RimWorld

RimWorld

VV - New Harvest: Medicinal Plants
19 Comments
VVenchov  [author] 19 Sep @ 11:06am 
VV - New Harvest: Medicinal Plants 2.0 Update

⚙️ All compatibility patches have been removed from the mod! They are now included in a separate addon: VV - New Harvest: Compatibility Patches . This addon not only updates existing patches, but also adds new ones and a host of other surprises as well! It’s not mandatory, but highly recommended.

❄️ Added snowy textures for all trees.

🍂 Broadleaf trees now change their leaf colors in autumn.

☕ Teas are fixed – colonists can now enjoy them for a bit of relaxation.

⚗️ Increased crafting time and required ingredients for Ointments and Advanced Herbal Medicine.

🐛 General code fixes and stability improvements.
VVenchov  [author] 8 Sep @ 7:39am 
@ChesterSaD - Thanks for the kind words! I'm glad you like it! :steamdance:
ChesterSaD 8 Sep @ 7:35am 
I like this medicinal part of New Harvest the most. A world with really working herbal medicine just feels cozy somehow.
VVenchov  [author] 27 Aug @ 10:49am 
@Fran - All the teas are made similar to the original drugs from the game and there should be no problem! The schedule works so if you want you can organize them to take 1 per day or however you wish!
Fran 27 Aug @ 3:51am 
My colonists don't seem to be able to consume the drugs for recreation/high life. I can manually make them do it, but they will not do it automatically.
sariaru 26 Aug @ 7:40pm 
@VVenchov

Ahhh, thank you so much! That's perfect!!
VVenchov  [author] 25 Aug @ 11:56pm 
@sariaru - It's not exactly what you wanted, but it will now be playable with VE: Medieval 2!
VVenchov  [author] 25 Aug @ 11:51pm 
VV - New Harvest: Medicinal Plants 1.1 Update

This update makes the mod more compatible with primitive and medieval playthroughs:

Medicines – The Herbal Remedies research no longer requires Drug Production! Medicines can now be crafted directly at the Crafting Spot.

Drugs – Decoctions can now be brewed at the Campfire.
VVenchov  [author] 25 Aug @ 12:16pm 
⚠️⚠️⚠️ Announcement:

Hey everyone! We’ve got some news: a dedicated Compatibility Patch Mod will be coming soon. Once it’s released, all patches will be removed from this mod and moved to the new patch mod.

This means the main mod will remain focused on content, while all compatibility fixes and updates will be handled in one place. It will make updates faster and easier, and players will know exactly where to look for compatibility support.

Keep an eye out for the new patch mod, and make sure to grab it if you want full compatibility with other mods!
sariaru 22 Aug @ 5:44pm 
Would it be possible for you to make a VE: Medieval 2 patch for this that allows the ointments and advanced herbal medicine to be made at VM:M2's Alchemy table, and locked behind it's Alchemy tech, rather than needing Industrial-tier Drug Production and the Drug Lab? I would really appreciate it! These plants are gorgeous!
Halfelfaedyn 22 Aug @ 8:49am 
I am so excited for this!!
Raven 22 Aug @ 12:47am 
@VVenchov It looks like it does work for Common Ailments, at least to help speed recovery from them. I did a small patch for it that I'm testing (I'll have to see if I did it right).
VVenchov  [author] 21 Aug @ 10:47pm 
🌍 Help Bring This Mod to More Players!

Anyone who wants to help can create a localization/translation mod for this project.
These mods are small add-ons that don’t change the core content; they simply provide a translation.

🔗 Important: the only requirement is that your translation mod’s description includes a link back to the main mod, so players know where the original content comes from.

Every translation makes the mod more accessible and lets more people enjoy the game in their own language.
Join the community effort and help bring this mod to players around the world! 🌟
VVenchov  [author] 21 Aug @ 12:38pm 
@Raven - I have no idea! Try it!
Raven 21 Aug @ 12:21pm 
This is great, I love having more options for healing. Do these work for the afflictions in Common Ailments as well?
VVenchov  [author] 20 Aug @ 12:56pm 
@Tryobyte - "Gunslinger Mees" - Thank you so much for the kind words! I really enjoy working with plants, so I’m glad that shows through. Regarding the art style — yes, the plants are more realistic because that’s the way I want them to look, and also the only way I can make them. :steamlaughcry: I hope you’ll still enjoy them in your next playthrough!
Tryobyte - "Gunslinger Mees" 20 Aug @ 12:42pm 
i think this guy really likes plants.

on a more serious note, its kinda crazy how much content you managed to pump out with the plants; combined, the total plants probably outnumber vanilla plants expanded 3 times over.

i adore new ways to treat colonists over the slow growing healroot! plus, i love that you also added ways to process them further for better potency.

if i had to nitpick, my only "complaint" is that their assets look more realistic then rimworld's artstyle - but nevertheless, ill be enjoying the mod my next playthrough :D
VVenchov  [author] 20 Aug @ 10:18am 
@ZX Zero - Glad you like it! Hope it helps your tribals thrive!
ZX Zero 20 Aug @ 8:03am 
Nice, new medicine for my tribals :steamthumbsup: