Description:
Ever need Medicine but there wasn't any left, or you couldn't afford the high prices that trade ships ask, well now you can make your own medicines, and become more self-sufficient, after all your on the frontier on rimworld that hasn't developed yet.
(https://scontent-lga3-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/12313731_546695125489599_1697385605247813566_n.jpg?oh=6a6c725cb2490eba4fc640a9fee39ad6&oe=56ED2342)
This is a simple mod that allows you to craft medicine at a new crafting bench, after you research it. Crafting medicine requires cloth, herbal medicine, beer, and high enough skills in Medicine [8] and Crafting [1].
A14 Download:
Craftable Medicines https://www.dropbox.com/s/42nr5u3wh7exi3b/Craftable%20Medicines%20v1.02.zip?dl=0
Note:
modpack makers can include my mod in their modpack. (as long as I'm cited)
Finished updating Craftable Medicines to Alpha 11 :)!
Thank you. IMO medicine prices in A11 are a step backward from earlier alphas for RimWorld.
Some may call it 'balance', but I won't, and I suspect there are others who'll agree, but not speak up.
Hello Anonemous2
Can you please upload archive on dropbox (instead of directory)?
Looks like dropbox changes to lowercase some directories. And as result - textures are not available in game (until putting correct case to directories)
Quote from: tylkas on June 15, 2015, 02:20:13 PM
Hello Anonemous2
Can you please upload archive on dropbox (instead of directory)?
Looks like dropbox changes to lowercase some directories. And as result - textures are not available in game (until putting correct case to directories)
how do you do that?
Quote from: Anonemous2 on June 15, 2015, 02:45:41 PM
how do you do that?
At https://www.dropbox.com/sh/qa3akgswi0duqkv/AADC8IxD7esdp3-FQLXUCt10a?dl=0# -> "Download as ZIP-file"
If you get an image error (no texture for the table) change the things folder to Things (cap it).
I am replacing the old folders with a zipped ones, this should fix the problem you may get when Dropbox decides to lower case some names, ruining the textures graphics path.
I'm glad someone made this after i stopped updating mine :)
This is great (and thanks), but my first thought is that both should be made from 1 bench. I don't see why we need 2 new benches that make one item each. It kind of reminds me of the bionic mod that introduced 7 new benches...
After some testing and some infuriating Corel Paint controls I've Updated the graphics for craftable medicines. New V1.2 is avable.
would it be possible to add these to a normal crafting table (not sure witch) instead of adding ones?
Yeah, I am not going to use this mod, no matter what, as long as it adds more than one new workbench. And even then, I am somewhat unsure about it, given that Xeridium exists in the game, now(not sure if it did in the past).
Quote from: Llamageddon on November 29, 2015, 02:38:59 AM
Yeah, I am not going to use this mod, no matter what, as long as it adds more than one new workbench. And even then, I am somewhat unsure about it, given that Xeridium exists in the game, now(not sure if it did in the past).
There are just 2 workbenches, and I put them in because the mod needed to be balanced somehow, and using one bench would allow you to make both glitterworld medicine and medicine. It would be way too easy to make glitterworld medicine. However if your really don't want more work benchs here's a version without them (use the tailoring bench to craft them):
https://www.dropbox.com/s/mn9hxkt9zmrsl5z/Craftable%20Medicines%20V1.2B.zip?dl=0
Eh, my problem is that if every second mod adds multiple workbenches, that quickly becomes a lot. I'd much rather see someone make a community mod that adds a set of generic workbenches that other mods can use, and that recipes themselves are unlocked with research.
Just released a major update, V2, and it changes a lot. New texture for the work bench (the other bench was removed and you can't make glitterword medicine anymore). The crafting recipe for medicine has also been changed, to require hops and wood now, but less herbal medicine.
https://www.dropbox.com/s/d1fninxs8yuujs8/Craftable%20Medicines%20V2.zip?dl=0
Bump for A13+
there seems to be an error that stops me from researching the crafting table (I.E, it doesn't show up in the research que and creates an error in dev mode upon start up
Quote from: Sentry on April 09, 2016, 10:21:34 PM
there seems to be an error that stops me from researching the crafting table (I.E, it doesn't show up in the research que and creates an error in dev mode upon start up
It works, you need the hi tech research bench first, and the errors in dev mode don't do anything.
I installed this mod on a late game colony that had researched everything except the ship parts, and the research part doesn't show up on a high tech bench - I'll look into it, it may be an issue on my side.
EDIT: Oh I feel like such an idiot, my mod order was a bit messed up
XML error: <researchPrerequisite>CMedicines</researchPrerequsite> doesn't correspond to any field in type ThingDef
Quote from: NephilimNexus on April 11, 2016, 01:57:43 PM
XML error: <researchPrerequisite>CMedicines</researchPrerequsite> doesn't correspond to any field in type ThingDef
Yeah that's a bug, but it doesn't seem to do anything, as you still can research the bench and then build it.
Yeah, so if there's a research requirement to a recipe (tried to do that myself)or doesn't have a research named that way, that'll be your problem. Since it can't place it and it isn't something it's actually missing it'll just omit that piece of code and go on on it's merry way. Not a gamebreaking bug, but annoying.
upon perusing Buildings_ProductionMoreStuffMedicines.xml you can see the problem is actually a duplication where the first attempt is not a defined keyword.
Quote<researchPrerequisite>CMedicines</researchPrerequisite>
<researchPrerequisites>
<li>CMedicines</li>
</researchPrerequisites>
Quote from: Dave-In-Texas on April 11, 2016, 03:16:51 PM
upon perusing Buildings_ProductionMoreStuffMedicines.xml you can see the problem is actually a duplication where the first attempt is not a defined keyword.
Quote<researchPrerequisite>CMedicines</researchPrerequisite>
<researchPrerequisites>
<li>CMedicines</li>
</researchPrerequisites>
Thanks, now that bug is sorted out.
Love this, especially because its a simple, realistic, much needed add-on to the game.
I do think though, that the normal medicine is too cheap, maybe use 3-4 herbal meds to make one medicine.
You can get away with using herbal meds, but if you want the luxury of real meds, you should not get it for free.
I can understand the choice of 2 herbal meds, though, so just take it into consideration ;)
I've updated this mod for A14. I also nerfed some values- medicine crafting now only requires cloth and herbal medicine, and the crafter only needs to be skilled at medicine. I think I lowered the crafting and research times a little, too... Sorry for the bad documentation, I updated my homebrew version of your mod, so I don't remember all the changes. Credit remains to the OP in the mod. I plan to upload to Steam workshop, too, but if Anonemous2 objects, I will remove it. Thanks for the good mod!
E: Updated for A14c.
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=727884068
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Awesome, thanks for updating it to A14 Rimfire. Much appreciated!
I am currently updating this mod, and will also upload a differnet version that includes other stuff for the steam workshop.
Quote from: Anonemous2 on August 07, 2016, 09:24:20 PM
I am currently updating this mod, and will also upload a differnet version that includes other stuff for the steam workshop.
Looking forward to it. I'll link it on Steam when you're done.
Quote from: Rimfire on August 08, 2016, 07:07:12 PM
Quote from: Anonemous2 on August 07, 2016, 09:24:20 PM
I am currently updating this mod, and will also upload a differnet version that includes other stuff for the steam workshop.
Looking forward to it. I'll link it on Steam when you're done.
Its done, but Im not putting it on steam yet, When I finsh updating several other of my mods I'll include it in a mod pack.