RimWorld
Medieval Medicines
79 opmerkingen
Nuno  [auteur] 20 sep om 12:35 
Mod has been "updated" to 1.6 (I added 1.6 to the version list in the About file). Please let me know if there are any issues with this mod in 1.6, thanks.
DethSturm 22 aug om 17:29 
Any chance that these could be craftable at the VFE Medieval 2 Alchemy Bench?
Nails+Tape 12 aug om 8:27 
even if it says 1.5, it works fine with 1.6. truly the game is making up problems lol
Beugle 25 jul om 11:45 
still not updated for me still says 1.5
Fatato 24 jul om 2:03 
@Geneva Thanks for the info!
Geneva 15 jul om 2:41 
works on 1.6
dr650cp 14 jul om 18:26 
1.6 plis
Nuno  [auteur] 11 jul om 19:32 
My mods will probably be updated to 1.6 in the coming weeks, this one specifically will likely only need a version number change.
jesiiiiii126 11 jul om 14:57 
1.6 ?
Nuno  [auteur] 9 jul om 13:36 
@K3VIN1992, That's not a feature of this mod specifically, is that a vanilla feature now? I haven't done a Rimworld playthrough since 1.4 unfortunately.
Nuno  [auteur] 9 jul om 13:36 
@Goliath, it's derived from one of the "fathers of surgery" Ambroise Pare.
Goliath 5 jul om 4:59 
this might be a silly question but im curious where did you source the term paresian, I cant find it anywhere else and want to know if the term refers to anything else
K3VIN1992 18 apr om 0:25 
Is there now a way for Medieval Medicine to be automatically added to the inventory?
Zalera 12 jun 2024 om 13:38 
Cheers! Thanks for the update!
Nuno  [auteur] 12 jun 2024 om 13:22 
Mod has been updated to 1.5
Nuno  [auteur] 12 jun 2024 om 13:19 
@SanDimas this mod just adds some medieval-tier medicines, it doesn't remove or modify anything from vanilla.
戴戴好爸爸 12 jun 2024 om 8:01 
1.5 update please
SanDimas 2 mei 2024 om 7:27 
just a suggestion or a question, does this mod should delete the normal medicine or this just add more medicines?
Nuno  [auteur] 25 apr 2024 om 10:35 
Mod will be updated after my current semester ends in a few weeks or so. I intend to address some of the issues being mentioned in the comments
Bosh 16 apr 2024 om 1:17 
1.5?
Robot_Prince 14 jan 2024 om 15:23 
What the other robot said, Cant find a way to make the pawns used these
Mr-Roboto 24 dec 2023 om 22:11 
It doesn't remove the industrial or glitterworld med. I cant get my pawns to hold these new meds.
Velvet 15 dec 2023 om 12:24 
@I grief animals That's because the Workbench in Medieval Overhaul isn't set up to inherit crafting spot recipes. You should most likely be able to use something like the crafting bench from Vanilla Expanded Classic, though, or any other mod that adds an improved crafting spot that automatically inherits all crafting spot recipes.

VE Classic is the only mod I know for sure has such a table, though.
Ðagorath 29 mrt 2023 om 19:02 
Would be dope to add a tea (or something) for tribal or medieval birth control, cant find any birth control mod for those eras, I ride Dragons so I dont have issue with "realism".
lock in 11 dec 2022 om 2:11 
Love the mod!!

The idea is there and it's a great mod but I is there anyway for it to be crafted somewhere else rather than just a crafting spot? ( yes it's only craftable in a crafting spot, not sure, maybe conflict with M.O) is kinda over the top,imho.
DangLonsDo 5 nov 2022 om 13:21 
glittertech nedicine now science never stops's medicine whats next a mod that adds a type of medicine that instantly heals them to full health and after immortal??
Khalagar 3 nov 2022 om 16:34 
Capatania, that mod says it's not for 1.4
Taliensin 3 nov 2022 om 6:28 
thanks for updating,playing neolithic starts without your mods is just...meh
Capataina 25 aug 2022 om 13:52 
For those looking for a cheaper alternative to this mod that adds medicine between industrial and herbal, check out my mod. The work required is a lot less and there isn't a new research tree for simplicity, instead you need drug or medicine production for 2 different medicines.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2852583190
Detour 13 aug 2022 om 18:03 
So do these not show up instead of the old ones? I can't even have people carry anything but the old herbal medicine because it still shows industrial and glitterworld. And top medicines to use still show old ones as well. Please tell me this is a mod conflict issue.
JoeOwnage 29 jun 2022 om 5:22 
Try these for reorganized cheaper research, less work time for prosthetics etc. Also puts recipes on medieval overhaul workbench

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2637345203

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2819436137
JoeOwnage 7 jun 2022 om 5:47 
Is there a way to hide vanilla meds while using this mod? My UI has them plus medieval meds
The Plant 29 mei 2022 om 22:42 
What stations can these medicines be produced at?
NeveHanter 22 feb 2022 om 15:30 
Could we get an option for cheaper research for non-medieval playthroughs that want some additional meds? I think dividing the cost by 5 for 500, 800 and 1100 is quite good taking into account that each subsequent medicine require previous one.
Holgast 14 dec 2021 om 1:13 
So Pharmacists is a requirement?
Perturabo's Right Testicle 22 sep 2021 om 23:40 
Is it normal that i can't harvest organs with Paresian medicine either? I'm on a Medieval playtrough with all advanced techs removed so that might be the problem, but "remove X" operation is still in the option for patient, so i think it should still work.
Aurani 25 aug 2021 om 22:09 
Alright, it seems Pharmacist (Forked) needed to be loaded before this mod or else it renders the medicines useless.
Aurani 25 aug 2021 om 21:36 
Same issue as orb, no matter what I do I can't get my tribals to use anything other than herbal medicine or they tend using nothing despite there being plenty of early and late medicine.
DkHyacinth 8 aug 2021 om 12:42 
thanks for update!
(≡◉‿‿◉≡) 25 jul 2021 om 19:13 
1.3 please :)
DkHyacinth 20 jul 2021 om 8:02 
love this mod, do you have plan to update it to 1.3?
Holgast 4 jul 2021 om 1:03 
@orb - same problem here, for some reason I got it to work once though!
s'lurpings. 26 jun 2021 om 22:24 
Research cost is WAY to high
sergal saturn (they/them) 23 jun 2021 om 15:38 
This isn't actually working for me, I'm not sure why but even with "best medicine" enabled my colonists are exclusively using herbal or no medicine at all. Even recipes that call for medicine (i.e. autopsies courtesy of post mortem) aren't working either. Help?
Scrungle Bungle 22 jun 2021 om 22:20 
Love this mod but would also love a compatability patch with more general options for the alcoholic component instead of just beer.
OwO Sukunyan 20 jun 2021 om 14:06 
@137nty I was having this issue due to using 'Steam World', which takes out neutroamine entirely, despite using the mod 'Underground Foods' which allows you to farm a mushroom to craft it. To work around this I got RIMMSqol and used that to patch the recipe to need the raw mushroom material "Raw Neutrophyria" instead of the processed neutroamine. You could use RIMMSqol to remove the neutroamine ingredient entirely, or change the ingredient as I did to something you can acquire in your playthrough.
FentyPops 30 mrt 2021 om 18:01 
How do you make neutroamine? This mod is awesome but the Paresian requires neutroamine which you cant craft in a medieval playthrough. Please help?
DisKorruptd 27 feb 2021 om 13:09 
I can't help but notice that this and Medieval Prosthetics both have their own research tab, why not just pop both of them into one tab, "Medieval"
Miguel V-DF 8 feb 2021 om 2:42 
wow, that was quick! thanks!. this will be helpful in my medieval run!
Nuno  [auteur] 8 feb 2021 om 2:39 
@Leugimimi, I don't know how I overlooked this, but I have updated the mod. It should no longer overwrite the vanilla medicine base. Thank you for bringing this to my attention!