RimWorld

RimWorld

25 ratings
Medullin Rewrite
   
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Mod, 1.3, 1.4, 1.5
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365.933 KB
27 Apr, 2022 @ 3:03am
9 May, 2024 @ 5:08am
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Medullin Rewrite

Description
Somewhat better version of my older mod.
More "balanced" than the old Medullin in terms of resource and debuff,
but still quite strong as a quick combat healing medicine.

Also includes some other, extra medicines compared to previous version.
Doesn't add an extra research, unlocking Drug Production will also unlock these medicines.


Possible permanent side effects include more chances of scars occuring.
Think of it like the quick-clot medicine prototypes in earlier wars.

Zero addiction chances, or tolerance rates.
Saves you some hassle.

Affects immunity gain speed? Why?!
This is meant to be more of a mid-combat drug than a bed-ridden drug.
While I'd say it's strong, especially for early-industrial medicine, I tried to add some sort of fairness to it.

I believe this and the old mod are incompatible with eachother, they use the same def names.

Un/installing? Compatibility?
The drug is easily accessible itself if you're in a normal Rimworld playthrough.
Add some obscure mods that change manufacturing processes and you might have problems.
Installing is safe mid-game, preferably in the Industrial Era where you can actually make it.
Uninstalling, probably like other mods - if there's instances of it in your world be careful.

Credits:
Modding guide and drug base by DrEnzyme
Artwork by me, some assets taken from RE:SS3D
19 Comments
ramil319 16 Jul @ 8:20am 
Hello, are you planning to update the mods?
Conniday  [author] 25 May, 2024 @ 6:42am 
Haha yeah, you can definitely chug them all in one go. I could have gone with the vanilla balance like, chemical poisoning where a random organ takes toxin damage. No offense taken, yo.
Victor 25 May, 2024 @ 6:03am 
Yeah, the thing is, you are not limited to using only one, you can actually use all of them at the same time, it's different from medicine or guns, which you have to use one for each target. I get it that each has increased costs, but in a combat situation, I find it more important to keep people alive by any means necessary, so having no limits incentivizes just chugging all of them all of the time. Anyways, I'm sorry if I sounded harsh, I think it's a great mod, best regards, you will be missed @Bonible :broflex:
Conniday  [author] 25 May, 2024 @ 4:48am 
If I ever went back to making rimworld mods I'm sure I could make something more balanced than this.
Twilight 25 May, 2024 @ 4:38am 
@Victor - Rimworld has a lot of different guns and 3 types of medicine that do the same thing. Do you make your pawns carry all of them?

For the most part the base Healium is used as an ingredient but still has use in a situation where you have run out of neutoamine and are waiting for your next tradeship\caravan. Then you have 3 different levels of healing with differing amounts of material costs so you can choose the appropriate level to use for the case at hand (ie you wouldnt use glitterworld medicine for a bruise).

In my experience as a post combat recovery you only need a Zecreon Needle.
Victor 19 May, 2024 @ 12:32pm 
Hmm, I used this mod for a bit, but I found a bit bothersome having 4 drugs that do the same thing, what's the point? You make your pawns carry all 4 of them all the time, and take each after combat, which is very broken. I'd suggest changing it to only one or two drugs, and having some kind of penalty for using several in a short amount of time, maybe having them develop tolerances? Or like one that is very powerful but adds tolerance quickly, and one that is weaker but safer, idk.
Conniday  [author] 10 May, 2024 @ 4:19am 
Aye!
Twilight 9 May, 2024 @ 2:21pm 
Cheers!
Conniday  [author] 9 May, 2024 @ 4:57am 
@Twilight If even a few people like you still like this then hell, sure. I'll update it shortly.
Twilight 4 May, 2024 @ 2:10pm 
By chance any plans to update to 1.5? I see your Medullin Injector version was updated but the materials\recipes in this version feel a bit more balanced and thematic.