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RimWorld => Mods => Releases => Topic started by: Pelador on March 22, 2019, 01:27:45 PM

Title: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 22, 2019, 01:27:45 PM
(https://oi242.photobucket.com/albums/ff172/Pelador/RimWorld%20Modding/Preview_1.png) (https://s242.photobucket.com/user/Pelador/media/RimWorld%20Modding/Preview_1.png.html)

(Images of items are available on the Steam page).

Description:

Overview

Adds "supportive" pharmaceuticals and new food items.

Drug Chemical Mixer

The Drug Chemical Mixer allows you to autonomously produce precursor chemicals. Though the mixer itself has "input" and "output" hoppers that are used to control the supply of the resources and product. There is a selector for the chemical to produce, control production and also set any sensible limits to production as required.

Drug Cabinet

Can be used to store items (acts as a shelf). Additionally provides a small amount of cleanliness to a room whilst also slightly boosting production of drug lab benches.

Disinfectant Stand

A disinfectant stand that passively sterilises its surrounding. It adds cleanliness for rooms and adds a little beauty. Great for makeshift hospital, addition to food area or bathroom(if you are using dubs hygiene.)

Requires Medicine Production and Sterile materials research. Can link to beds to boost immunity gain by 0.03% (While this gain looks marginal it can be the difference between life and death). Cost 1 component, 40 silver, 4 medicine, and 40 material of choice.

Medical Mats

Effectively medical bedrolls that can be carried to be used in the field as better medical facilities or as a part of caravan itinerary. There are four tech versions (Medieval, Industrial, Spacer and Ultra) which can be researched after hospital beds (except for Medieval which is after Carpet Making). Note that the items are best made in advance at a tailoring bench/crafting spot to allow for rapid deployment. Upon deconstruction it will return the base item used in construction and the use of a crafting spot can be applied to repack any uninstalled buildings to be rolled back up into a bag or roll as preferred. For best use I would suggest using a mod like "pick up and haul" to allow for the item to be readily placed into a field medics inventory.

Glycerol

Glycerol is a simple polyol compound. It is a colorless, odorless, viscous liquid that is sweet-tasting and non-toxic. Once researched it is made using Chemfuel and Beer.

Glycerol can be used in food recipes as a vegetarian ingredient and is categorised as a vegetarian food. It has less nutrition than vanilla vegetable/fruit food sources and would be considered uneconomical to use.

Glycerol can, however, be used as a flavoring enhancer to improve simple meals, a small amount can be used to produce a resulting fine meal. (Fueled and Electric Stoves).

Glycerol can be used to make "Neutroamine" with additional Chemfuel filtering.


Phenol

Phenol is an aromatic organic compound that is mildly acidic and requires careful handling due to its propensity to cause chemical burns. Used as a precursor chemical for other items.

Lithium Salts

A white powdery salt used as a precursor chemical known as Lithium Carbonate which is an inorganic compound. Made from breaking down rock chunks with further chemical reactions/filtering using Phenol and Chemfuel.

Opiates

The Opium poppy flower can be grown and the seed pods collected during harvesting. These can either be converted into poppy seeds as a food substance or with research converted into Opium Latex, which is the raw form of Opium. The Opium Latex can be later researched for Opiate pain drugs, but also includes the Opium pipe, an early drug. (See details below).

Mercury Salts and Ethyl Mercury

Mercury salts are a vermillion powdery salt otherwise known as Cinnibar, which contains mercury, this is extracted from stone chunks in limited quantities and is used to form other chemicals. Ethyl Mercury is a precursor chemical used as a preservative in some immunisation drugs and other medications.

Sulphur and Sulphuric Acid

Sulphur is a bright yellow crystalline salt more colloquially know as brimstone. An inorganic precursor chemical. It can be extracted from rock chunks at the stone cutting table.

Sulphuric acid (alternative spelling sulfuric acid), also known as vitriol, is a mineral acid composed of the elements sulfur, oxygen and hydrogen, with molecular formula H2SO4. It is a colorless, odorless, and syrupy liquid that is soluble in water and is synthesized in reactions that are highly exothermic. Used as a precursor chemical to form other items. Made from Sulphur at the drug lab.

Ethanol (Synthetic)

Ethanol (synthetic) is a volatile, flammable, colorless liquid with a slight characteristic odor. It is a psychoactive substance and is the principal type of alcohol found in alcoholic drinks. Used as a precursor chemical to form other items (specifically Glycerol). Excessive consumption can lead to alcohol blackouts and, over time, addiction. Made at the biofuel refinery from Chemfuel and sulphuric acid.

Hydrogen Peroxide

Hydrogen peroxide in its pure form, it is a pale blue, clear liquid, slightly more viscous than water. Hydrogen peroxide is the simplest peroxide (a compound with an oxygen–oxygen single bond). It is used as an oxidizer, bleaching agent and antiseptic. It is a reactive oxygen species and has been used as a propellant in rocketry. Made from Chemfuel, Neutroamine and sulphuric acid at the biofuel refinery.

Drugs

Details for all the MS drugs can be found in the following PDF:

MS Drugs reference (PDF) (https://1drv.ms/b/s!Au3GsmKyQkDYg-5hh37lobypelN8qg)


Immunisation

An immunisation injection can be made with the completed Rimoxicillin research. This is derived from ethyl mercury, Neutroamine and Rimoxicillin with the use of an industrial Medicine kit. The immun-isation will either remove the "Sickly" trait from a colonist or will add the "Super-Immune" trait in-stead. It is provided in the form of a self-administered injection.

Cerebrax injection

Cerebrax is an injection that removes "negative" psychic sensitivity traits. Being spacer tech it is made with Ultratech medicine, Neutroamine, Lithium Salts and Clarity. The injection will remove psychic susceptibility traits in stages, so hyper-sensitivity will require two injections in order to remove all aspects of the condition. It is provided in the form of a self-administered injection.


Additional Surgical procedures:

Medical Stent: Can be used to remove arterial blockages.

Artificial back discs: Can be used to remove the bad back condition.

Advanced Surgical tools: Can be used to perform complex surgeries where additional precision tools are required. Currently used in the following:

•   Removal of Cataracts. (Combined with contact lenses).

Battle Stims

Battles stims are short term mechanite boosters akin to Luciferium, but the negative effects are different and more controlled in that there isn't any lethality or addiction issues. Applied by self-administered injection prior to being drafted. The stim lasts for about half a day. (Further details can be found in the PDF notes provided).

Transcendence

Transcendence is a stim that is similar to the Mechanoid Neurotrainer, it is an injection of treated mechanites that will effect the neural arrangements and chemistry of the brain. The effects of transcendence are less random with the capability of ordering the applied qualities of knowledge and skills learned into more characteristic skill sets. However, the amount gained is slightly less than that of a normal Neurotrainer. (Further details in the PDF).

Condom

A condom is a sheath-shaped barrier device, used during sexual intercourse to reduce the probability of pregnancy or a sexually transmitted infection (STI). The version provided is of unisex design.

Once researched they can be used by pawns, but also there is additional AI provided that if you place them inside their rooms, e.g. on a shelf, they will use them automatically prior to having sexual intercourse.

MS Condoms themselves offer a small reduction to toxic sensitivity for about half a day, but used alongside the mod "Common Ailments" will provide protection from STDs.

(Further mod compatibility will be reviewed, especially mods that enact pawn childbirth, with a view that the condom can be used as a birth control item.)


Mod Notes

Several research projects (in a number of tabs). Recommend using mods that make the management of research projects more user friendly.

Includes a mod option to vary the base cost of research projects by a percentage.

Examples include (but not limited to): Research Tree (https://steamcommunity.com/sharedfiles/filedetails/?id=1266570759) , ResearchPal (https://steamcommunity.com/sharedfiles/filedetails/?id=946390822)

Includes bulk recipes as relevant.

Includes bulk recipes for vanilla medicine and penoxy. (Will avoid some duplications with other mods).

Includes ultratech research and recipes for Ultratech medicine, Healer mech serum and Ressurector mech serum. (Note that the mech serums will need a number of metasis vials aswell as other materials to make).

Includes 3 different bandages at differing tech levels that act as a weaker counterpart to vanilla medicine but have advantages with weight, so ideal for caravan use or when medicine production might be difficult.

Save compatible (Note: You will need to reassign new drug policies if part way through a savegame to schedule the use of the above MS drugs). Written with mod compatibility in mind.

To remove the mod you would have to remove all the items introduced first.


Expansions for this Mod

Social Supplements (Steam) (https://steamcommunity.com/sharedfiles/filedetails/?id=1615178585) or (Github rar) (https://github.com/PeladorRW/SocialSupplements)

Utility Supplements (Steam) (https://steamcommunity.com/sharedfiles/filedetails/?id=1690000117) or (Github rar) (https://github.com/PeladorRW/UtilitySupplements)


Compatibility Notes

Apothecary - Integrated elements.
Children, School and Learning - MSCondom will reduce fertility. (Act as birth control).
Common Ailments - Specifically adds a condom for minor STIs.
Diseases Overhauled - Adds additional drug responses for conditions. (See pdf notes above).
Electric Stone Cutting Table - will produce salts.
Fertile Fields - will use Rock mill to help provide Mercury Salts and Sulphur.
Kuratheris's Extra Stone - Adds mining "bits" support for stone.
LWM Deep storage - drug cabinet will make use of storage capabilities for medical related items.
Multiplayer - native support added (beta).
RimCuisine (V1.2) - Will use fruits and fungi in recipes.
RimCuisine 2 - Will use fruits and fungi in recipes.
RimPlas - Production of Luci.
[sd] Medical Addons - Medical Mats make use of "linkable" facilities.
Seeds Please - Patches the plants used in the mod to be able to have seeds.
VGP Vegetable Garden - Will use fruits and mushrooms in recipes. (Best putting VGP before this mod in the mod order).
VGP Garden Medicine - Bulk penoxy recipe is not loaded to avoid duplication.
Vanilla Furniture Expanded - Medical Module - Medical Mats make use of "linkable" facilities.

Author/Mod Team
Pelador

Credits

"OskarPotocki": Majority of the graphics.

"jabbaMonkey": Modified version of cannister graphic (with permissions) for hydrogen peroxide.

"who_stole_my_name/svc_bot" for allowing the use of his/her well-considered "Luci Heals More" (LHM) C# process. I have included an assembly as a part of this mod (MS version) but the associated mod can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=965087548

"Broken Valkyrie" - original author of the disinfectant stand.

"Maxwell.J" - Chinese (Simplified) translation.

"Erdnussbrot" - German translation

Download

Steam Download (https://steamcommunity.com/sharedfiles/filedetails/?id=1600830185)

Github rar (https://github.com/PeladorRW/MedicalSupplements)



(CC BY-NC-SA 4.0)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 22, 2019, 02:18:06 PM
(Drug details migrated to Ludeon forum due to space limitations on Steam Workshop).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 23, 2019, 09:03:03 AM
Added patch support to generate seeds for the Seeds Please mod.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 23, 2019, 01:43:33 PM
Added Rimoxicillin, a broad sprectrum semi-synthetic antibiotic.

Also tidied up and organised the research tabs into their precursor elements where relevant. This will only be apparent for those individuals who use regular tabs, for players who use modded research tree tools onto the same tab it has no real apparent effect.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: katnep on March 23, 2019, 02:04:36 PM
Seems like a pretty good mod, i'll definitely be adding it for the help it provides with the infection tends
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: mimib14 on March 26, 2019, 02:34:15 PM
Sounds pretty cool!  :D I was wondering, though - would you mind adding a Github/Dropbox/etc link for the main mod and the two expansions? Thank you!
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 26, 2019, 07:40:24 PM
@mimib14 Will try sort something out for non-steam workshop users.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 27, 2019, 01:52:45 PM
rar files added to Github. Links above in the details.

(might expand the Github branches to use individual files and/or alternative compressed versions of the mod later)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 29, 2019, 03:52:44 PM
@Update

Now includes bulk recipes for vanilla medicine and penoxy. (Will avoid some duplications with other mods).

Includes ultratech research and recipes for Ultratech medicine, Healer mech serum and Ressurector mech serum.

Includes 3 different bandages at differing tech levels that act as a weaker counterpart to vanilla medicine but have advantages with weight, so ideal for caravan use or when medicine production might be difficult.

(also updates to both expansion mods, details on their associated steam page).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on March 30, 2019, 08:27:25 AM
@Update

Now accommodating an MS version of the Disinfectant Stand by Broken Valkyrie with permission, who is no longer in a position to support the original mod. (Details above).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 08, 2019, 01:20:09 PM
@Update

The graphics for the mod have had a revision by the very talented OskarPotocki.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on April 08, 2019, 05:10:04 PM
Quote from: Pelador on April 08, 2019, 01:20:09 PM
@Update

The graphics for the mod have had a revision by the very talented OskarPotocki.

It looks fantastic, even though I liked the old graphics as well.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Lex Silvas on April 09, 2019, 04:54:48 PM
I love these mods wich bring more medicine to Rimworld. Thanks  ;)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kanareika1 on April 10, 2019, 05:16:30 AM
I'm using Combat Extended and Smart Medicine. Bandages are little bit broken. My colonists use them to stabilize downed, if i put bandages into inventory, but never use them to heal wounds, they always prefer vanilla medicine, even if bandages are in a neighboring tile. Tried both with prisoners and colonists.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 10, 2019, 05:25:01 AM
@Kanareika1

That won't be a problem with the bandages per se.

It is more as a result that "smart medicine" will attempt to utilise the best medicine available to it within certain levels and if using those settings. So as the bandages are an inferior version of their equivalent medical kit counterpart it will always attempt to use them if it can.

It would likely need smart medicine to be upgraded to allow the player to set differing levels of use for differing purposes. In other words to lower the ceilings an expand upon what medicine is used for differing levels of illness. (e.g. bruises could be considered in a different set to say brain surgery).

So recognising differing illness catagories and allowing the player to specifiy which medicines would be best applied to it with upper and lower limits would achieve this and allow much better control on which medicine is used by this kind of AI.

When I get a chance I'll discuss this with the author of smart medicine.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 10, 2019, 06:56:49 PM
Spoke to the author of smart medicine.

Unfortunately, he wants to retain the idea that the best medicine is always the best option. And I can see this philosophy as being purposeful for the idea of applying the medicine even if this doesn't accommodate the management of medicine stocks as readily where these considerations are  more required on a macro scale rather than individual treatment. Also smart medicine does have specific settings that can be applied for differing conditions if needed, but again these will still use the vanilla items as the basis for selection.

I have been told that the pharmacy mod can also be used alongside smart medicine to help with medicine selection for condition sets if needed, though again only uses the current vanilla definition categories.

The limitations set by the game to do with medicine selection levels seem to be the limiting factor to allow players to specify modded medicines as part of the settings that both the vanilla game and other mods then tend to use to specify as limits, though smart medicine uses it's own selection conditions based upon vanilla medicine levels.

---

What I intend to do is look into the base selection process with a view to seeing if these can be patched for MS to allow the additional medicine items to be included in the selection types for both vanilla GUI's and modded GUIs if they also use the vanilla selection categories to base their medicine selection for functionality and also consider how this might impact other GUIs including modded. There may be significant compatibility issues with using this method however where mods also add in medical selection displays, so will need some care and attention to apply if this seems an appropriate method. I may need to discuss this further with other modders as a part of this review process.

In the interim, the bandages can still be applied as useful caravan items as intended and applied where availability of equivalent vanilla medicine is limited or not apparent.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 18, 2019, 05:20:27 PM
@Update

Compatibility with RimCuisine V1.2 for both Medical and Social supplements.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 19, 2019, 03:52:42 AM
@Update

Corrections to tend process.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: AllisonIsLivid on April 19, 2019, 09:02:35 AM
You mention that this is compatible with Garden Medicine, but how do they interact exactly? The bandages and several of the medications seem like they would overlap in function, so is one mods version given priority over the other?
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 19, 2019, 09:23:09 AM
@AllisonIsLivid

There is some duplication with "function" if you are also using the VG Garden Medicine mod, with differing capabilities.

The compatibilty provided is to avoid the duplication of a bulk Penoxycyclone recipe.

For bandages, this will depend also on what other mods you might be applying to control medical use. But in the main given the additional tech level of the MS bandages provided and with their improved medical quality these would be considered preferable to the VG GM version.

The duplication of the other medicine recipes is the MS interpretation of making them. So for example in the case of Glitterworld medicine that describes the use of high tech devices, I have made the component elements include plasteel and hyperweave as opposed to ambrosia to reflect this, as it adheres more closely to the vanilla lore imho. Also, since other VG mods provide the ability to grow ambrosia quite readily this makes Glitterworld medicine incidental to make.

I felt it important not to remove the VG GM elements however, even if differing from the MS interpretation, to allow player choice with these elements.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 26, 2019, 09:33:10 AM
@Update

Added Medical Mat items. (Details on initial page).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 26, 2019, 10:33:53 PM
@Update

Research project descriptions improved.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 27, 2019, 04:23:35 AM
MS Drugs reference provided as a PDF for use as preferred. (Found on initial post)

MS Drugs Reference (PDF) (https://1drv.ms/b/s!Au3GsmKyQkDYg-5hh37lobypelN8qg)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on April 30, 2019, 08:24:55 PM
@Update

Compatibility update for new Social supplements elements.

Social Supplements now has added "spice" and Morel mushrooms.

Utility Supplements now has Tear Gas.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on May 18, 2019, 05:19:43 PM
@Update

1) Categorised precursor elements into a manufactured resource category (Glycerol also in foods).
2) Hediff Colours changed to a consistant blue colour.
3) New surgeries with additional items. (See above and drug pdf).
4) All buildings for MS placed in the MISC category.
5) Added Mercury Salts, Ethyl Mercury - Precursor Chemicals.
6) Added immunisation process to alter Immunity traits.
7) Compatibility with Fertile fields Rock Mill
8 ) Added RimBurnEaze - Cream to help heal burn injuries.
9) Firethroat will now improve the flu tending process.

(Notes updated).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on May 29, 2019, 01:36:40 AM
@update

Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Senio on May 29, 2019, 05:47:03 AM
thanks for your update.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on May 30, 2019, 12:28:39 AM
@Update Social Supplements.

Categorisation of spice food additionally maintained in the FoodMeals thing category for compatibility with some Policy mods.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on May 31, 2019, 12:34:43 PM
@Update

Now includes Battle Stim belt/waist utility attachment. This allows you to use a custom slot area (thus not removing a belt item for use) to store a stim as apparel/equipment and is made at a tailoring bench with a little bit of leather.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on June 05, 2019, 11:58:37 AM
@Update

Additional precursor chemicals: Sulphur, Sulphuric acid, Ethanol (Synthetic) and Hydrogen Peroxide.

(Synthetic ethanol can be used in the recipe for Glycerol as a substitute for beer.)
All chemicals can be made in the Drug Mixer as preferred.
Some of the Drug recipes updated to accept the above chemicals as potential "alternatives" as part of the ingredients.

Other potential future use of these chemicals is a WIP. Including cross-linked usage to other mods.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Sonsalt on June 05, 2019, 12:52:08 PM
Great job :)

Maybe you can look into cross compatibility with SK?
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on June 05, 2019, 01:03:36 PM
I looked into this some time ago for another mod and was trying to find guidance notes as to how best to make it compatible.

There wasn't really anything initially in terms of forthcoming details to aid the process for modders, and of course some of the details or postings where in Russian. I then tried registering an account on their website to see if I can find or source further details but my antivirus software started sending me warning messages about the site so didn't pursue it any further.

Time permitting if the mod developers could provide more readily sourceable details about compatibility then I would consider pursuing the idea of compatibility with the mod collection. But the scale of that project is significant so, for me, it would not be a priority atm in terms of time use.

Best suggestion however would be to speak to the mod developers of SK to see how ready they would be to provide additional details to facilitate the process of making any mod compatible, and in different languages.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on June 11, 2019, 01:12:21 PM
@Update

Added Transcendence (details in notes).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on June 11, 2019, 01:23:00 PM
@Update

Social supplements expansion: Some artwork by Oskar Potocki.

Utility supplements expansion: Additional precursor chemicals used in toxin recipes etc.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Sonsalt on June 19, 2019, 05:24:23 PM
love your mod, but I am getting quite some errors with a new game:

Could not resolve cross-reference: No Verse.ThingDef named MSGlycerol found to give to Verse.ThingDefCountClass (1x null)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
ColonistBarKF.Settings:LoadBarSettings(String)
ColonistBarKF.PSI.GameComponentPSI:Reinit(Boolean, Boolean, Boolean)
ColonistBarKF.PSI.GameComponentPSI:FinalizeInit()
Verse.GameComponentUtility:FinalizeInit_Patch1()
Verse.Game:FinalizeInit_Patch5(Object)
Verse.Game:InitNewGame_Patch1(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on June 20, 2019, 02:17:15 AM
Quote from: Sonsalt on June 19, 2019, 05:24:23 PM
love your mod, but I am getting quite some errors with a new game:

Could not resolve cross-reference: No Verse.ThingDef named MSGlycerol found to give to Verse.ThingDefCountClass (1x null)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
ColonistBarKF.Settings:LoadBarSettings(String)
ColonistBarKF.PSI.GameComponentPSI:Reinit(Boolean, Boolean, Boolean)
ColonistBarKF.PSI.GameComponentPSI:FinalizeInit()
Verse.GameComponentUtility:FinalizeInit_Patch1()
Verse.Game:FinalizeInit_Patch5(Object)
Verse.Game:InitNewGame_Patch1(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Looks to me that the problem is with the code run by the mod related to "ColonistBarKF".
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Sonsalt on June 20, 2019, 06:17:16 AM
Thanks for the feedback, since ColonistBarKF is an integral part of the SK mod I fear I can not change that so easily.

Any idea how to fix it or do you think it might not be a critical issue?
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on June 20, 2019, 09:23:54 AM
@Sonsalt

I wouldn't really know without spending time looking at the details. But there must be something wrong with how the mod is trying to reference XML directly in the code as opposed to using def references based on the brief error listing you posted.

I'm more than happy that the XML is correct for MSGlycerol, else the error would be surfacing for everyone else using the mod including myself.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Canute on June 20, 2019, 09:32:12 AM
Quote from: Sonsalt on June 20, 2019, 06:17:16 AM
Thanks for the feedback, since ColonistBarKF is an integral part of the SK mod I fear I can not change that so easily.

Any idea how to fix it or do you think it might not be a critical issue?
Ask the HCSK dev team to add this mod to their package.

Adding mod's to the package is tricky, many mod's arn't compactible by default.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on July 08, 2019, 08:51:18 PM
Medical supplements updated:


Social supplements updated:


Utility supplements updated:

Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Sonsalt on July 09, 2019, 04:34:36 AM
Can you elaborate a bit on how you improved compatibility?
I know that the mod had some overlapping Def names with others.

Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on July 09, 2019, 04:40:15 AM
@Sonsalt

The additional compatibilities are to do with the release of the mod "Apothecary" (https://steamcommunity.com/sharedfiles/filedetails/?id=1797397487) but I simply didn't want to spoil any surprise with the details.

Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Sonsalt on July 09, 2019, 07:29:10 AM
this looks quite exciting, nice :)

Will try the new version and give you feedback about the compatibility issues later today or tomorrow
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on July 13, 2019, 09:43:57 PM
@Update

Descriptions for the drug mixer and precursor chemicals improved so that you can more readily see the constituent parts in game.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on July 15, 2019, 11:25:05 AM
@Update

Multiplayer Native support added (beta).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on July 22, 2019, 06:00:34 PM
@Update

Condoms added. Further details can be found in the PDF. They have been provided primarily as a compatibility item with the mod "Common Ailments" due to the introduction of minor STIs.

(There is additional pawn AI associated with its use and the PDF covers how best to apply it.)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on July 24, 2019, 09:51:02 AM
@Update

Condoms will act as a birth control item with the mod "Children, School and Learning".
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 04, 2019, 05:29:09 PM
@Update

Glycerol has been made less preferable as a food item to animals.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 07, 2019, 06:04:42 PM
@update

Kuratheris's extra stone mod now has mining "bits" support for the custom stones.

(I tried to tweak the stones a little bit to incorporate a bit of sensible geology as to what to expect, but for game play needs still allowing for the production of at least some MS "bits" in most cases. If there are any glaring miss-interpretations here would any geologists let me know so I can tweak the rocks accordingly).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 09, 2019, 06:17:03 PM
@Update: Utility supplements

Added antifreeze with sprayer and shell delivery systems. Can be used to clear snow over time. (As with all form of filth the cleaning work needs to be managed not to simply remove the antifreeze).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 13, 2019, 05:51:44 PM
@Update

Medical supplements and Social supplements compatibility: will use fruits and fungi in recipes.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: vovik on August 14, 2019, 04:50:21 PM
- Read, hesitate
- Read again, too much stuff added, still hesitate
- Read again, realize that rim chemistry is quite not developed, still hesitate
- Still hesitate
- Read again
- seems legit, sold $$
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Tocato on August 18, 2019, 07:22:21 PM
how does this affect a mod like psychology which dont play well with mods that add new traits?
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 19, 2019, 12:11:09 AM
Quote from: Tocato on August 18, 2019, 07:22:21 PM
how does this affect a mod like psychology which dont play well with mods that add new traits?

This mod doesn't add any new traits, the relevant drugs (injections) only effect vanilla traits.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on August 19, 2019, 07:20:19 AM
Related to Social Supplements:

The recipes for spicy Pemmican have MealSimple in their fixedIngredientFilter instead of Pemmican.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 19, 2019, 10:25:57 AM
Quote from: Kori on August 19, 2019, 07:20:19 AM
Related to Social Supplements:

The recipes for spicy Pemmican have MealSimple in their fixedIngredientFilter instead of Pemmican.

now been corrected, ty.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on August 19, 2019, 07:11:53 PM
thank you :)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 22, 2019, 10:23:33 AM
@Update

MS, SS & US: Chinese (Simplified) - Translation.

Kudos and thanks to "Maxwell.J" for providing the language support. It should be noted that given the amount of associated content in the mods, it is a significant contribution that will benefit the RW Chinese community.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: ThiIsMe007 on August 23, 2019, 09:38:27 PM
This mod, Apothecary and Common Ailments are great. I especially like how they work together with other mods.

The only issue I'm having with these mods is that by the time I reasonably manage to produce my first preventives or curatives my pawns have already died of old age.

Okay, just kidding, but there's just too much to research, and too many different diseases happening too fast and too frequently. They aren't close to being lethal, and add some welcome variety, but require downtime. One can't reasonably expect players to postpone researching the essentials, like power upgrades or turrets, just so they could cure a flu, and then another research for a migraine, and then another for asthma or whatever... Also, too many ingredients that I cannot use (or sell) clogging up base inventory space.

Some serious revisions to how they mesh into the usual game flow would be welcome (especially on higher difficulties, where you don't have the luxury to waste research/production time before acquiring a M-A).

EDIT : I still very much like the concept of the mods.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 24, 2019, 12:33:42 AM
@ThiIsMe007

Thank you for the feedback.

I might be able to provide mod options so that the overall research time can be varied or factored by the player. Allowing changes to the research tree would be perhaps more impactful as a process since it would be easy to have options to consolidate these, but then having the possibility of expanding them again perhaps more problematic. I can at least consider this but would favor the ability to vary research times as a better solution.

I also want to avoid the idea of having "lite" versions of the mods as I don't personally want to support numerous versions of them, as this simply adds to the overhead of the modding process. The mod elements are however modular at the moment which allows for "fast-tracking" preferred elements or as a capability of which drugs might be considered more essential than others when selecting what to research and use, this I think adding to the importance of game choices rather than acting as a hindrance, the reservation you seem to have being more the overall time investment involved. The segregation of researched drugs do however emulate how these are discovered and applied in real life as individual parts and at the same time being time-consuming. But this doesn't have to follow this model so rigorously in RW or at least in providing options to allow a greater player choice here as described above?

Common Ailments also has mod options that allow you to vary the frequency and possibility of contraction, so control from the player side already allows personal configuration as to how impactful these are. But if these ranges need to be extended to accommodate additional play style possibilities these types of choices can be more readily accommodated. You might need to help me here with what potential values might be preferred as option possibilities?

As always the value of the drugs and their capabilities is balanced against their research, production and operational management. Which can vary dependant on colonist population, tech level and how industrious/commercial you want to apply them, this is the same for any additional modded elements. And the inclusion of a number of steps and precursor processes only adds to gameplay (imho) even if this extends the timeline, though these processes are usually designed to share the precursor elements to some extent. Note, I wouldn't expect these mods to be utilized on say a speed run. This design philosophy preventing the idea of "incidental" rewards and adding gameplay elements intending to enrich the process of playing the game.

I will make a point to add a future review to consider sensible consolidations when I have time to apply myself to the task. Since I do recognise that the evolution of these mods has provided a lot of content so perhaps sensible at this point to do this.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: ThiIsMe007 on August 24, 2019, 08:32:36 AM
First, thanks for your commented reply.

My goal is to keep all 3 of your mods. To me they are an organic whole, no point in cherry-picking or removing parts. I also do not want to put more of a workload on your shoulders with a "lite" version than you already have.

Your mods come with an additional layer of complexity and challenge to the game, and I welcome that. To draw a parallel with the very popular Dubs Bad Hygiene mod, which does the same, the experience in your mods just needs to be much more streamlined IMHO. With DBH, the new needs start as soon as I enter the game, but I'm also able to build a well, a latrine and a tub right out of the box. It's not optimal, but I can run my game with that just fine till I have less pressing issues. On the other hand, your mods offer no alternatives to the "best" task. It's either that or nothing.

I'm by no means an expert in medical matters, but giving the player some basic options to counter your additional diseases and refactoring some of the researches would not seem an alien solution to me. Bushmen or explorers in RL probably have some cures or preventives for most, even some very potent diseases crafted from whatever they can find in their environment. Sure, they won't be able to cure cancers or prevent high level infections, and their "medicine" could have some nasty side-effects or only work sub-optimally over time, but I say that there is no need for an expensive chem lab, researches or whatever if you know your way around plants and need to treat some emergencies NOW.

You could very well take advantage of the plants skill of the game to simulate that. You could also look into making basic medicine last for only a day or so, with low efficiency, while additional researches could grant a better potency over time. You could tie game stats to your system, and have pawns with low "immunity gain speed" benefit less (or not at all) from basic curatives, but do so once some improvements are researched. Such an integration is perhaps already handled by your mods, I admit I didn't pay attention to it.

Going back to DBH, hiding the entirety of your mods behind researches is like giving my pawns a bladder need and not allowing them to relieve themselves before spending an inordinate time at the lab, time that I just do not have at the beginning of the game on higher difficulties, in more difficult biomes (because of other priorities, like finding food, countering raids, etc.).

As a final word about ingredients, I had the time to research "multi-vitamines" in my last game. They require neutramine and berries to produce. I thought that this was well done, since your mods take what is found in the base game and proceed from there.

Compare this to whatever other medicine that requires 1/ sulphur to be gathered through mining and then stored, 2/ sulphuric acid to be produced and then stored, 3/ sulphuric acid to be added to another time expensive vanilla component (chemfuel? or was it non vanilla "lithium salts", I can't remember) to get 1 single batch of preventive medicine that will last me for half of a day as final product. This is not to mention that all these components will deteriorate outside, will need "useless" (not immediately benefiting) researches on their own and that your workbench comes only with a paltry storage container of 1 single component stack.

After a while, all these inconveniences add up and the ROI just doesn't warrant extra attention before the very end game, while your mods should be companions to the player throughout their whole game I think.



EDIT : being able to take all medicine at the same time at the beginning of the day (as a package, as it happens in RL for vaccines, for example) would also be an improvement worth researching. Right now, my pawns waste precious time running back and forth to my infirmary to fetch whatever I prescribed them in my drug policies (even with inventory storage activated). Just an idea.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: ThiIsMe007 on August 25, 2019, 07:57:35 AM
The more I think about it, the more I come to the conclusion that a good compromise would be to have :

1/ Common Ailments, untouched. This part introduces the diseases. They are fine as they are.

2/ Apothecary, remove all research times on its "items" and make them dependant on resources (that can be gathered in the base game, or easily found in the appropriate environment) and production (plant and/or doctoring skill) instead. This part would allow players with 1/ to have some "basic" tools at their disposal to counter diseases as soon as they appear.

3/ Medical supplies, untouched. This would be the "upgrade" to 2/, countering more diseases, more efficiently and for longer, but requiring researches, an expensive chemlab and complex processes to produce medicine on an industrial scale.

About 2/, let's not forget that something as simple as healthy food (honey against some infections, vitamin C against flu, scurvy, etc.) and good hygiene can contribute to reduce illnesses.

About 3/, I could see "combo-injections" of preventives as ultimate goal.

To me, this design would have the advantage to respect the flow of a game on any difficulty, and match what DBH does with its own, new gameplay challenges.

I also think that eventually some kind of merge among the 3 mods would make sense, since I can't see any player picking just 1 or 2 out of these mods to play with.

It's always easier said than done, I realize that.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 26, 2019, 04:40:31 PM
@Update @ThisIsMe007

Mod option introduced to vary the base cost of research projects by a %.

Antihistamine use for inhaler in common ailments mod.

(Common ailments and Apothecary likewise have had updates to their mod options).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 26, 2019, 04:46:21 PM
@ThisIsMe007

Varying research %'s for project costs has been added for MS and Apothecary. Some additional tweaks to extend the ranges of some of the options in Common Ailments.

Further consolidation to be considered in the future.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 26, 2019, 08:17:03 PM
@Update

Both Social Supplements and Utility Supplements now have a mod option to vary the base research costs by a percentage factor.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: ThiIsMe007 on August 26, 2019, 08:33:44 PM
I look forward to playing again with your mods, and thank you very much for giving your players options.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on August 27, 2019, 06:09:00 PM
@Update

Compatibility added for the Drug cabinet to make use of storage capabilities when LWM Deep storage is loaded.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: ThiIsMe007 on September 02, 2019, 08:17:55 PM
Bless you for the LVM Deep Storage update. So much more pleasing to play with bases that aren't littered by stuff my pawns can't use before long.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on September 14, 2019, 07:13:18 AM
@Update

Compatibility added for Mod Diseases Overhauled. (See pdf notes for details).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on September 15, 2019, 12:51:05 PM
@Update

Medical Supplements:

Compatibility added for Electric Stone Cutting table to produce salts.

Utility Supplements:

Ammonia fertiliser can now be triggered manually from a popper. (Needs Apothecary mod).

The cleaning process has been updated to allow for the filth in this mod to be ignored when in the home area, for plant related foam this will only apply to terrain that has fertility.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on September 18, 2019, 06:50:20 AM
@Update for Social supplements:

Chilli Peppers changed to Cayenne Peppers ( a type of chilli), all connected recipes remain unaffected. And the plant now has some extra white flowers on it to help distinguish it.

Compatibility with Apothecary: can make Cayenne Pepper powders which preserves well and also has its own hot sauce recipe.

Compatibility with RC2: Chilli peppers can be used in hot sauce recipe.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on September 24, 2019, 05:05:24 AM
@Update Utility Supplements:

Tear gas recipes changed to use hot sauce for best compatibility.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on September 27, 2019, 06:05:36 PM
@Update

Introduction of plant Perrywinkle, Vinca alkaloids and Vinacol. Vinacol is a chemotherapy drug that will help with the treatment of cancer related illnesses.

The Drug mixer will now display motes for missing ingredients when relevant.

Improved some tend related processes.

Notes have been updated.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 06, 2019, 04:44:45 AM
@Update

MS:

VFE - Production compatibility with drug cabinet.

Addition of Hydrochloric acid precursor. (Initially will be used in the expansion mods: social supplements and utility supplements).

SS:

Glucose (made by hydrolising certain starchy vegetables with hydrochloric acid).

Powdered Milk - a way to preserve milk, used in recipes.

Animal treats - a sweetened kibble using the above. Has better nutritional benefits plus a little "extra".

Power bar - A rice based chocolate bar adding glucose, powdered milk and fruits. Satisfies joy, some nutrition and a little "extra". An all rounder when it comes to useful snacking.

US:

Use of hydrochloric acid in some recipes.

Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: sayheyjay on October 09, 2019, 12:28:33 AM
The Utility Supplements .rar is missing on github. Any chance we could re-up?
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 09, 2019, 05:10:08 AM
@sayheyjay

Apologies, I probably forgot to press the commit button. Should be good now.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: sayheyjay on October 09, 2019, 05:50:36 PM
Quote from: Pelador on October 09, 2019, 05:10:08 AM
@sayheyjay

Apologies, I probably forgot to press the commit button. Should be good now.
Awesome. Thank you!
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 11, 2019, 08:42:42 PM
Social supplements:

Vaping product recipes will now additionally make use of the "buds" from mods:

Smokeleaf Industry
Smokeleaf Industry Reborn

(Please check singular regular and menthol vape recipes as these needed be restructured for this).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 15, 2019, 07:17:49 PM
@Update

Improvements/Corrections to Hepatitis K (Diseases Overhauled) and Metasis use.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 21, 2019, 07:33:30 AM
@Update

Graphics for Lithium salts, mercury salts, sulphur and opium latex reverted to original graphics. Hopefully this will provide sufficient distinction from the singular vanilla fabric graphic to avoid confusion with these elements.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Ruisuki on October 21, 2019, 08:53:18 PM
think we can get an injection that does the opposite of cerebrax? It would pair nicely with this, if made difficult to acquire/craft
https://ludeon.com/forums/index.php?topic=49643.0
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 22, 2019, 04:27:10 AM
Quote from: Ruisuki on October 21, 2019, 08:53:18 PM
think we can get an injection that does the opposite of cerebrax? It would pair nicely with this, if made difficult to acquire/craft
https://ludeon.com/forums/index.php?topic=49643.0

I could provide such. The problem I have is justifying it from a medical standpoint. So whilst it would be a "boon" to psionic users as an addition specifically for that mod it wouldn't really have a sensible application as a medical item.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 24, 2019, 09:13:26 PM
@Update

Some MS Manufactured items (mostly precursors) have been added as tradeable items with exotic traders.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on October 30, 2019, 12:33:42 AM
@Update

Added Drugs: Unhook and Scrubnites. Two drugs useful for relieving addictions. (Please see PDF notes for details).

Please remember to update drug policies with the addition of new drug elements.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on November 08, 2019, 12:10:14 PM
Pelador's Discord:

https://discord.gg/CFNP26C
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on November 08, 2019, 02:58:01 PM
@Update: Glycerol made less desirable to animals.

Animal optimality offset for animals set to -50 for Glycerol.

This might help further to prevent animals from eating Glycerol, but if there isn't an alternative food source to use like kibble or something more preferable for the animals it may not be a solution for you. Ideally, a more preferable food source needs to be in range for available to trainers. Zoning will help for animals, but animal handlers may still elect to use certain food items, especially where it is the more preferable choice within range.

Please note that you may need to have animal handlers drop their existing stash of Glycerol if they have it on them to make a more rapid transition.

The better method is to use a modded policy tool (e.g. Pawn Rules by Jaxe) to exclude items to certain animals.

Alternatively, in the social supplements mod, you have the capability to make and provide animal treats, which will be more desirable to be used by handlers.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on November 09, 2019, 01:30:11 PM
@Update

Correction to drug mixer input hopper: Now accepts perrywinkle leaves
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on November 11, 2019, 09:49:30 AM
@Update

Mod option added to allow you to decide if collapsed rocks can produce mining precursor bits.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on November 15, 2019, 05:47:41 PM
@Update: Utility Supplements

For items with native use counts (e.g. sprayers) they will be set to ammo type none in the mod Ammunition.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on December 07, 2019, 07:23:12 PM
Recommended:

The mod Drug Policy Fix can be used to help manage and correct drugs added or removed part way through a save game. It will also sort the drug listings alphabetically.

Drug Policy Fix (https://steamcommunity.com/sharedfiles/filedetails/?id=1930268798)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on December 13, 2019, 09:32:07 AM
@Update

Recommending the mod "Mod Medical Patch" to be able to better control the additional custom medicines used in this mod. ( https://steamcommunity.com/sharedfiles/filedetails/?id=1430084631 ).

MS now has a mod option to make the selection of bandages more realistic.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on December 13, 2019, 09:55:22 PM
@Update: Social supplements

Added candy canes.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on December 17, 2019, 10:47:42 AM
Hello Pelador, thanks for the candy canes! :)
The size of the icon for Hot Sauce is very small (using Recipe Icons).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on December 17, 2019, 08:28:25 PM
Quote from: Kori on December 17, 2019, 10:47:42 AM
Hello Pelador, thanks for the candy canes! :)
The size of the icon for Hot Sauce is very small (using Recipe Icons).

One other person has reported this anomoly in time and space with hot sauce, and am unsure what is causing it. Assuming this is the same situation where it makes them really small. I can only assume that some other mod is effecting it.

I have added an attachment so that you can at least see they are fine in my own game:
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on December 25, 2019, 06:56:05 PM
Haven't found the conflicting mod yet, but it's no biggie. :)
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on January 04, 2020, 11:56:03 PM
@Update

Fixed DO Migraine cure process.

Added the ability to make a medical supplies flare. Will drop a number of medical items suited for medical emergencies (10 Industrial medicine, 10 Anti-sceptic bandages, 10 Rimoxicillin, 10 RimCodomol, 10 Rimzac, 10 Rimedicrem and 10 RimBurnEaze). The medical flares can be made at a machining table once medicine production has been researched.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on January 05, 2020, 01:26:04 AM
@Update Social Supplements.

Added food supplies flare.

Will drop (10 Survival Meals, 10 Spicy Travel Meals, 10 Multivitamins, 10 Mint Chocolate, 10 Power Bars and 10 Blitz Zest). Useful for caravans.

Can be made at the machining table once Micro electronics has been researched.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on January 05, 2020, 11:45:46 AM
@Update

Medical flare and Food flare recipes changed to use a GPS beacon component instead of silver which are exotic trade items.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on January 19, 2020, 04:53:18 PM
@Update: Utility Supplements.

Graphics Revision - Oleg Marko.

Note (steam preview images not updated atm).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on January 27, 2020, 02:59:31 AM
@Update

Added surgery recipes to be able to administer the injections Immunisation and Cerebrax.

(Note there is an additional ingredient of an antibacterial wipe used here).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on January 31, 2020, 01:11:54 PM
@Update

German translation - Erdnussbrot
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on February 06, 2020, 01:56:46 AM
@Update

Addition of travel pills. (Please see PDF notes for details).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on February 06, 2020, 07:07:30 PM
@Update

German translation - Erdnussbrot
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on February 13, 2020, 03:00:56 PM
Social Supplements: The mint tea recipe requires a research while the bulk recipe does not.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on February 13, 2020, 06:35:48 PM
@update @kori  : Social supplements

Correction to bulk mint tea recipe with research.

(ty Kori, for your attention to the details).
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Kori on February 17, 2020, 09:56:09 AM
Thank you for your mods, when I see a new mod by Pelador it's an instant download for me. :)

I recently tried to turn off the appearance of precursors when mining stone, but even after restarting the game and starting a new colony I still get them. Before I pull apart my mod list to search for an interference: The option is meant to affect mining stone from massive rock? Not that I misunderstood it and it is for something else. ;)

Would you please consider to make the precursors tradeable? In early tribal games when I'm still far from being able to use them, they tend to occupy precious storage room and I don't want them to lie in the landscape either. So I always put them into caravans to drop them somewhere along the road (I know that's not okay), something I'm usually too forgetful to do, so I end up to ping-pong the same pile of 18 Lithium Salts again and again...
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on February 18, 2020, 03:20:38 AM
@kori

You can sell MS manufactured items to outlander exotic and exotic spacer traders.

I'll need to check the options, but one of those options only refers to collapsed rocks, different thing from regular mineable rock.

However, my focus atm is upgrade all my mods to V1.1.
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on February 22, 2020, 10:38:28 PM
V 1.1 of Medical Supplements has been released:

https://steamcommunity.com/sharedfiles/filedetails/?id=2004944243
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: vovik on February 23, 2020, 08:27:48 AM
please, update topic name to display that it is 1.1
Quote from: Pelador on February 22, 2020, 10:38:28 PM
V 1.1 of Medical Supplements has been released:

https://steamcommunity.com/sharedfiles/filedetails/?id=2004944243
also can i embed compatability to your mod into Early times?
Title: Re: [1.0] Medical Supplements (2018/12/24)
Post by: Pelador on February 23, 2020, 05:08:40 PM
@vovik

It's only a separate piece of news about the launch of the V1.1 mod. I'm keeping V1.0 mods apart from V1.1.

Reasoning here: https://1drv.ms/t/s!Au3GsmKyQkDYisIJkVlYrxjpe0-nqA?e=6ImYye

For the other item regarding "Early times", would you like to jump onto my discord to better discuss: https://discord.gg/CFNP26C