RimWorld
437 valoraciones
Tribal Medicine
8
3
4
2
3
3
2
   
Premiar
Favoritos
Favorito
Quitar
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Tamaño
Publicado el
Actualizado el
8.880 MB
21 MAR 2023 a las 11:47
16 JUL a las 20:27
13 notas sobre cambios ( ver )

Suscríbete para descargar
Tribal Medicine

En 1 colección creada por Argón
Argón's Mods [Active]
14 artículos
Descripción




[07/17/2025]: v1.2.2
- Cleaned and organized ThingCategories for teas.
- Fixed the stats of Anima Tea to actually reduce pain shock threshold by 18%
Make sure you have the latest version of Argonic Core!



Tribal Medicine 2.0 is a complete remake of my previous mod "Argón's Tribal Medicine", which was pretty well received by the community. In this ocassion, I have decided to remake most of my mods given that I have new skills at coding and art.

This new version adds all the teas from the previous version (Except for insanity tea, that one will come separately) plus new ones that are only possible thanks to the knowledge of C# I have acquired during my time being part of this wonderful gaming community that Rimworld has.






















I haven't got as much feedback as I expected from testers this time, but given the time I spent carefully seeking for errors and the time I myself used it in my own games, I can assume all major errors are solved and do not represent a problem. Balancing might be a different thing though, so I'm completely open to suggestions and commetns regarding ways of improving this mod's experience for all players.



Q: Save game compatible?
A: It kinda is, sometimes the new tea effects may bug ig you remove it mid-save. The new plants should generate automatically in all vanilla biomes.

Q: What about modded biomes?
A: I couldn't find a reliable way of making the plants automatically generate on every biome, so in theory modded biomes won't spawn the new plants. However, making a patch is really easy. You can contact me for help if you wish.

Q: Can I suggest a feature?
A: Sure thing! Leave a comment below.

Q: Aren't these teas broken?
A: Not much in my opinion. As a tribal, you have a lot more things to deal with, so these teas are an unique feature of them, plus you have to grow the plants and have a colonist that prepares the teas quick enough.

Q: Can I suggest a feature?
A: Absolutely! Leave me a comment or join my Discord server! (Link below)



Art, code and infographics created by Argón.

Rimworld is owned by Tynan Sylvester.



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]
Discusiones populares Ver todo (1)
3
hace 3 horas
Detailed explanation of what teas do - Mechanical info within!
Flynt
316 comentarios
Flynt hace 23 horas 
I know authors don't get a notification for new discussions, but I also don't want to see some of the details lost in the comments.

@Argón, could I pretty please hazard you for some mechanical details of what each tea does? I've been struggling to actually see any benifits when I try and Do Science in my live play throughs.
Senpaii 15 SEP a las 5:31 
@zafewins You can always set the doctor to make them specifically and have the other meals.be set for your cooks as well
Argón  [autor] 7 SEP a las 12:34 
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 a las 6:37 
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  [autor] 2 SEP a las 20:17 
I understand the recipe requirements might be annoying, I'll check them out asap.
zafewins 2 SEP a las 18:51 
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  [autor] 29 AGO a las 23:42 
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 AGO a las 19:37 
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 AGO a las 19:09 
i only recently started playing tribals and this looks so damn cool definetly gonna try it
Tenty 20 AGO a las 17:17 
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.