RimWorld

RimWorld

Tribal Medicine
315 Comments
Senpaii 15 Sep @ 5:31am 
@zafewins You can always set the doctor to make them specifically and have the other meals.be set for your cooks as well
Argón  [author] 7 Sep @ 12:34pm 
I think it's a mistake I haven't noticed before because I usually have the VE Framework active all the time. Thanks for pointing it out.
tzverg 7 Sep @ 6:37am 
замечательная модификация, но почему в about.xml в зависимостях стоит Vanilla Expanded Framework, а на страничке в стиме это не указано? Какие функции вы используете из Vanilla Expanded Framework и действительно ли это стоит того?
Argón  [author] 2 Sep @ 8:17pm 
I understand the recipe requirements might be annoying, I'll check them out asap.
zafewins 2 Sep @ 6:51pm 
Great mod. Wonderful stuff for the tribal colony I'm running. I have two issues though.

1. I really want to schedule out psychic tea for certain pawns to always be on it, but the 6 hour expiration means that will only work without wasting stuff if i have more than 12 pawns consistently taking it. I feel like there must be a better way to make them temporary while still allowing drug schedules to work without wasting tons of tea. I don't wanna have to directly monitor my pawns and manually up a bill when their tea effect expires.

2. Tribal medicine uses medical skill to decide quality, but the pawn has to be assigned to cooking to make it. That's kinda being a ridiculous problem for me right now because none of my cooks are good at medical and I don't wanna assign a doctor to cooking because then they'd start making meals as well. Now I have a bunch of poor quality medicine because all my cooks wasted my stockpile of red petals before I realized.
Argón  [author] 29 Aug @ 11:42pm 
By default, it doesn't show, but there is a mod for that I believe. I'm not sure if it is updated for 1.6 though, its name was "mod medicine patch".
Gryphon182 29 Aug @ 7:37pm 
I have just made Tribal medicine for the first time. But I see no way to assign it as default medicine used am I missing something? Setting etc?
Boy Looks Like A Lady 23 Aug @ 7:09pm 
i only recently started playing tribals and this looks so damn cool definetly gonna try it
Tenty 20 Aug @ 5:17pm 
Thirding the request for the research cost to be lowered, but the reason I came here in the first place is because the "tribal medicine" item isn't showing up in campfires, crafting spots, or the research tab.
Argón  [author] 15 Aug @ 11:41pm 
It works similar to the heart attach, where each treatment has a chance to lower the severity a certain range, increasing with doctor's skill, but also some luck is thrown in. The more it progresses, the more it costs to cure. The idea is for it to be random. I know there's a bug with broot poisoning that's making it appear even when it's turned off, but I just can't discover what's causing it for the time being. I'm working on it the best I can.
I'm not sure about the Aperitif thing, it might be just a gameplay preference.
Blonde 15 Aug @ 11:23pm 
Hey, I enjoy the mod, but I was wondering on how exactly broot poisoning actually works in terms of healing it? I've had two pawns with broot poisoning, one was cured after only a couple tends, and the other has received 15+ tends and is STILL suffering from Lethal Broot Poisoning.

Any info on just the health impact and way to cure broot poisoning would be appreciated

(and side note, shouldn't apertif cure Broot Poisoning, since it would cause a pawn to vacate their stomach enough to cure normal food poisoning?)
Argón  [author] 8 Aug @ 3:39pm 
I will be working in the broot poisoning bug during the following days. I've been absent for a week, so I couldn't answer the comments.
Natani 7 Aug @ 6:21am 
Отличный мод, большое спасибо за его создание. Это единственный мод, который быстро спасает детей от болезней после родов. Если кого-то смущает исследование в 5к, то это легко решается с помощью Tweaks Galore.
Sir Duncan Idaho 5 Aug @ 11:38pm 
I disabled broot medicine in the mod settings and tried restarting the game client, but I keep getting spammed by all my pawns getting broot poisoning. This mod is unplayable.
Sir Duncan Idaho 5 Aug @ 11:10pm 
Broot poisoning is bugged. My colonists are constantly getting it. I don't even think they're getting it instead of food poisoning because my colony's kitchen is clean and has a skilled chef.

I moved my broot storage into the middle of nowhere I'm still getting spammed by broot poisoning. I started removing the hediff with dev mode and I must have had to remove it 20 times in the past real-world hour.
Snuggl 2 Aug @ 1:38pm 
I deleted the XML sections that contain "TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning" in all files but without success. Must be the DLL file that calls it. 😣
Snuggl 2 Aug @ 12:49pm 
I have a bug in 1.4 that makes me unable to open the console for deleting objects and stuff. I guess this was fixed in later versions?

> Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning has invalid vtable method slot 5 with method none
at (wrapper managed-to-native) System.RuntimeType.GetMethodsByName_native(System.RuntimeType,intptr,System.Reflection.BindingFlags,bool)
Flynt 2 Aug @ 12:24pm 
I'm... I'm going to second the research cost being too high. 5k is.. uh. 'S a lot, even when compared to "I'm at Neolithic tech level, and I can get electricity and microelectronics combined faster.'

Would it be possible to lower it to say, 750-1k?
ThreeOracle 2 Aug @ 3:03am 
Is the research cost for the Tribal Medicine a bit too high? 5000 points is more then 95% of the techs in the game.
Kaldreth 28 Jul @ 3:36am 
I've disabled the broot poisoning from the start. I'm still getting colonists with broot poisoning when they should be getting food poisoning.
MacBad 26 Jul @ 2:34pm 
All right, thank you for the explanation! I'll disable it immediately.
Argón  [author] 26 Jul @ 1:48pm 
The "contaminated" tag is part of the broot poisoning mechanic. It means the milk has gotten poisoned by broots probably by having been stored next to it. The mechanic is not everyone's cup of tea, that's why it can be disabled in the mod options. This will, however, not eliminate any existing broot poisonings or contamination, and purifying tea will continue to have its chance to poison.
MacBad 25 Jul @ 8:27pm 
After further analysis I think every time the pawns should get "food poisoning", they instead get "broot poisoning". The cook was using milk that had the "contaminated" tag in it to make meals but she definitely wasn't using any broots.
MacBad 25 Jul @ 7:46pm 
All my colonists keep getting broot poisoning over and over. I have no broots, nor can they eat them in their diets and they are not present in any meals they eat (i check each one) and yet they keep getting it. Am I missing something or is this a bug?
Sepon 25 Jul @ 7:20am 
Not sure how to state it, but it seems I have the same problem as Demi Starchild, it seems that the recipe for tribal medicine is missing the "result" itself: I can find it in campfire bills, and it does get created, but the bill icon is empty, and when I try "make until X" it says something like "i don't know the result of the recipe, so I can't count it"
Argón  [author] 20 Jul @ 8:45pm 
It's done at a campfire or stove.
Demi Starchild 20 Jul @ 9:49am 
I'm not sure what's up but I cannot seem to find where to make the tribal medicine. I remember it used to be doable at a crafting spot but it's not there, it's not at a drug lab either. Definitely spawning in the world though, I can buy it. It also doesn't show up on the "unlocked" research, all the teas are there but not the medicine itself.
moo 30 Jun @ 10:51pm 
Hi. Tribal medicine needs a patch with... Everything has Quality. It's currently possible to have something like Tribal Medicine (Poor) (Masterwork)
Argón  [author] 25 Jun @ 10:32pm 
I'm very glad to hear that. As soon as I can update Argonic Core, I will update the rest of the mods too. While Argonic Core in itself doesn't need VE Framework, other mods I made do need it, and so I'm waiting for them to update as well.
Sephira jo 25 Jun @ 8:39pm 
I want to thank you for this mod, I use it on all my tribal playthroughs...which is pretty much all my playthroughs. I really hope you are able to update to 1.6, but yeah, this is one of the best tribal mods out there and I love it.
TheBronzeWarrior 22 Jun @ 10:41am 
im assuming it does, but does it work with M.O? like in the dark forests
Argón  [author] 12 Jun @ 8:53am 
Yay! I love lore too and I'm glad you liked it :D
ElysianEcho 12 Jun @ 3:58am 
loving the "flavor" text, i just thought you should know someone appreciates the little lore snippets of flavour profiles of the teas!
Argyropoeia 27 Mar @ 12:32pm 
Could we get a configuration option that changes the skill requirement for these recipes from crafting to cooking? Having a single person that has high cooking, crafting, and medicine skill can be a lot to ask for in a game with randomized pawn generation.

I know their cooking skill doesn't matter on these recipes but it's a bit of a pain to micromanage and make sure my medicine makers don't give everyone food poisoning.

At any rate, love the mod.
Argón  [author] 21 Feb @ 4:12pm 
It's intended because the mod is thought as an ancient knowledge that is meant to improve tribal quality of life, not focused on industrial.
Sir Bitar 21 Feb @ 3:42pm 
It seems to me like the base research cost for ancient tribal medicine is far too high (5000 points?). Is this intended or do I have some sort of mod conflict going on?
h1klernt089 14 Feb @ 5:35pm 
FO'KIN BROOTSSSSS!!!


amazing mod
ketch10 11 Feb @ 11:50pm 
This mod makes my developer mode not open for some reason
Argón  [author] 28 Jan @ 1:54pm 
It shouldn't be like that, since the medical stats of the medicine are changed, unless there's some new hardcoded stuff in the code that was tinkered specifically to screw my mods up :lunar2019madpig: Imma check on it.
Edward 28 Jan @ 1:05am 
I've noticed even legendary tribal medicine seems to be capped at 70% tend quality, even with high level doctors. Is there anything else that actually caps tend quality?
Argón  [author] 27 Jan @ 12:13pm 
Thanks! I'm very glad to hear that! :slimetabby:
Hey!
Just wanted to say, in my humble opinion, this is an incredibly over looked mod!
It's de facto one of my favourites theme wise and gameplay wise, requiring a little more planning then, "I will have my best skilled people produce in bulk and have a stockpile always ready to go"

Big fan of it. :>
Argón  [author] 22 Jan @ 8:44am 
You can check the medicine power and maximum treatment quality stats in the inspection tab
Argón  [author] 22 Jan @ 8:44am 
normal quality and above are better than herbal medicine
Mk1 22 Jan @ 5:00am 
Hi! Is there any tab or rough meassure of how good is each quality of tribal medicine?
Argón  [author] 14 Jan @ 3:59pm 
It's fine. It's not so different from the way my consciousness speaks to myself :p2chell:
Dovahsdottir_864 14 Jan @ 11:59am 
Thanks. Sorry if I was a little mean in the first post
Argón  [author] 12 Jan @ 12:35pm 
Hmm... will see if I can enhance the setting.
Dovahsdottir_864 11 Jan @ 4:36pm 
I suspected that, that's why I mentioned it being disabled from the start of the game.
Argón  [author] 11 Jan @ 3:50pm 
Disabling broot poisoning only makes broots unable to contaminate food from the moment you toggle the setting. Already existing contaminations will persist.