RimWorld

RimWorld

VGP Garden Medicine
251 kommentarer
dismarzero  [ophavsmand] For 1 time siden 
Hmm let me revert the update and look more into this :P
calmatt89 For 1 time siden 
This mod was giving me a "Object reference not set to an instance of an object" error, would prevent the loading of any of my saves until I deactivated it.
dismarzero  [ophavsmand] For 2 timer siden 
为世间无名之人 Not sure. Could be a bug. I do not see that in my game.
dismarzero  [ophavsmand] For 2 timer siden 
Had a small custom code wrote for this mod to allow the removal of Hediffs (health effects) Something new to play around with. Looking for ideas if interest in expanding the cures.

Biotech DLC:
-Bloodroot plant added
-Garden Hemogen Packs added

Base game:
-Pepto-Rimalyte (cures food poisoning)
-Tox-a-way (cures toxic build up)
-New recipes
为世间无名之人 10. aug. kl. 2:11 
Install brain stimulator can use all medicine,include bandage kits.But remove brain stimulator must use medicine or Glitterworldmedicine. I find a bug, use bandage kits can remove brain stimulator. I think male medicine cannot be used to remove brain stimulators, but lower level bandage kits can be used to remove brain stimulators. Is this a bug? (Sorry, my English is not good,)
dismarzero  [ophavsmand] 19. juni kl. 20:29 
Its like every 5 to 7 I believe. And I also made Glitterworld inoculation which is 1 pill that does it all and last like 15 days.

And yes its all prevents not treats.
Heart 🎕 19. juni kl. 6:40 
Ah, nvm, it only prevents it, I thought it was a translation error. In that case, it's useless. I'm not giving my colonist 30 pills a day to do a guessing game of when they might get a disease. There's like 8 different events for these sicknesses in-game.
Heart 🎕 19. juni kl. 6:37 
De-worm didn't work??
dismarzero  [ophavsmand] 17. juni kl. 17:37 
1.5 / 1.6
-Reworked Schematic's Patch
-Schematic's research books added
tomyjp 17. juni kl. 8:47 
That's great to hear! Thanks for reviewing the error so quickly. I really appreciate your hard work in updating such great mods!
dismarzero  [ophavsmand] 17. juni kl. 8:15 
Yeah its a minor error should not effect the game play. I will have to rework the patch for this :)
tomyjp 17. juni kl. 6:44 
Yes, I do! Here is the link to the error log: https://gist.github.com/HugsLibRecordKeeper/d4c5494ebda1b2c15629fdd6c02388de

Thank you for your quick response!
dismarzero  [ophavsmand] 17. juni kl. 6:12 
Do you have a green Share button on your error log? can you send me that link?
tomyjp 17. juni kl. 1:58 
Hello, I'm experiencing an XML error with the latest versions of VGP Garden mods (Fabrics Simplified, Medicine, Resources) on RimWorld 1.5.4409 rev1120.
An error window appears at the game's start screen (where "New colony", "Load game" and "Options" buttons are)

The specific error is:
XML error: Duplicate XML node name VG in this XML block: <tabs><Main /><EPOE /><VG /><VG /><VG /></tabs>

It seems the game launches without any issues if I enable only one of these VGP Garden mods in my modlist.

I managed to resolve the problem by reverting to older versions of these three mods I had backed up before. With the older versions, the game launches successfully even with all three enabled.

Apologies if this is due to mod order or an issue on my end.
lawreel2014 15. juni kl. 18:43 
nvm it was just cuz i had the order of mods wrong
lawreel2014 15. juni kl. 18:40 
I went and downloaded the mod and recieved 15 or so XML Errors for several descriptions
dismarzero  [ophavsmand] 11. juni kl. 17:52 
1.6 beta!

Coding updates!
dismarzero  [ophavsmand] 10. maj kl. 21:23 
Yeah after looking though the work skills I think all my recipes need to be change away from medical and changed to intellectual to better match core.
Tomy G 27. apr. kl. 9:57 
crafting glitterworld medicine or luciferium requires 12 and 16 medical skill respectively, however when a pawn is crafting it, its the intelectual skill what is being used and going up, is there a way to change that? it would be more intuitive if the requirement was intelectual skill like in any other drug, or atleast make it so that the medical skill is going up when crafting the glit medicine and luciferium.
dismarzero  [ophavsmand] 8. apr. kl. 13:16 
Should be okay
BreBearz 6. apr. kl. 9:31 
How does this work with medieval overhaul?
dismarzero  [ophavsmand] 12. dec. 2024 kl. 20:58 
If you goto the Forums and the Discord there are a number of posts to help you get started.
K 12. dec. 2024 kl. 20:52 
Is there any tutorial on "how to make your rimworld mod 101" ? I would love to try and do a tiny bit something
dismarzero  [ophavsmand] 12. dec. 2024 kl. 17:15 
The coding on that mod is so complex I wouldn't even know were to start. Fluffy is a master coder.
Emelio Lizardo 9. dec. 2024 kl. 20:24 
If Pharmacy is abandoned maybe that's some functionality which could be added here.
mtmfs324215 9. dec. 2024 kl. 19:36 
Thank you, thank you very much for your module. Love comes from China.
K 9. dec. 2024 kl. 19:01 
It is! I found a unofficial update, thank you still :)
dismarzero  [ophavsmand] 9. dec. 2024 kl. 16:55 
There is. I am not sure it is still updated its like Pharmacy or something like that by FluffierThanThou.
K 9. dec. 2024 kl. 16:20 
Wasn't there a mod of medicine that would treat wounds depending their level?
Example, bruises, uses either doctor care - medical herb
Cuts, bites - Uses Industrial medicine or worse
Emelio Lizardo 22. sep. 2024 kl. 13:18 
Ah , ....
dismarzero  [ophavsmand] 21. sep. 2024 kl. 15:55 
are you growing a dandelion patch or just the flower? You'll need the patch
Emelio Lizardo 19. sep. 2024 kl. 14:01 
I can't harvest dandelion. Not in the wild or in a field.
dismarzero  [ophavsmand] 25. juli 2024 kl. 7:54 
7/25
Meds
-Cigarillos proper satisfy Gene needs.
Bulk Go-Juice Recipe corrected
Contrived 25. juli 2024 kl. 3:00 
Found a possible bug: the "make bulk go-juice" recipe only creates 5 items instead of the stated 10.
dismarzero  [ophavsmand] 27. juni 2024 kl. 13:59 
Meds
-Pawns should only carry one antibiotics and Dandelion tea while consuming.
dismarzero  [ophavsmand] 27. juni 2024 kl. 13:31 
Yeah that's a weird bug from the 1.5 update. A lot of consumables are doing that.
Omega13 26. juni 2024 kl. 12:47 
Weird minor bug - when someone takes antibiotics, they carry the entire stack with them to the table. They still only consume one, but it can be annoying when a lot of people get sick as they have to wait until that guy is done with the stack before they can take one - and then someone has to put it away again when they are finished.
PapaJuicy 14. juni 2024 kl. 21:21 
hi again, its me. is there a way to disable using bandage kits for surgery? thanks
PapaJuicy 11. juni 2024 kl. 17:07 
yea it says under minimum skills medical 6. but other ones like neutroamine it says minimum skills intellectual 6. very odd
dismarzero  [ophavsmand] 10. juni 2024 kl. 16:26 
Hmm the recipe is only set to use Intellectual. So im not sure.
PapaJuicy 9. juni 2024 kl. 19:15 
*when im making 10 per batch
PapaJuicy 9. juni 2024 kl. 19:14 
Hello, just wondering when im making antibiotics, it seems that need to meet 2 requirements. intelligence and medical skill. is there a way to just make it 1 skill? i have 1 worker with the intelligence and one with the medical skill, not both lol. thank you
Gaël 24. maj 2024 kl. 10:36 
Indeed, that does solve the problem. Thank you !

(And thank you Microsoft for making case being ignored in paths unlike pretty much everyone else…)
dismarzero  [ophavsmand] 24. maj 2024 kl. 6:52 
There is a file system issue in windows on with steam:

It's just that steam does not care if the I is lowercase or uppercase only that an I is there.

So a lot of times, even forcing an update will not change it on your end.
And the only way I have found to force the correct update is un-subbing the mod. And restart steam before re downloading it.

Or going into the mods folder and changing the Ui to UI manually.
Gaël 23. maj 2024 kl. 13:15 
Hey, thank you for the mod! I've noticed it triggers an error log on startup (I've reproduced it with no other mods loaded, just all the DLCs). It's not a big issue either (I only see it with dev mode enabled).

The stack-trace is:

Could not load UnityEngine.Texture2D at UI/Icons/ThingCategories/FruitFoodRaw in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
Verse.ThingCategoryDef:<PostLoad>b__24_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
dismarzero  [ophavsmand] 5. maj 2024 kl. 16:22 
Might also be something to look at as it should be Medical.. But i would have to dive the core code to makes sure that is correct :)
dismarzero  [ophavsmand] 5. maj 2024 kl. 16:20 
It takes Intellectual to craft those. Think its the same as some drugs. I can't really see as i am away on a work trip.
pieuponieu 5. maj 2024 kl. 9:29 
Hi, love this mod, but I am having one issue with it since the 1.5 update. For some reason, it won't let my pawns manufacture neutroamine. I have the right flowers growing (not deco), I can harvest them and store them, but when I try to tell my crafting level 10 pawn to prioritize making neutroamine at the drug lab, the game says they aren't at least a level 5.

Is there some other skill they need besides crafting? Do you know of any incompatibilities with other mods? Everything else in this mod works perfectly. I can make Ibuprofen and Antibiotics with neutroamine that I buy from traders. Any insight is appreciated. Until then, I'll stop growing neutro flowers. :)
dismarzero  [ophavsmand] 23. apr. 2024 kl. 20:00 
Are you growing the Neutro Deco flower? Its just for Decorations :) You need to grow just the Neutro Flower.
Drako_The_Raccoon 23. apr. 2024 kl. 17:46 
How do i harvest the neutro flower? It's not giving me the option. Thanks for the help.