RimWorld
VGP Garden Medicine
257 Yorum
mellanya_menilae 16 dakika önce 
Hi, not sure why, but I can't seem to 'make' either De worm or Mecha Gone? I can make the others. They show up in the drugs assignment panel but the medical bench has no bill for them. Am I doing something wrong? I have had this mod for ever and miss the extra drugs.
Clairelenia 21 Ağu @ 11:17 
This mod caused a red warning cause it did not find "FruitRaw" in the "UI" folder ... The Folder name was written "Ui", small "i" and it caused this error =) changing the folder to "UI" fixxes the red error :D hope this helps
Zairya 21 Ağu @ 7:44 
Doesn't matter to me, personally. VGP sits in my modlist since... ye olden times so to say and I would be troubled if I play without it (which why i refuse to play the SdM challenge)
dismarzero  [yaratıcı] 21 Ağu @ 6:44 
As of right now it is breaking older games and may need to be held back till I can Have someone check the coding or a new version comes out in a year or so lol
Zairya 20 Ağu @ 23:36 
Feedback to the planned feature:
I like the idea and will play around with it when it's in. I'm frequent user of Apothecary (scar cream/ aloe cream) to remove scars. The only "downside" your attempt has for me, is that you use industrial tech drug research to gate your drugs.
I'd be happy if I could get those new meds as quest rewards (looking at the housed refugees in particular)

Thank you for still improving your mods instead of just mainting them <3
为世间无名之人 20 Ağu @ 21:50 
The brain stimulator is an item of "EPOE Forked: Expanded Speculations and Organ Engineering Forked". I will go to their place to give feedback. Thank you for your reply.
dismarzero  [yaratıcı] 20 Ağu @ 20:45 
Hmm let me revert the update and look more into this :P
calmatt89 20 Ağu @ 20:44 
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  [yaratıcı] 20 Ağu @ 18:58 
为世间无名之人 Not sure. Could be a bug. I do not see that in my game.
dismarzero  [yaratıcı] 20 Ağu @ 18:56 
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 Ağu @ 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  [yaratıcı] 19 Haz @ 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 Haz @ 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 Haz @ 6:37 
De-worm didn't work??
dismarzero  [yaratıcı] 17 Haz @ 17:37 
1.5 / 1.6
-Reworked Schematic's Patch
-Schematic's research books added
tomyjp 17 Haz @ 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  [yaratıcı] 17 Haz @ 8:15 
Yeah its a minor error should not effect the game play. I will have to rework the patch for this :)
tomyjp 17 Haz @ 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  [yaratıcı] 17 Haz @ 6:12 
Do you have a green Share button on your error log? can you send me that link?
tomyjp 17 Haz @ 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 Haz @ 18:43 
nvm it was just cuz i had the order of mods wrong
lawreel2014 15 Haz @ 18:40 
I went and downloaded the mod and recieved 15 or so XML Errors for several descriptions
dismarzero  [yaratıcı] 11 Haz @ 17:52 
1.6 beta!

Coding updates!
dismarzero  [yaratıcı] 10 May @ 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 Nis @ 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  [yaratıcı] 8 Nis @ 13:16 
Should be okay
BreBearz 6 Nis @ 9:31 
How does this work with medieval overhaul?
dismarzero  [yaratıcı] 12 Ara 2024 @ 20:58 
If you goto the Forums and the Discord there are a number of posts to help you get started.
K 12 Ara 2024 @ 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  [yaratıcı] 12 Ara 2024 @ 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 Ara 2024 @ 20:24 
If Pharmacy is abandoned maybe that's some functionality which could be added here.
mtmfs324215 9 Ara 2024 @ 19:36 
Thank you, thank you very much for your module. Love comes from China.
K 9 Ara 2024 @ 19:01 
It is! I found a unofficial update, thank you still :)
dismarzero  [yaratıcı] 9 Ara 2024 @ 16:55 
There is. I am not sure it is still updated its like Pharmacy or something like that by FluffierThanThou.
K 9 Ara 2024 @ 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 Eyl 2024 @ 13:18 
Ah , ....
dismarzero  [yaratıcı] 21 Eyl 2024 @ 15:55 
are you growing a dandelion patch or just the flower? You'll need the patch
Emelio Lizardo 19 Eyl 2024 @ 14:01 
I can't harvest dandelion. Not in the wild or in a field.
dismarzero  [yaratıcı] 25 Tem 2024 @ 7:54 
7/25
Meds
-Cigarillos proper satisfy Gene needs.
Bulk Go-Juice Recipe corrected
Contrived 25 Tem 2024 @ 3:00 
Found a possible bug: the "make bulk go-juice" recipe only creates 5 items instead of the stated 10.
dismarzero  [yaratıcı] 27 Haz 2024 @ 13:59 
Meds
-Pawns should only carry one antibiotics and Dandelion tea while consuming.
dismarzero  [yaratıcı] 27 Haz 2024 @ 13:31 
Yeah that's a weird bug from the 1.5 update. A lot of consumables are doing that.
Omega13 26 Haz 2024 @ 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 Haz 2024 @ 21:21 
hi again, its me. is there a way to disable using bandage kits for surgery? thanks
PapaJuicy 11 Haz 2024 @ 17:07 
yea it says under minimum skills medical 6. but other ones like neutroamine it says minimum skills intellectual 6. very odd
dismarzero  [yaratıcı] 10 Haz 2024 @ 16:26 
Hmm the recipe is only set to use Intellectual. So im not sure.
PapaJuicy 9 Haz 2024 @ 19:15 
*when im making 10 per batch
PapaJuicy 9 Haz 2024 @ 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 May 2024 @ 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  [yaratıcı] 24 May 2024 @ 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.