RimWorld

RimWorld

Medieval Medicines Medieval Overhaul Edition
165 Comments
JoeOwnage  [author] 4 Oct @ 7:53am 
fixed
Paolini 26 Sep @ 2:16pm 
Yellow error says url line is missing under <modDependencies>

The one for Medieval Overhaul is

<steamWorkshopUrl>https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3219596926</steamWorkshopUrl>
Vladimire Drăculea Lanceator 17 Sep @ 12:55pm 
nice!
JoeOwnage  [author] 17 Sep @ 12:23pm 
fixed
JoeOwnage  [author] 17 Sep @ 2:29am 
Wow thanks for that, much appreciated
Hey Joe, ive looked into the mod and tried making some edits myself, for immunity gain speed not changing. Headiff is applied correctly, but it has a wrong value in it.

You should be using the <ImmunityGainSpeed> tag and not the <ImmunityGainSpeedFactor> tag, the latter is for furniture to my understanding.

So in the healdiffs, just change this from: <ImmunityGainSpeedFactor>0.25</ImmunityGainSpeedFactor>
to this:
<ImmunityGainSpeed>0.25</ImmunityGainSpeed>

Do the same for the minor healing potion too :)

Just tested this and it works, best wishes :steamhappy:
JoeOwnage  [author] 11 Sep @ 9:47am 
hmm ok I'll need to check that
kaideg77 10 Sep @ 10:08pm 
It does apply the hediff, and all the other effects apply properly, except the immunity gain speed factor
JoeOwnage  [author] 9 Sep @ 4:30am 
It should apply a temporary hediff when they drink it
kaideg77 8 Sep @ 6:13pm 
Anyone else experiencing healing potions not applying immunity gain speed factor correctly? It says +50% immunity gain speed factor, but doesn't change a pawns immunity gain speed when used. Am i missing something here?
JoeOwnage  [author] 20 Aug @ 11:44am 
It's saying that medieval overhaul does not have a download URL
JoeOwnage  [author] 20 Aug @ 11:42am 
No
Benz ✇ 18 Aug @ 1:40pm 
i have this shit in logs

Mod Medieval Medicines Medieval Overhaul Edition dependency (DankPyon.Medieval.Overhaul) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.ModMetaData/ModMetaDataInternal:ValidateDependencies (bool)
Verse.ModMetaData:Init ()
Verse.ModMetaData:.ctor (Verse.Steam.WorkshopItem)

is this gonna be a proplem?
JoeOwnage  [author] 16 Aug @ 8:44am 
Thanks Awan
Awan 14 Aug @ 10:19pm 
The new thumbnail is so, so much better than the old one - great job, Joe!
JoeOwnage  [author] 12 Aug @ 7:15am 
Nuno has a standalone version
lin 12 Aug @ 5:27am 
although i guess i could use replacements mod, but i don't like it's design, damn :stress::steamfacepalm:
lin 12 Aug @ 5:26am 
hi, i don't like medieval overhaul much. is there any way to make this mod standalone? could you do so please? :possession:
Kentosz 10 Aug @ 10:28pm 
Got it thx you
JoeOwnage  [author] 10 Aug @ 6:45am 
No the material does not give the limb a buff, it is stuffable to allow you to build them from whatever metal you have on hand.
Kentosz 9 Aug @ 8:46pm 
Hello, is the matterial used for crafting paresian limbs affect in fighting? Like those made from mirthil/plasteel brawl harder or less likely to break compare to steel or they just increase hp as a item?
JoeOwnage  [author] 22 Jul @ 5:58am 
updated for 1.6
JoeOwnage  [author] 17 Jul @ 9:58am 
Nice thanks for that info
mrdrbabybrute 17 Jul @ 6:44am 
This works on 1.6 already.
JoeOwnage  [author] 15 Jul @ 4:30am 
1.6 updates are coming, I'm just on vacation and away from my main PC.
dr650cp 14 Jul @ 6:35pm 
1.6 pls
JoeOwnage  [author] 5 Jun @ 6:57am 
No idea sorry
古菇顾 5 Jun @ 12:54am 
Could you please tell me if it's compatible with Quality Bionics (Continued)? It doesn't seem to work here. It looks like the bionic body I made still has no level.:steamhappy:
JoeOwnage  [author] 21 May @ 8:15am 
Hmm I'll look into that
Low Intelligence Specimen 17 May @ 7:44am 
Is there a reason why potions seem to be implemented as weapons? It does not play well with mods like pocket sand, which think its a weapon (you can try to equip it, and it breaks your game).
JoeOwnage  [author] 30 Apr @ 7:36am 
both MO versions use the same package ID. Use the unofficial as it is the most up to date, as it says in the linked MO description.
gamer9999 29 Apr @ 2:34pm 
I have one question why this mod , use the version of the mod the medieval ovehaul , Sorry for my bad english
JoeOwnage  [author] 5 Feb @ 3:08am 
I must have forgotten to put that plant spawn in the royalty folder.

Safe to ignore
0。0 4 Feb @ 9:06pm 
Could not resolve cross-reference: No Verse.ThingDef named DankPyon_Plant_AetherWild found to give to RimWorld.BiomePlantRecord RimWorld.BiomePlantRecord
no Royalty DLC have Regrowth: Core Mod
JoeOwnage  [author] 28 Jan @ 3:52am 
Oh yea the boxes might appear plain. I can probably figure that out
Vertigo 27 Jan @ 3:53pm 
Honestly I'm unsure whats going on anymore. All I know is that the special icons to show the type of prosthetic (like eye/ear etc..) isn't working. The boxes seem to be working though. As for Nuno's mod, his 1.5 folder is missing files so I'm unsure whats going on there.
JoeOwnage  [author] 27 Jan @ 3:42pm 
@Vertigo I'm pretty sure they have always worked with bionic icons in my games, unless maybe Nuno has changed his def names in the non-MO version. I'll look into it.
Vertigo 26 Jan @ 1:14pm 
Might be a long shot here, but have you considered looking into making a patch that would work with Bionic Icons? I attempted my own slap-dash attempt and can't get it to work correctly. There was a patch for the original Medieval Medicines built into Bionic Icons, but it seems you changed the def's and they don't work here.
Rex705 30 Dec, 2024 @ 3:55pm 
Okay :steamthumbsup:
JoeOwnage  [author] 30 Dec, 2024 @ 3:53pm 
They have the same package id it's fine to use the unofficial
Rex705 30 Dec, 2024 @ 3:15pm 
Can you change the required mods to the 1.5 Medieval Overhaul until the official is updated?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3219596926
JoeOwnage  [author] 1 Nov, 2024 @ 9:17am 
You need to research until you can plant them
Sulvan Key 31 Oct, 2024 @ 6:01am 
Where do I get raw herbs? I want to make potions and I can't find a way to obtain this resource.
JoeOwnage  [author] 17 Oct, 2024 @ 5:03am 
@Jackson yes, this mod has Nuno's Entosomnia Cryptosleep mod incorporated into it. I'll need to add that to the description, thanks.
JoeOwnage  [author] 17 Oct, 2024 @ 5:02am 
@Bloody Carrotkey if you use Botch Job's Medieval Fantasy Rare Resources it changes Plasteel to Mithril. I'm fairly certain that Medieval Overhaul labels it's Plasteel Ingots as Mithril as well, but you need a tech print to refine them. If you see Plasteel in your game it should satisfy that Mithril retirement. If not, let me know and I will have to change that ingredient to something else. I'll try it in my own game and see if I can make it.
Waffleman 16 Oct, 2024 @ 6:53pm 
Does this make any changes to cryptosleep? I see it listed on the image but no mention in the description. Otherwise, this looks like a great mod, its nice to have these features integrated as part of a medieval playthrough! Thank you for your time and passion!
Bloody Carrotkey 16 Oct, 2024 @ 9:44am 
I have found mods that changes Plasteel to Mithril, could this be one of the mods?
Bloody Carrotkey 16 Oct, 2024 @ 8:36am 
I don't see Mithril described in the mod. I'm also running 1.4 until VE Medieval is upgraded to 1.5
JoeOwnage  [author] 15 Oct, 2024 @ 2:40pm 
Medieval overhaul, you might need to buy it from traders or there is a tech print and research for it
Bloody Carrotkey 15 Oct, 2024 @ 9:45am 
For Paresian medicine it says it needs Mithril as an ingredient, but where do you get Mithril from and what mod?