RimWorld

RimWorld

Apothecary
169 Comments
pgames-food 1 Oct, 2020 @ 5:08pm 
hi doomy just check a few comments below there is a 1.2 now
Do0m[y] 1 Oct, 2020 @ 12:57pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Romeo Charles 30 Aug, 2020 @ 10:15pm 
I don't know about y'all but it seems to work for me. I'm only keeping this version because witcher trials apothecary mod relies on this version and im too deep into my save to want restart atm
Mlie 12 Aug, 2020 @ 12:20pm 
Since Pelador has announced their retirement from modding I made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2195469123
Hope it helps anyone!
Montu 11 Aug, 2020 @ 6:22am 
Hi, this mod is one of my favorites, I was wondering if you plan on updating to 1.2, thanks for the great mod and your hard work!
Tommy Gray x Land Raider 10 Aug, 2020 @ 7:09pm 
update for 1.2 plz
Spectre Incarnate 14 Jul, 2020 @ 11:12am 
Not only is this compatible with so many different mods, you made them use and interact with those mods. That is a maddening feat! I do hope this works with most of my huge list.. :lunar2019grinningpig:
SY1102 12 Jul, 2020 @ 11:22pm 
Psychite tea icon will be replaced chance of ginseng tea icon
https://ctrl.vi/i/kqu6FaYib (The picture is the display name of Psychite tea)
Oreno 9 Jul, 2020 @ 8:41pm 
Thanks for the quick update :steamhappy:
Pelador  [author] 9 Jul, 2020 @ 8:23pm 
@Update @Oreno

Untested, but RFF should now work more happily when combined with VG Tools.
Oreno 9 Jul, 2020 @ 5:44pm 
This mod is compatible with RF Fertile Fields and VG Tools but the patch doesn't support RF Fertile Fields and VG Tools loaded together. It's because RF Fertile Fields remove VG_Compost to make integration with VG Tools. Please fix this and thanks for the great mod :steamhappy:
pgames-food 8 Jul, 2020 @ 2:33pm 
and the bestmix :)
Lurmey 8 Jul, 2020 @ 11:07am 
Thanks for the quick update, Pelador! You're the best :)
Ookami 7 Jul, 2020 @ 6:49pm 
Does anyone know how to use the preserving barrels? I've been trying like hell after I build them to get colonists to put food in them, and my colonists just won't put stuff in the barrel o.o
Pelador  [author] 7 Jul, 2020 @ 6:29pm 
@Update

Ammonia passive coolers auto-refuel option.
Apothecary styled resource counter icons.
VFE Prod: Sink and Smithy cabinet linked.
VGP Gourmet: Cooking tools linked.
Lurmey 6 Jul, 2020 @ 2:34pm 
Oh and along the same vein, Charcoal Smithy doesn't link to the Smithing Cabinets from VFE-P either. There may be another but I'm not sure! :P
Lurmey 6 Jul, 2020 @ 2:00pm 
Hiya Pelador, just noticed that the Charcoal Stove doesn't link to the Kitchen Sink Cabinet from Vanilla Furniture Expanded - Production or the Cooking Tools from VGP Garden Gourmet. Thanks for the great mod! :)
The Dadinator 4 Jul, 2020 @ 2:12pm 
Thanks. One suggestion - the passive coolers - have an option like vanilla to not fuel them?
Pelador  [author] 2 Jul, 2020 @ 12:08pm 
@TheDadinator

Fluffies Work Tab
The Dadinator 2 Jul, 2020 @ 11:20am 
What mod shows it? I am using Complex Jobs but don't see it. Thanks!
Pelador  [author] 2 Jul, 2020 @ 10:06am 
@TheDadinator

"Apothecary" already is a sub job of crafting that can be used to associate pawns.
The Dadinator 2 Jul, 2020 @ 10:00am 
Loving the mod - any chance you could add an apothecary job type? I don't want my good crafters using the bench and assigning bills to specific people defeats jobs of opportunity.
Lurmey 28 Jun, 2020 @ 2:21am 
Yeah, I don't disagree that it's pretty OP and unrealistic, but I was just mentioning that it's a way you can measure efficiencies of fuels compared to other fuels. I'll probably ask the author of Coal Expanded if they can match a patch for Expanded Woodworking to make burning charcoal use logs instead of lumber.
Pelador  [author] 27 Jun, 2020 @ 8:58am 
@Lurmey

Not maintaining a ratio of 1:1 for wood with other fuel types actually makes the fuel efficiencies better than using chemfuel. And I don't want to create that kind of OP IMBA feature in Apothecary not to mention the lack of reality that in principal suddenly steam power effectively becomes the fuel of choice over fossil fuel use.
Lurmey 27 Jun, 2020 @ 7:32am 
Oh also there is some kind of fuel efficiency you can use outside of specific buildings. It depends on crafting recipes. For instance, I assume that (with Expanded Woodworking and Coal Expanded), one log, lumber, and charcoal are all identical for most fuelled buildings. A stove will take 50 of any of them equally.

However, 1 log turns into 2 lumber, which means that you get twice the fuel, and equally, 1 lumber turns into 2 charcoal, doubling the fuel again. This means that charcoal is 2^2 times as fuel efficient as raw logs, or, in other words, four times as efficient.
Lurmey 27 Jun, 2020 @ 7:26am 
The candles are really difficult to place on top of most furniture and have them look right.. Could you possibly make them rotatable and have the four orientations place the candle more to one of each of the four sides? That way we can, for instance, place a candle on top of a vanilla end table facing downwards. Thanks for the great mod :)
Pelador  [author] 26 Jun, 2020 @ 4:59am 
@Nora There isn't any stat for fuel efficiencies for fuel items. But for the buildings provided in the module specifically to use charcoal (e.g. stove) their efficiencies have been improved.

@Phil For the games purposes, yes.
Nora's Crimson Colored Nectar 25 Jun, 2020 @ 9:43pm 
Question about charcoal: Is it in any way more fuel efficient than wood?
Phil 25 Jun, 2020 @ 8:22pm 
Do salted meat barrels or rather does the meat within last forever?
Pelador  [author] 22 Jun, 2020 @ 11:46am 
@CyberianK

Manufactured > Apothecary Products
CyberianK 22 Jun, 2020 @ 10:36am 
I can't find the storage slot for charcoal in the stockpile settings
Lurmey 20 Jun, 2020 @ 1:58pm 
That's fair, I just want to eliminate the duplicate items without having to get rid of VGP or Apothecary entirely. :P Maybe I'll write a quick patch to do it for myself.
pgames-food 20 Jun, 2020 @ 3:17am 
yeah i think its always better to add recipes to be able to convert between similar items, rather than replace them. (says the person who actually overwrote a property of paved tiles by accident) :)
Pelador  [author] 20 Jun, 2020 @ 2:17am 
@Lurmey

I'm not into aggressive patching. Where duplications or similarities may appear with mods perhaps with different interpretations of they are made (recipes), I still best tend to leave it to player discretion as to which mod content they want to use.
Lurmey 19 Jun, 2020 @ 10:52pm 
Hey Pelador, could you patch this to replace VGP Garden Medicine's bandages with your sterile cotton bandages please? They're basically the same so it would be nice to combine them.
X_Mangoose_X 12 Jun, 2020 @ 5:31am 
Thanks for the update
Danroak 12 Jun, 2020 @ 3:32am 
Oh wow. Thanks a lot!!
Pelador  [author] 12 Jun, 2020 @ 1:42am 
@Update @Acorn

Added VGP Salt as an optional ingredient to the Apothecary meat barrel recipe.

Added recipe to refine Apothecary salt into VGP salt. (can be found at the Apothecary Table).
Danroak 11 Jun, 2020 @ 11:09pm 
I was honestly wondering if it was possible to disable coarse rock salt and have salted meat barrel use VGP salt in the recipe instead.

That said, the first idea of turning rock salt to vgp salt recipe doesn't sound bad either.

Honestly whatever is easiest for you. I know you don't have to do this so I really appreciate the fact you even cared to respond. =u=
Pelador  [author] 11 Jun, 2020 @ 9:21pm 
@Acorn

Are you wanting to use Apothecary salt as a potential source of salt to use in VGP recipes? Since if that is the case then the easiest way of resolving that would be to have a refinement process when VGP is loaded alongside this mod so that the coarse rock salt becomes VGP salt.

The harder part will be using VGP salt in existing Apothecary recipes, since if the ratios for production are out of balance by comparison, then it would make the use of VGP salt easier or harder to then produce the associated AY items etc. I could potentially add a number of additional recipes for when VGP is loaded to accommodate this, but this would then mean that a number of duplicated processes/recipes on workbenches for VGP salt use.
Danroak 11 Jun, 2020 @ 1:55pm 
Hey, really loving this mod and all the other ones you make but quick question/suggestion..would it be possible to make rock salt patched to work interchangeably with VGP salt and it's recipe?
Pelador  [author] 7 Jun, 2020 @ 1:15pm 
@Update

Chinese (traditional) translation - SY1102
Lurmey 5 Jun, 2020 @ 5:14pm 
Just coming back here to say I found the cause of that issue I was having with burned trees, that I thought was due to this mod but actually wasn't. It was "Trampling", another mod I started using recently that had slipped the radar when I was considering which mods could cause the bug. :P
Ponky 1 Jun, 2020 @ 11:16am 
Gotcha, thank you for the response!
Pelador  [author] 31 May, 2020 @ 9:26pm 
@Ponky

Dandelion only really has diuretic properties which is kind of hard to model in RW as there isnt really mechanisms in the game that it could effect significantly. So other than perhaps helping with overdose recovery unsure what properties may have significance here for it to be established in the game.
Ponky 31 May, 2020 @ 5:21pm 
@pgames-food nice haha!
pgames-food 31 May, 2020 @ 4:04pm 
hehe, that would be quite dandy :)
Ponky 31 May, 2020 @ 4:01pm 
Hello! Loving this mod, just a quick question/tiny request. Would it be possible to make use of all the dandelions around and make dandelion tea? It'd fit in perfectly with the feel of this mod, and it has it's own real world benefits as well
Pelador  [author] 29 May, 2020 @ 1:40pm 
@Update

Adds a charcoal brazier for use.
Pelador  [author] 27 May, 2020 @ 12:20pm 
@Update

Custom base filth use to avoid mod conflicts.