút 902 01 1 Mar, 2020 @ 7:46am 
tnx
cucumpear  [author] 1 Mar, 2020 @ 7:19am 
It's in my update queue, hopefully it will be done soon!
Barosz Gádžožrút 902 01 1 Mar, 2020 @ 6:40am 
updet?
The Bard of Hearts 23 Jul, 2019 @ 11:26pm 
I've also noticed that taking the Immunity Booster doesn't have a count-down timer in the health note. Not a huge thing by any means, just not sure if that was an oversight by chance.

Possible short names:
Herbal Immunity Booster = IR-Booster
Antiparasitical Booster = Para-Guard
Concentrated Immunity Booster = IR-Shield / IR-Enhancer / IR-BoostPlus

(IR is the real abbreviation for "Immune Response System") You could also look up actual meds that do these things but I think the above ideas would serve well for most people who don't like large names. Feel free to use the exact ideas above or use them for inspiration. No credit needed. Hope this helps =D. Absolutely love the Mod. Thank you.
cucumpear  [author] 22 Jul, 2019 @ 4:48am 
I think that's mostly due to the length of the name. I'll see if I can confirm that, but if my suspicion is correct there's not much I can do about it beyond changing the names.
The Bard of Hearts 21 Jul, 2019 @ 8:03pm 
Hahaha... OK one last thing. The colored text is coming from another Mod called "Recipe Icons" (only problem I've had with it so far) but I didn't want you to think I was nuts. (I am, but I still prefer people not think so. >.>) But turning off that Mod didn't do anything about the Icon placement, unfortunately.
The Bard of Hearts 21 Jul, 2019 @ 7:55pm 
As an update. I've tried changing my Resolution and UI scale to various settings and nothing helped there. I have a good set-up so Its not a bad monitor thing. I tried reordering the mods in everything config I could think of. No help there. It doesn't make the mod un-usable by any means, just kinda wonky, since it colors text that does not coordinate with the med colors and the placement of the icons is in odd locations. anyhoo... hope this helped in some fashion. Nice mod though anyway.
The Bard of Hearts 21 Jul, 2019 @ 7:39pm 
Sorry for adding more things to your to-to (tutu? =D) but I think I've found another small thing. It could well just be a Mod/Mod-Order thing but the colors and the "i"s are in wonky spots in the policies window. I'm trying now to see if I can find a mod order that solves it but I thought I'd at least throw it at you. The only Mods I can think of that might be bumping it around are "Psychology" or "Drug Expansion" as they also add further drugs to the list.
cucumpear  [author] 20 Jul, 2019 @ 4:21am 
Thanks for letting me know, I don't know when I'll get around to fixing that, but it's on my to-to now. :)
The Bard of Hearts 19 Jul, 2019 @ 10:17pm 
Hello. I love the idea of this Mod. and so far it looks good. I've noticed that the bill for making a single Concentrated Immunity Booster has no skill requirements at all. In fact, a pawn who refuses to do anything Medical will still happily do this billing. =D
Vas 14 May, 2019 @ 11:28pm 
Hah, funny. I actually started working on something like this a few days ago when I was re-writing game's drug costs and stuff.
cucumpear  [author] 11 Mar, 2019 @ 3:38am 
Nope, you need to take it regularly like penoxy. Unlike your map has an extremely high probability of diseases you're better off trying to to get a good treatment quality. Once the combined treatment quality reaches 300% the gut worms will be gone.
Shuyajin 10 Mar, 2019 @ 5:48pm 
Will this cure gut worms?
Taur-nu-Fuin 12 Feb, 2019 @ 3:56pm 
Yeah it turns out they show up if you create a new drug policy. The text for the boosters is a little wonky depending on screen resolution though, so I guess just a heads up there for those of us on Potato pcs lmao
Taur-nu-Fuin 12 Feb, 2019 @ 3:51pm 
Yeah thats exactly what I meant! For some reason they are not showing up under my drug policy tab. I'll try and see if creating a new policy gets it to show up,!
cucumpear  [author] 12 Feb, 2019 @ 9:01am 
You did mean in the drug policies, right? Because they work just like penoxy for me there. If I understood what you meant correctly we might have a conflict going on.
Taur-nu-Fuin 11 Feb, 2019 @ 8:12pm 
Yeah it didn't work for me earlier sadly D:
cucumpear  [author] 11 Feb, 2019 @ 5:38pm 
You can't? I must have messed something up then, I'll look into it! For the antiparasitical scheduling should definitely be a thing.
Taur-nu-Fuin 11 Feb, 2019 @ 1:56pm 
You lie! I meant like part of Drug Policy so say if a pawn becomes infected with gut parasites I can switch them to a policy where they will self administer it (like you can for Penoxycyline) Still installed it cause I'm a sucker for making my base full of items with different sprites
cucumpear  [author] 10 Feb, 2019 @ 5:41pm 
Yep, just like any other drug. ^^
Taur-nu-Fuin 10 Feb, 2019 @ 1:53pm 
Can these be assigned for colonists to take on a schedule?
cucumpear  [author] 10 Feb, 2019 @ 1:51pm 
Ok, everybody who knows me is aware that I'm always happy to help with mod conflicts, but honestly? If you want to run that number of mods, you'd better learn to troubleshoot yourself. There is no "being safe." Good luck, though! :)
Natalo77 10 Feb, 2019 @ 10:10am 
Sorry. I don't assume anyone will do anything. Trying to get 600 mods to work together and I want to be safe.
cucumpear  [author] 9 Feb, 2019 @ 8:26am 
General rule: If a mod author is aware of major incompatibilities, we will note this in the description. This is true for all my mods, just FYI, since you've asked the same question on several.
Natalo77 9 Feb, 2019 @ 8:21am 
Any hard incompatibilities?
cucumpear  [author] 18 Oct, 2018 @ 12:04am 
Not a dumb question, since different illnesses have different "end conditions."

But the boosters' enhanced blood filtering will not work for parasitical illnesses.
For gut worms and muscle parasites you have a total tend quality of 3 you need to reach, so if you treat them at 100% quality they will be gone after 3 treatments, if your doctor is awful and only manages 10% every time, it's 30 treatments.
Mechanites have a time window in which they will vanish.

There aren't many options for symptom management. My recommendation is to actually try to make a good treatment room asap to make the most of your meds. The only thing that matter for natural parasites is treatment quality, and never waste medicine on mechanites.