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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on August 15, 2014, 07:01:30 AM

Title: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: JuliaEllie on August 15, 2014, 07:01:30 AM
(http://i.imgur.com/mIhTD4V.png)



For problems with the Epyk pack please go there. NO SUPPORT FOR EPYK HERE (link) (https://ludeon.com/forums/index.php?topic=9092.0)



UPDATERINO - Got rid of the HiveMind. Back to the good old Apothecarius roots.


Hello everyone,

Apothecarius is back!!

This mod adds a small and straight forward production chain for Medicine made from 3 different 'medical' flowers which can only be grown in the Hydroponics.


Bad thoughts because your colonists are starving or have to eat human meat? Not anymore! Give them Soylent Green made from high energy plankton from our seas. Remember - tuesday is Soylent Green Day!


Medical textures by Shinzy. Thank you very much



Features:

Medical Crafting Research - After Hydroponics to unlock the Medi Table
Medi Table - Workplace to craft Medicine
Red/Yellow/Green 'Medical' Flowers - raw resources to craft Medicine
Red/Yellow/Green Plants - Plants that grow the respective Flowers

---

Soylent Green Research - Research the Soylent Green Machine
Soylent Green Machine - Make Soylent Green from.. well.. People
Soylent Green - acts as raw food. Cook it for best results.

---

Life Support - keeps your Colonist alive even if he loses a vital organ. Its a very basic technology but better than dead.
Eye ball transplants. You can remove eyes and reinstall them now. I think those are in the base game already.. cant remember..

---

DOWNLOAD Apothecarius! (https://www.dropbox.com/s/0hi993nktpjlasp/Apothecarius.zip?dl=0)


PS : the 'FD' version name is related to my post earlier today. Happy guessing
Title: Re: [MOD] (Alpha 6) Apothecarius (15.08.2014)
Post by: Shinzy on August 15, 2014, 07:00:01 PM
Producing medikits feels a bit cheaty but god knows you need them alot in this alpha! ;D

Also I need help with the textures - the current ones were "borrowed" from all over the Internet.

I attached Table and flower textures for you, rushed the flowers a bit so they ended up looking bit blurry but should be better than borrowing from the internets! *poke*

The table's real fine though! (even if say so myself! #Shellfish)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Apothecarius (15.08.2014)
Post by: Iwillbenicetou on August 15, 2014, 07:07:11 PM
EDIT: I never knew this would be a huge mod :P
EDIT 2: Reserved for first page spot on famous mod ;)
Title: Re: [MOD] (Alpha 6) Apothecarius (15.08.2014)
Post by: Neurotoxin on August 15, 2014, 08:26:26 PM
Could you maybe make a version for mac? Please?

Mods should work on Mac either way. The only case where they shouldn't is IF they include an assembly (which this mod doesn't) and if that assembly calls OS specific code which it really shouldn't have need for.
Title: Re: [MOD] (Alpha 6) Apothecarius (15.08.2014)
Post by: Iwillbenicetou on August 15, 2014, 09:32:46 PM
Thanks. Will try the mod as soon as I can.
Title: Re: [MOD] (Alpha 6) Apothecarius (15.08.2014)
Post by: JuliaEllie on August 16, 2014, 05:58:13 AM
Producing medikits feels a bit cheaty but god knows you need them alot in this alpha! ;D

[snip]

I attached Table and flower textures for you, rushed the flowers a bit so they ended up looking bit blurry but should be better than borrowing from the internets! *poke*

[snip]


Yes it might be a little bit cheaty thats why I tried to put the entry costs for the mod reasonably high. Also you need 3 kinds of flowers and Hydroponics and power to make the Medicine which I think is balanced to buying it from the traders but Im open for balancing suggestions.

Thank you very much for the textures. I love them. I will incorporate them immediately.
Title: Re: [MOD] (Alpha 6) Apothecarius - new textures by Shinzy (16.08.2014)
Post by: Somz on August 16, 2014, 06:54:41 AM
Oh this is so good...! Feels like my grower become a druid, mixing up magic potions! Awesome!
Title: Re: [MOD] (Alpha 6) Apothecarius - new textures by Shinzy (16.08.2014)
Post by: decomg on August 16, 2014, 07:20:48 AM
Thanks man... Great mod.
Title: Re: [MOD] (Alpha 6) Apothecarius - new textures by Shinzy (16.08.2014)
Post by: JuliaEllie on August 16, 2014, 12:04:12 PM
Tried to add this mod to a savegame, but unable to grow the flowers or make medicine (even when random droppods gives flowers). Maybe this is only possible with new game...

Thanks for your report - I tried it with my own old savegames and it works fine. Are you playing with Alpha 6? Maybe some other mods that interfere with JobGivers or anything? Did you research the Medical Crafting? Did you enable the Apothecarius job in the Overview window? Flowers are Hydroponics ONLY. Sometimes the game forbids ingredients in the Bill config for weird reasons.

Thanks to decomg and Somz for the compliments :) Im currently adding more features to the mod and fixing redundancies
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: JuliaEllie on August 16, 2014, 07:56:04 PM
UPDATE!! - Added Learning, Books and Paper system!! Literacy HYPEUUU (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)
Also got rid of a lot of redundancies in the Defs
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: Iwillbenicetou on August 16, 2014, 10:29:28 PM
Is the learning for more "knowledge" in other subjects without doing all the hard work?
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: JuliaEllie on August 16, 2014, 10:35:00 PM
Is the learning for more "knowledge" in other subjects without doing all the hard work?

Exactly that. Actually making the paper and writing the books is hard work as you need a level of 15 to write a book for a certain skill unless you buy a book from a trader. The books are consumed for balancing reasons
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: bilibilimoe02 on August 17, 2014, 12:32:12 AM
Is the learning for more "knowledge" in other subjects without doing all the hard work?

Exactly that. Actually making the paper and writing the books is hard work as you need a level of 15 to write a book for a certain skill unless you buy a book from a trader. The books are consumed for balancing reasons
The event of the trader do not happen from the game  at long time  :'(
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: Somz on August 17, 2014, 04:46:44 AM
Is the learning for more "knowledge" in other subjects without doing all the hard work?

Exactly that. Actually making the paper and writing the books is hard work as you need a level of 15 to write a book for a certain skill unless you buy a book from a trader. The books are consumed for balancing reasons

Well, who is to say those books, in that universe, aren't edible, granting knowledge via digestion?!
You're doing some pretty awesome stuff here...  ;D
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: JuliaEllie on August 17, 2014, 06:47:13 AM
Is the learning for more "knowledge" in other subjects without doing all the hard work?

Exactly that. Actually making the paper and writing the books is hard work as you need a level of 15 to write a book for a certain skill unless you buy a book from a trader. The books are consumed for balancing reasons
The event of the trader do not happen from the game  at long time  :'(

Thanks for that hint I will have a look at that. I didnt test the trader to be honest I just called it with force incident from the development console. Maybe I derped at something or you were just unlucky.
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: JuliaEllie on August 17, 2014, 06:49:32 AM
Is the learning for more "knowledge" in other subjects without doing all the hard work?

Exactly that. Actually making the paper and writing the books is hard work as you need a level of 15 to write a book for a certain skill unless you buy a book from a trader. The books are consumed for balancing reasons

Well, who is to say those books, in that universe, aren't edible, granting knowledge via digestion?!
You're doing some pretty awesome stuff here...  ;D


Thanks for you kind words I appreciate that :) Yummy yummy books so crispy.
Title: Re: [MOD] (Alpha 6) Apothecarius + Learning UPDATE (17.08.2014) People now literate!
Post by: JuliaEllie on August 17, 2014, 10:34:23 AM
OMG thank you. I derped with the development and release files. I fixed it just before I released the update and forgot to include it in the final release zip.

should be fixed now.

Traders should now arrive as planed
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (17.08.2014)
Post by: JuliaEllie on August 17, 2014, 09:14:08 PM
Soylent Green update!!! Added a way to feed your colony and getting rid of your corpses - YAY
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (18.08.2014)
Post by: Zeta Omega on August 17, 2014, 09:22:20 PM
(Hears an angelic choir) YES! YES!!!! A LERNING SYSTEM AND WAY TO MAKE MEDACINE!!!!!!!
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (18.08.2014)
Post by: LZPanzer on August 17, 2014, 09:49:34 PM
sounds like this is turning into a mod pak. may want to separate the separate different mods so people can implement specificaly what they want.

for example  Ilike the medicine mod. learnig/books seems good. not really interested in the soylent
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (18.08.2014)
Post by: Viceroy on August 18, 2014, 05:43:13 AM
Yay for Soylent Green! Been wanting that in the game since day one.
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (18.08.2014)
Post by: JuliaEllie on August 18, 2014, 06:36:27 AM
sounds like this is turning into a mod pak. may want to separate the separate different mods so people can implement specificaly what they want.

for example  Ilike the medicine mod. learnig/books seems good. not really interested in the soylent

Thats actually a good idea - I thought about this as well but it could end up in trying to herd cats with 3 or more different mods so I decided to keep it all together in one. Every part of the mod (except the desk and the bookshelf) is behind a research so if people dont want a specific part they dont have to do the research for it. But I may consider to make a version in which every part is its own mod.
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (18.08.2014)
Post by: Iwillbenicetou on August 18, 2014, 11:17:33 AM
I have an idea for crafting medicine, you mispelled making to makeing. Two maybe have a different sound for crafting medicine as it sounds like stonecutting.
Title: Re: [MOD] (Alpha 6) Apothecarius + Soylent Green UPDATE (18.08.2014)
Post by: JuliaEllie on August 18, 2014, 02:38:00 PM
I have an idea for crafting medicine, you mispelled making to makeing. Two maybe have a different sound for crafting medicine as it sounds like stonecutting.

Thanks for that info. I will correct the typos for next version and I havnt polished everything yet so the sounds are wrong sometimes I will change that with the next major update. It is my first mod and I focused on feature implementation
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: JuliaEllie on August 18, 2014, 08:00:58 PM
UPDATE!!!
Added Superior Crafting Integration YAY!! Thanks a lot Abrexus!!
Nerfed Soylent Green amount
Corrected a few spelling errors and sounds!
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: Zeta Omega on August 19, 2014, 09:03:30 PM
The textures.....WHY!!!!?!?
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: JuliaEllie on August 19, 2014, 09:12:45 PM
The textures.....WHY!!!!?!?

Because Im bad at making textures :D but if you can make a few nice textures feel free to do so :)
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: JibbeDahFish on August 19, 2014, 09:17:15 PM
Downloaded because Soylent Green
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: Killaim on August 20, 2014, 11:41:26 AM
tried to use on allready in allready progress game with superior crafting (then added this mod using the integration option)

but plant (flowers) wont spawn (and trying to add them via dev cheat) they only survive on harvest then die after a while and dont spawn new plants.
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: JuliaEllie on August 20, 2014, 12:14:01 PM
tried to use on allready in allready progress game with superior crafting (then added this mod using the integration option)

but plant (flowers) wont spawn (and trying to add them via dev cheat) they only survive on harvest then die after a while and dont spawn new plants.

The Medical Plants only grow in Hydroponics and (in the integration version) in Hypoponics  - which are small Hydroponics only suitable for the Medical Plants :)
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: Krantz86 on August 23, 2014, 07:24:38 AM
hi, i like your mod but i have found some issues, in the small custom hydroponic basins i don't actually see anything grow (even if they are regulary producing plants) also using the Superior crafting  integration (using SC 1.10) an error about agave gel pop up in the log

btw since i use various other mods i did some little tweaking to the desk and hydroponics looks, i've attached them if you're interested

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: JuliaEllie on August 23, 2014, 09:06:55 AM
hi, i like your mod but i have found some issues, in the small custom hydroponic basins i don't actually see anything grow (even if they are regulary producing plants) also using the Superior crafting  integration (using SC 1.10) an error about agave gel pop up in the log

btw since i use various other mods i did some little tweaking to the desk and hydroponics looks, i've attached them if you're interested

Thank you very much :) Yes this error comes from a recipe that should overwrite the AgaveGel in future versions but wont do anything since the item doesnt exist yet. I will certainly have a look at your textures thank you very much :)

EDIT: I found out what this weird bug was: I used the wrong altitude layer.. I mixed up Altitude layer with building height.. will be fixed on the next release which will come within the next few days.
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: Rannzou on August 26, 2014, 09:14:50 AM
Hey nice mod, i have a problem when i install apothecarius with superior crafting integration i got an error when opening rimworld.But when i install apothecarius standalone with superior crafting separalty no error works fine
Title: Re: [MOD] (Alpha 6) Apothecarius + UPDATE Superior Crafting Integration (19.08.2014)
Post by: JuliaEllie on August 27, 2014, 08:48:10 AM
hey thanks for your kind words :) The error is because Apothecarius tries to overwrite an unregistered recipe in Superior Crafting and should not cause any problems in gameplay - you can ignore it. Akthough you can play the standalone version together with SC I wouldnt recommend it. SCs changes to the tech tree destroy the standalone version.
Title: Re: [MOD] (Alpha 6) Apothecarius +TRY THE NEW SUPERIOR CRAFTING 2
Post by: Fiedi on August 30, 2014, 10:03:50 PM
Ok. i use the standalone version of this mod and it seems to be impossible to learn anything from books.
They are consumed... but none skill it neiter added or improved, therefore its pretty pointless to craft or buy books. They simply don't work. Or am i doing something wrong?
Is there an easy way to fix this maybe?
Title: Re: [MOD] (Alpha 6) Apothecarius +TRY THE NEW SUPERIOR CRAFTING 2
Post by: JuliaEllie on August 30, 2014, 11:04:34 PM
It takes very long to learn a skill from a book (8000 ticks if you want it exactly) so be patient ;)
Title: Re: [MOD] (Alpha 6) Apothecarius +TRY THE NEW SUPERIOR CRAFTING 2
Post by: Reaper on October 05, 2014, 07:12:23 AM
please port to alpha 7, I tried the crafting thing and am not a fan.
Title: Re: [MOD] (Alpha 6) Apothecarius +TRY THE NEW SUPERIOR CRAFTING 2
Post by: JuliaEllie on October 05, 2014, 09:43:29 PM
please port to alpha 7, I tried the crafting thing and am not a fan.

And so it should be - have fun with the new Apothecarius Seven.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: TheXIIILightning on October 05, 2014, 09:49:12 PM
Question! Is the Soilent Green made using people (corpses) or just Human meat?
I haven't tried this Mod yet, so I really can't tell how it works, haha.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: JuliaEllie on October 05, 2014, 09:51:42 PM
Question! Is the Soilent Green made using people (corpses) or just Human meat?
I haven't tried this Mod yet, so I really can't tell how it works, haha.

People?? Soylent Green is People?!?! NOOOOOOO!! TELL EVERYBODY SOYLENT GREEN IS PEOPLE!!!

Its made from corpses yes.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: shadowstreaker on October 06, 2014, 03:42:23 AM
Another mod that involves the desecration of human corpses? I'm in!

Edit: Isn't the Soylent Green Production research a little expensive? 30k research points when the highest vanilla is about 2k

Further Edit: And again research on Medical crafting seems a bit too high in price (50k)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: JuliaEllie on October 06, 2014, 06:01:42 AM
oh did I put one 0 too much in? Ill investigate this
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: Haplo on October 06, 2014, 06:11:36 AM
Small info:
Vanilla removed two zeroes from the research time between Alpha 6 and Alpha 7.
So Alpha 6: 35000 is in Alpha 7 only 350..
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: JuliaEllie on October 06, 2014, 06:16:19 AM
Small info:
Vanilla removed two zeroes from the research time between Alpha 6 and Alpha 7.
So Alpha 6: 35000 is in Alpha 7 only 350..

oh thats good to know thanks a lot :) well thats the downside of modding - I dont get to play any more :D Maybe Tynan should post a "Modders changelog" with all major changes to the code and the system. If he already does: where is this? :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: Haplo on October 06, 2014, 06:27:13 AM
Unfortunately he doesn't have one.
As I translate the game I see a few of the differences as I go over the files with a compare tool. And even then I have my problems to update between the alphas..
But that is the hard and unforgiving live of us modders, that noone told us about before.. ;)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Alpha 7 Portorino!
Post by: JuliaEllie on October 06, 2014, 06:28:35 AM
Unfortunately he doesn't have one.
As I translate the game I see a few of the differences as I go over the files with a compare tool. And even then I have my problems to update between the alphas..
But that is the hard and unforgiving live of us modders, that noone told us about before.. ;)

Yeah the struggle is real ;) Research hotfix is out btw :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Research Hotfixerino
Post by: shadowstreaker on October 06, 2014, 06:29:31 AM
Sweet thank you
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support
Post by: JuliaEllie on October 07, 2014, 12:31:35 PM
UPDATE:

Added Life support systems and eye ball transplants
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support
Post by: MisterLock on October 07, 2014, 12:35:50 PM
Jullia.I like this mod,but I really need an explanation.

Why are you able to make a organic substance(soylent green)from skeletons?It's really weird...At first I thought I would have to use fresh raiders but when I saw my colonist heading for my skeleton stockpile then making goop out of those bones,that really cracked me up.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support
Post by: JuliaEllie on October 07, 2014, 12:37:46 PM
I think thats because of reasons :D it seems like I was a bit sloppy on this and need to update the recipe to <allowRotten>false</allowRotten> but I will do this on the next update - thanks for the hint btw
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support
Post by: MisterLock on October 07, 2014, 12:40:08 PM
I think thats because of reasons :D it seems like I was a bit sloppy on this and need to update the recipe to <allowRotten>false</allowRotten> but I will do this on the next update - thanks for the hint btw

No problem,happy to help.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: qthk on October 08, 2014, 05:48:42 AM
I still don't know how to use life support :'(
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: shadowstreaker on October 08, 2014, 05:53:43 AM
Life support sounds like great fun, use it on prisoners and harvest all their organs
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 06:31:24 AM
I still don't know how to use life support :'(
Build it in the MediTable or buy it from a trader and install it via the operations tab like anything else.
Life support sounds like great fun, use it on prisoners and harvest all their organs

It is great fun. https://twitter.com/TynanSylvester/status/519647989912977410

Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: shadowstreaker on October 08, 2014, 06:46:28 AM
It's fun being evil, another amazing mod by you, thank you for it

Edit: Combine it with your Blood Pact mod for extra fun, harvest all their organs for cash then butcher their body for blood and skulls :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 07:22:00 AM
Or in the words of Dungeon Keeper - Its good to be bad!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Clibanarius on October 08, 2014, 07:24:10 AM
And, in the words of Dwarf Fortress, "Urist JuliaEllie has created a *mastercraft* mod!"
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 08:40:13 AM
Well thanks :) Maybe I should rename the mod to ☼Apothecarius Seven☼ then :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: qthk on October 08, 2014, 12:03:45 PM
It's fun being evil, another amazing mod by you, thank you for it

Edit: Combine it with your Blood Pact mod for extra fun, harvest all their organs for cash then butcher their body for blood and skulls :D

Thanks for the headsup!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 07:31:20 PM
Trying out the mod.  Please rehost it somewhere else.  Sendspace is another one of those sites with like a billion "download now" buttons, and the ACTUAL download also opens an ad.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 07:43:52 PM
Trying out the mod.  Please rehost it somewhere else.  Sendspace is another one of those sites with like a billion "download now" buttons, and the ACTUAL download also opens an ad.

Ive been Sendspace for a long time and never had any complaints - you might want to use an AdBlocker :) AdBlock Plus is a good AdBlocker which comes in the form of an easy to use Chrome Extension.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 08:34:19 PM
Also, how do you use the life support?  It appears to be a body part you can implant, but there's no options...
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 08:39:41 PM
Also, how do you use the life support?  It appears to be a body part you can implant, but there's no options...

Thats exactly what it is. You need to craft the life support system first at a medical table.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 08:44:57 PM
Right, and, there's no options on how to use it.  The operations screen doesn't have the option.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 08:52:42 PM
Right, and, there's no options on how to use it.  The operations screen doesn't have the option.

Aaaah are you using any other mods which might overwrite the Human RaceDef? Can you provide me your modlist?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 08:55:58 PM
I am using the extended bionics one...  Yeah those wouldn't work together, unless they are now.  My download is a bit old.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 09:06:32 PM
Im not sure if you meant Extended Surgery or More Bionics :D but More Bionics uses the Recipe Nurse now and the latest version shouldnt cause any problems anymore. If you are using Extended Surgery try to deactivate Apothecarius, close the mods screen and activate it again. This changes the load order of the mods and makes apothecarius load last which might solve the problem.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 09:14:46 PM
It was Extended Surgery, my bad.  And yeah, changing the load order causes the health screen to completely freak out and throw an infinite repetition of debug reports.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 09:20:47 PM
It was Extended Surgery, my bad.  And yeah, changing the load order causes the health screen to completely freak out and throw an infinite repetition of debug reports.

wow this shouldnt happen. can you send me the log or a screenshot of the errors?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 09:30:47 PM
(http://i.imgur.com/8Aepqym.png)
This pops up when I have your mod loaded last (as you suggested) as well as Extended Surgery active.  It appears in the Health screen, but the debug window is extremely small, so I closed the health screen and it remained up on the normal debug screen.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: JuliaEllie on October 08, 2014, 09:38:11 PM
(http://i.imgur.com/8Aepqym.png)
This pops up when I have your mod loaded last (as you suggested) as well as Extended Surgery active.  It appears in the Health screen, but the debug window is extremely small, so I closed the health screen and it remained up on the normal debug screen.

wow you just found a huge bug in EdBs Interface mod :D I dont know much about EdBs mods so Im afraid I cannot help you with this but the log you show me is definately caused my EdB. You might want to talk to him about this. Sorry I cant help you with this any further. Did you try to just restart the game? Just want to make sure :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
Post by: Girlinhat on October 08, 2014, 09:39:27 PM
Oh, interesting.  So, it probably works just doesn't interface?  Interesting...  Will poke more, and post on his thread.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 09, 2014, 05:56:50 PM
UPDATERINO!!

New features added:

No Ohm please!

Hive Mind

We are the modders. Lower your shields and submit your code! Your technological and creative distinctiveness will be added to our own. Resistance is futile!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Pandora on October 09, 2014, 06:04:16 PM
I need to check if this mod is working, what do I need to research to get hive mind/ drone core and medi table? I hoping to use this with MoreBionics
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 09, 2014, 06:08:36 PM
I need to check if this mod is working, what do I need to research to get hive mind/ drone core and medi table? I hoping to use this with MoreBionics

Of course this mod is working ;) You need to research Hydroponics -> Medical Crafting -> Hive Mind to use it. Be careful though. Its a powerful yet dangerous system. It should work great with more bionics because we both use the Recipe Nurse.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Pandora on October 09, 2014, 06:10:55 PM
Sorry, that should have been "I need to see how this mode works". I hope to make a Hive colony.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Clibanarius on October 09, 2014, 06:11:59 PM
What an AMAZING idea to implement, holy crap. Thanks, Julia!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 09, 2014, 06:12:52 PM
What an AMAZING idea to implement, holy crap. Thanks, Julia!

Hehe try it before you thank me ;)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Shinzy on October 09, 2014, 06:14:21 PM
If I'd give myself the time to actually play I'd proabably have to set up a colony of hiveminded blood cultists with the help of edb's mod and all the surgery stuff I can find, too to start off with bunch of cannibalistic pale skinned creeps, to support it
oww
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Demiurge on October 09, 2014, 06:27:29 PM
I really love the brain core idea. Can you make it so that you take out your colonists brains and put them into jars that connect to the core like any powered item does to power lines? I want a room of horrors :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Killaim on October 09, 2014, 07:32:34 PM
thank you for the hive mind - awesome.

Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Pandora on October 09, 2014, 07:50:51 PM
Books, desks...learning? How, more research. I can't find then in any category.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 10, 2014, 05:50:31 AM
Books, desks...learning? How, more research. I can't find then in any category.

I removed the learning system for the Alpha 7 release because learning is fully implemented in Superior Crafting 2 and has improved since then also there is the Neurotrainer in the vanilla game now.
The learning system would also have broken the concept of the Hive Mind which is set to expand through assimilation. You add more skills to the Hive Mind by assimilating individuals with a higher skill than the Hive Mind.
Research is also done by assimilation - every trader carries Technology Chips you can buy and assimilate.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Ruin on October 10, 2014, 01:14:55 PM
Does this mean that during a solar flare, all you hive-mind colonists loose 0.1 skill per tick?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Matthiasagreen on October 10, 2014, 01:18:14 PM
I find this concept of a hivemind absolutely fascinating. I can't wait to try it out.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 10, 2014, 01:18:31 PM
Does this mean that during a solar flare, all you hive-mind colonists loose 0.1 skill per tick?

yes but they dont lose 0.1 skill level but 0.1 xp points per tick. A solar flare is one day long which translates to 20k ticks which is 2000xp which hurts but wont ruin your colony also you can regain them by assimilating new colonists
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Clibanarius on October 10, 2014, 01:56:06 PM
Sounds like time to wardec the star itself for denying you reliable and steady service.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Zeta Omega on October 10, 2014, 10:33:40 PM
I still don't get how the heck to use the hive mind, It wonk give me and option to put the drone part into people
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 10, 2014, 10:41:20 PM
The Drone Core will be installed with a normal Medical Operation like any other implant.

(http://i.imgur.com/dmi16Z8.png)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Ouan on October 10, 2014, 11:26:40 PM
More mods! I am going to try this mod with More Bionic Parts on Sunday. I am going to try to make a cyborg collective. With ErBs interface, Knockouts, and whatever I can find to make my smash and grab evil hive. Maybe make use colony prep and make the first batch all cannibals as well. :-0 Thanks for all your work!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: Pandora on October 11, 2014, 04:38:34 AM
Just installed the More Bionic Parts 1.1.2 and now I can't see the Install blood pump, etc. I have a few life supports but the option to use them doesn't appear. Could it be overriding your mod?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: gamy on October 11, 2014, 10:28:28 AM
i use the version without drone core replacement and it works fine.  it solves the problem with dead raiders with soylent green.  medical kit is so useful with regulary attacks or diseases. plus, there is no conflict with other mod.
for me it a really good mod.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
Post by: JuliaEllie on October 11, 2014, 10:41:12 AM
Just installed the More Bionic Parts 1.1.2 and now I can't see the Install blood pump, etc. I have a few life supports but the option to use them doesn't appear. Could it be overriding your mod?

I reproduced the issue and its a problem caused by using the OLD Recipe Nurse. I have updated the Recipe Nurse because due to the way the OLD Recipe Nurse worked the injectDefs overwrote each other. That is very embarrassing for me because I wrote the integration for both mods :D

For now the solution is to delete BOTH injectDef folders in both mods and to install the New Recipe Nurse (link is in my signature!) then activate the New Recipe Nurse in your mods menu and restart the game.

In the next update of Apothecarius I will get rid of the old Recipe Nurse implementation and I advise GottJammern to do the same.

Please forgive the inconvenience.

edit: HOTFIX DEPLOYED!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Pandora on October 11, 2014, 02:28:23 PM
Thank you Julia, I knew you would fix it.

*Update* I deleted both injectDefs from both Bionics and Apothecarius, and I've downloaded and activated RecipeNurse, but I still don't see the option to use the life support system.

Also, how do I replace someone's eye?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 11, 2014, 04:57:36 PM
Thank you Julia, I knew you would fix it.

*Update* I deleted both injectDefs from both Bionics and Apothecarius, and I've downloaded and activated RecipeNurse, but I still don't see the option to use the life support system.

Also, how do I replace someone's eye?

Did you use the right version of Recipe Nurse? The folder should be called NewRecipeNurse. If it doesnt try downloading it again. There might have been a wrong link in the forum post
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Pandora on October 11, 2014, 05:22:50 PM
Think it was the wrong link, i'll try again.

*Update*

All working now, thank you. So, replacing eyes?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: shadowstreaker on October 11, 2014, 05:27:51 PM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Pandora on October 11, 2014, 05:32:54 PM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)

Thank you, I thought it would be.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: shadowstreaker on October 11, 2014, 05:33:44 PM
Your welcome :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Zeta Omega on October 11, 2014, 06:12:42 PM
I think my other bionic mods are conflicting with this one, I can add drone parts to my colonists
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: shadowstreaker on October 11, 2014, 06:14:02 PM
Drone core things for brain? That's this mod, it allows you to share skills across all colonists who have it, provided you have the hive mind, but they wont be able to research anymore
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Pandora on October 11, 2014, 09:38:36 PM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)

Thank you, I thought it would be.

I found a bionic eye, but I can't remove natural eyes.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 11, 2014, 09:47:53 PM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)

Thank you, I thought it would be.

I found a bionic eye, but I can't remove natural eyes.

Are you using Extended Surgery? Extended Surgery overwrites the Eye definitionin a harmful way and breaks compatibility. If you are using this mod you can either get rid of the mod or bug CrazehMeow to do a proper integration. Ill be happy to help him with it
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Pandora on October 11, 2014, 10:20:54 PM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)



Thank you, I thought it would be.

I found a bionic eye, but I can't remove natural eyes.

Are you using Extended Surgery? Extended Surgery overwrites the Eye definitionin a harmful way and breaks compatibility. If you are using this mod you can either get rid of the mod or bug CrazehMeow to do a proper integration. Ill be happy to help him with it

No, just this  mod and More Bionic Parts. Am I missing something?  Also, I don't know what's happened as I haven't altered any mods or installed anything new but now I can't see the Life Support Operations again. I turned on dev mod and saw this, should I be worried? (http://i58.tinypic.com/5kj795.png)

*Update*
I turned off your mod, restarted and turn it on again. Now the life support operations are showing (strange) but still no "remove eye".

*Update 2*
A trader came with an eye ball so I bought it. Now the option comes to install natural eye but still no option to remove an eye from a colonist/ prisoner.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 11, 2014, 10:29:44 PM
Then there should be an option in the normal Operation Tab to remove the eyes.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: MisterLock on October 12, 2014, 04:11:55 AM
So wait...Let me explain something.I am using kinda outdated mods but my mods include:
Extended Surgery
Your old Apothecarius Version
And more Bionic parts.

If let's say I wanted to update them,what mod do I need to delete and what do I need to make them compatible,I see all this talk about how to get the mod compatible but I personally am not getting it.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 12, 2014, 07:15:47 AM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)



Thank you, I thought it would be.

I found a bionic eye, but I can't remove natural eyes.

Are you using Extended Surgery? Extended Surgery overwrites the Eye definitionin a harmful way and breaks compatibility. If you are using this mod you can either get rid of the mod or bug CrazehMeow to do a proper integration. Ill be happy to help him with it

No, just this  mod and More Bionic Parts. Am I missing something?  Also, I don't know what's happened as I haven't altered any mods or installed anything new but now I can't see the Life Support Operations again. I turned on dev mod and saw this, should I be worried? (http://i58.tinypic.com/5kj795.png)

*Update*
I turned off your mod, restarted and turn it on again. Now the life support operations are showing (strange) but still no "remove eye".

*Update 2*
A trader came with an eye ball so I bought it. Now the option comes to install natural eye but still no option to remove an eye from a colonist/ prisoner.

 cannot reproduce your error. I have no clue what you are doing wrong at the moment. Im running a clean test build with the latest versions of Apothecarius, extra Bionics and New Recipe Nurse and the eye removal is there.
(http://i.imgur.com/kLDnAQo.png)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 12, 2014, 07:29:31 AM
So wait...Let me explain something.I am using kinda outdated mods but my mods include:
Extended Surgery
Your old Apothecarius Version
And more Bionic parts.

If let's say I wanted to update them,what mod do I need to delete and what do I need to make them compatible,I see all this talk about how to get the mod compatible but I personally am not getting it.

I would suggest to download the latest versions of Extended Surgery, More Bionics, Apothecarius and Recipe Nurse. Remove the injectDef folder from Extra Bionics (if there is any) and activate the mods in the order: Extended Surgery, More Bionics, Apothecarius and New Recipe Nurse.

If it doesnt work get rid of Extended Surgery and notify CrazehMeow about the compatibility issues.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Pandora on October 12, 2014, 01:28:10 PM
I restarted with a fresh install of Rimworld and the 3 mods, everything seems to be working as I can now remove eyes. I think the mods became messed-up because I kept installing updated version of them.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Renazo09 on October 15, 2014, 09:57:12 PM
Would this be compatible with personal shields from Enhanced Defense: Phoenix Edition?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 15, 2014, 10:05:56 PM
Would this be compatible with personal shields from Enhanced Defense: Phoenix Edition?

I didnt test it but I dont see a reason why it shouldnt
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Renazo09 on October 15, 2014, 11:17:50 PM
Would this be compatible with personal shields from Enhanced Defense: Phoenix Edition?

I didnt test it but I dont see a reason why it shouldnt

 Just wondering because personal shields adds shielded pawns race in the races_humanoid.xml. I recall somewhere that might be a problem for getting all the operations to show up (using more bionics as well ).
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Xubrim on October 16, 2014, 03:26:45 PM
A random suggestion, but since this mod is getting sort of Borg vibe going on, would you be willing to add a specialized, taser-esque bionic arm? Basically a one hit KO with minimal injuries; raiders would be left ripe for assimilation.

I never thought Rimworld would be a Borg simulator, but the idea is definitely growing on me. And thanks for the mod. :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Slowtapus on October 18, 2014, 09:51:21 AM
As a heads up HiveMind from this mod will not work with the most recent More Bionic Parts because More Bionic Parts removes the Brain body part in favor of individual parts of the brain.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: GottJammern on October 18, 2014, 05:30:32 PM
As a heads up HiveMind from this mod will not work with the most recent More Bionic Parts because More Bionic Parts removes the Brain body part in favor of individual parts of the brain.
This hopefully will be a non-issue soon. We'll see.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Killaim on October 18, 2014, 07:22:21 PM
As a heads up HiveMind from this mod will not work with the most recent More Bionic Parts because More Bionic Parts removes the Brain body part in favor of individual parts of the brain.
This hopefully will be a non-issue soon. We'll see.

this explains why some of my new recruits are walking around with missing cerebellums and brain stems - but still ... yeah walking

cant seem to hold weapons though..
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Hellespont on October 20, 2014, 09:53:00 AM
hi, i wonder.
craftsman can craft Medicine at Medi Table.
but capability of crafting is not ascend.
is this normal?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Clibanarius on October 20, 2014, 10:15:50 AM
If what you're asking is something pertaining to gaining experience for crafting when making medicine, yes, you can think the fact that it's a mod in an alpha version for that kind of absurdly minor detail being imperfect at this time.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 20, 2014, 12:01:28 PM
You dont grain crafting because making medicine give a slight medical skill gain ;)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Girlinhat on October 20, 2014, 12:48:32 PM
I loaded a game and my entire hive had zero skill.  What do?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Hellespont on October 20, 2014, 01:42:35 PM
You dont grain crafting because making medicine give a slight medical skill gain ;)

AHA!!
I bad sight status. haha ;;;
next time, i will see well.  ;D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Inacio on October 20, 2014, 04:46:00 PM
How do I make my guys use the Soylent Green?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 20, 2014, 04:55:53 PM
How do I make my guys use the Soylent Green?

It works as food ingredient for meals
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Inacio on October 20, 2014, 08:31:35 PM
How do I make my guys use the Soylent Green?

It works as food ingredient for meals

It isn't really working for me, is there any requirement?

http://puu.sh/ckad9/7533f3e709.jpg
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 21, 2014, 04:11:34 AM
just allow it as cooking ingredient. Its under meat.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: MisterLock on October 21, 2014, 06:19:56 PM
Jullia.I am going to try to upload a screenshot here with my problem.I've been pulling my hair out of my head for the past 2-3 days trying to get this stupid damn error to got away,but It just won't.Every single time I load the game my operation table doesn't work.I've been trying to fiddle with the mods and I eventually get it to work,but I can only perform vanilla operations and amputations,which basically nullifies the objective of me installing these health mods.
If you have any idea as to what could be causing the console eror please do let me know.I've even tried disabling EDB's interface mod since I saw that for some people that was the solution(In GottJammern's mod post) but that didn't solve it either

http://i.imgur.com/2tIh9rn.png
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Girlinhat on October 21, 2014, 08:20:39 PM
I loaded a game and my entire hive had zero skill.  What do?
Bump.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 22, 2014, 12:50:04 AM
I loaded a game and my entire hive had zero skill.  What do?
Bump.

I dont know what you did wrong - there are many reasons for that to happen. But for now all you have to do is to assimilate some people to get fresh skill levels into the hivemind
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 22, 2014, 01:04:48 AM
Jullia.I am going to try to upload a screenshot here with my problem.I've been pulling my hair out of my head for the past 2-3 days trying to get this stupid damn error to got away,but It just won't.Every single time I load the game my operation table doesn't work.I've been trying to fiddle with the mods and I eventually get it to work,but I can only perform vanilla operations and amputations,which basically nullifies the objective of me installing these health mods.
If you have any idea as to what could be causing the console eror please do let me know.I've even tried disabling EDB's interface mod since I saw that for some people that was the solution(In GottJammern's mod post) but that didn't solve it either

http://i.imgur.com/2tIh9rn.png

It looks like something messing around with the drop down menu in the operations tab. Its an Argument exception so it must be a method which is in direct relation with drawing/building the drop down menu. I wouldnt bet money on it but Im fairly sure it is EdB.
Did you restart the game after changing the mods? I recommend to restart the game after every mod change or after finnishing a game because the game does not purge global variables and definitions it only Adds to the database.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: MisterLock on October 22, 2014, 07:35:27 AM
Quote
But for now all you have to do is to assimilate some people to get fresh skill levels into the hivemind

That sounds evil
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on October 22, 2014, 07:59:17 AM
Quote
But for now all you have to do is to assimilate some people to get fresh skill levels into the hivemind

That sounds evil

yeah in the grim dark future of the RimWorlds there is a lot of weird and evil stuff :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: matty491 on October 22, 2014, 08:35:06 AM
I just can't get this to work! I've got a fresh install on rimworld alpha 7. A fresh install of recipe nurse and apothecarius and it just will not work. I have the drone core in my stockpile zone, I have the hive control centre powered and a medical bed but I just can't install a drone core into a colonist. It doesn't recognise it.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Evul on October 22, 2014, 08:40:46 AM
Quote
But for now all you have to do is to assimilate some people to get fresh skill levels into the hivemind

That sounds evil

yeah in the grim dark future of the RimWorlds there is a lot of weird and evil stuff :D

Did some one say evul?!

The mod seams to have cool stuff haven't tried it yet but will give it a try! :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Minus on October 23, 2014, 10:47:06 PM
This is a great looking mod! Not tried it out fully yet, but I can already tell that with my Extended Surgery mod and yours together, the amount of butchering I can do to someone is going to be wonderful!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: dotsnake on October 26, 2014, 09:48:38 PM
so More Bionic part mod is not compatible with EDB interface, do I need to put More Bionic Part for this patch to work? also, can you put a patch that makes EDB Interface and More Bionic Part compatible?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Minus on October 27, 2014, 12:52:57 AM
Okay played it properly now and it is great! Extended surgery leaves you with almost no medicine at all after you do all the new operations, and waiting for a tradeship to come is just so aggrivating. It NEEDs a mod like this to add medicine production! And it seems very balanced too! I also had to test out how cruel I could be with this mod.
(http://i.minus.com/ibe2dXgsZtAvGB.png)
I did not have my brain removal mod active, so sadly I could not fully remove everything. He's also about to have his heart removed which is why I did not bother with a life support for it. But it is so awesome that I can do this!.. Until he dies of starvation that is. Do you think you could make the life support work for stomachs too?

Oh and I ran into a problem. The operations tab got maxed out top to bottom and sadly it pushed off the Install Drone Part option. For anyone else that gets this, the solution is to forbid all bionics and/or spare body parts. That'll shrink the options down and let you pick the drone part.

Actually had a weird glitch with a drone part at first, where two stats were flashing between two numbers. Adding a second person to raise them fixed it. I also noticed the drone parts have a stupidly high value. Not tried selling them yet but, if I did, I'd get stupidly rich. Not had any other issues. Really damn good mod!

so More Bionic part mod is not compatible with EDB interface, do I need to put More Bionic Part for this patch to work? also, can you put a patch that makes EDB Interface and More Bionic Part compatible?
Did you post in the wrong thread?
Title: Can't install Drone Core?
Post by: Riggs-Eclipse on October 28, 2014, 06:49:42 AM
So am I doing something wrong? Cause I have the Core as well as the Hive Mind but when I go to operations the option just isn't there. I even got hospital beds in case it was reliant on those but still nothing. Only mods I have installed are Apoth, RecipeNurse, and AstroTec v1.2. When I disable AstroTec my world gets completely screwed up so I re-enabled it, checked the log and I got no errors or anything its just as if the option simply doesn't exist.
Title: Re: Can't install Drone Core?
Post by: Riggs-Eclipse on October 28, 2014, 07:06:36 AM
So am I doing something wrong? Cause I have the Core as well as the Hive Mind but when I go to operations the option just isn't there. I even got hospital beds in case it was reliant on those but still nothing. Only mods I have installed are Apoth, RecipeNurse, and AstroTec v1.2. When I disable AstroTec my world gets completely screwed up so I re-enabled it, checked the log and I got no errors or anything its just as if the option simply doesn't exist.
Ok I just rebooted my game and as soon as I did the log popped up with errors for every single operation in the game including the mods ones. All they say is Install(insert organ here) in red for every single one. I dont have any experience in any of this so incase its relevant when you click on them all they say is:

NewRecipeNurse.humanRecipeResolver:debug()
NewRecipeNurse.humanRecipeResolver:execute()
NewRecipeNurse.humanRecipeResolver:Start()

Says that for every single one if it means anything. So is there any way to fix it? .3.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Devdisigdu on October 28, 2014, 08:28:16 AM
Those are just notifications that the recipes have been loaded, I get them and my game has no issues with the recipes in-game. Start playing and the recipes should be fine.
Title: Stats got set to zero on reload
Post by: Riggs-Eclipse on October 29, 2014, 12:09:27 AM
So I loaded my game back up after finally getting this to work and was having a blast. Buuuut all my guys stats got reset when I loaded my game. I saw someone else had that happen to them as well but with no solutions. Anyone know why this happened? Its not a little irritating.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: DethBringa on November 03, 2014, 07:03:37 PM
Same issue here. I had the problem with not being able to install the drone core. It magically fixed itself but stat wipe on load is really annoying.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Knigge on November 10, 2014, 06:29:26 PM
I have had some success with loading earlier saves to get the stats back, then loading the last save - and having the stats from the earlier save in the last save. Its a bit better than not having any stats at all - and might give some clue as to how the problem is manifesting.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 10, 2014, 06:54:09 PM
I have had some success with loading earlier saves to get the stats back, then loading the last save - and having the stats from the earlier save in the last save. Its a bit better than not having any stats at all - and might give some clue as to how the problem is manifesting.

Aaah now I see the problem. You HAVE TO restart the game if you want to load a new game because the game doesnt garbage collect properly.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Imca on November 12, 2014, 08:59:26 PM
In my case I actualy have to load the save twice even from a fresh restart.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Minus on November 13, 2014, 09:53:54 PM
I've been having constant problems with the stats. They all wind up at about 4, and this is be just saving and continuing the same single game. I turn on quick learning to "fix" this and then a few minutes later my game freezes. No idea if that's related but, I feel like I've screwed myself over badly by making everyone a drone. Nothing I do keeps their stats at their old amount. 10+ guys with all stats above 10 (Except cooking and art) and most with all bionics installed. Before having the stats lost my guys were amazing! They still get 1-shot by the enemy though... If only there was a not-dying stat.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 13, 2014, 10:48:24 PM
I've been having constant problems with the stats. They all wind up at about 4, and this is be just saving and continuing the same single game. I turn on quick learning to "fix" this and then a few minutes later my game freezes. No idea if that's related but, I feel like I've screwed myself over badly by making everyone a drone. Nothing I do keeps their stats at their old amount. 10+ guys with all stats above 10 (Except cooking and art) and most with all bionics installed. Before having the stats lost my guys were amazing! They still get 1-shot by the enemy though... If only there was a not-dying stat.

I am very sorry about this but I honestly do not know what causes this problem. I assume there is a problem with saving the pawn stats. There is skill rust for all skills above 10 in the base game but that doesnt explain the reset to 4. With all those problems lately I might consider removing the hivemind feature in the next update and replace it with an other feature of similar quality.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: ZodiacHuddy on November 14, 2014, 10:05:16 AM
I have a problem not being able to install the drone cores i get no option to do the operation.  I also have AnimuHair, Apparello, MoreBlastingCharges, NewRecipeNurse, ProjectArmory215 and TTMCustomEventsA7 installed. I provided other mods in case of a compatibility issues please help.  :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 14, 2014, 10:25:05 AM
I have a problem not being able to install the drone cores i get no option to do the operation.  I also have AnimuHair, Apparello, MoreBlastingCharges, NewRecipeNurse, ProjectArmory215 and TTMCustomEventsA7 installed. I provided other mods in case of a compatibility issues please help.  :)

You need to have a drone core, medicine and a hivemind available also it does replace the brain - it can only be installed on colonists which still have a undamaged brain. I dont see any mods which might cause an incompatibility at the moment. Did you try to turn it off and on again? :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: ZodiacHuddy on November 14, 2014, 02:21:10 PM
I have a problem not being able to install the drone cores i get no option to do the operation.  I also have AnimuHair, Apparello, MoreBlastingCharges, NewRecipeNurse, ProjectArmory215 and TTMCustomEventsA7 installed. I provided other mods in case of a compatibility issues please help.  :)

You need to have a drone core, medicine and a hivemind available also it does replace the brain - it can only be installed on colonists which still have a undamaged brain. I dont see any mods which might cause an incompatibility at the moment. Did you try to turn it off and on again? :D
I have all requirements for the drone core and still no luck
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: cheekyhen on November 14, 2014, 04:04:13 PM
Mine wasnt working properly either, I was having the same issue as others where there were no operations listed on the drop down, but its fixed now!!!

I have loads of mods so i just uninstalled all of them and added one by one, creating a new world after each and testing.... The offending mod is "material crops" as that is the only one that causes the tab to disappear.....

I have done ALOT of testing, and that really is the only one that causes issues! The mods are have (with everything working) are....

<li>Core</li>

<li>ED-Core</li>

<li>Apparello</li>

<li>Apothecarius</li>

<li>Clutter</li>

<li>Extended Stoneworking</li>

<li>Fortifications Mod</li>

<li>GlitterTech</li>

<li>LessIncidentTrolling</li>

<li>MAI</li>

<li>Miscellaneous_-_HiRes</li>

<li>MoreDeco</li>

<li>MorePower</li>

<li>MoreStorage</li>

<li>MoreTurrets</li>

<li>MoreWeapons</li>

<li>PowerSolutions</li>

<li>PowerSwitch</li>

<li>ProjectArmory215 + Realistic Weapons</li>

<li>Refrigeration</li>

<li>SurgeryExtendedAndBonics</li>

<li>T-ConditionRed</li>

<li>T-ExpandedCloth</li>

<li>T-ExpandedCrops</li>

<li>T-MiscStuff</li>

<li>T-MoreBeds</li>

<li>T-MoreFloors</li>

<li>TargetPractise</li>

<li>TTMAnimalHusbandryA7</li>

<li>Turret Collection</li>

<li>Turrets Pack</li>

<li>Workplaces</li>

<li>Zombie Apocalypse</li>

<li>DusterJacket</li>

<li>ED-AutoLoader</li>

<li>ED-DeepStrike</li>

<li>ED-Embrasures</li>

<li>ED-EMRG turret</li>

<li>ED-MortarAmmo</li>

<li>ED-LaserDrill</li>

<li>ED-OmniGel</li>

<li>ED-WirelessPower</li>

<li>ED-PersonalShields</li>

<li>ED-Shields</li>

<li>EdBInterface</li>

<li>EdBPrepareCarefully</li>

<li>Glassworks</li>

<li>Mining & Co. Common</li>

<li>Mining & Co. Deepdriller+MMS</li>

<li>MoreBlastingCharges</li>

<li>Advanced Lamps</li>

<li>BrainRemoval</li>

<li>MBP Compatibility</li>

<li>NewRecipeNurse</li>

Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: skullywag on November 14, 2014, 04:08:24 PM
Probably cuz i use medical work speed on one of the recipes and for some reason thats bad when it comes to anything using recipe nurse....??? Try using the mod tool (in the mod tools section) to change the order of mods maybe other than that dont know.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: HBKRKO619 on November 14, 2014, 05:00:40 PM
Same thing for me, can't use operation when I use "material crops" and "apothecarius" together. I've done something like 2H of testing every order possible so i don't think it change something unfortunatly :(
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Lightbulb500 on November 14, 2014, 06:01:59 PM
Same thing for me, can't use operation when I use "material crops" and "apothecarius" together. I've done something like 2H of testing every order possible so i don't think it change something unfortunatly :(

Thankfully its easy enough to get the two to work together.

Go to the MaterialCrops Defs folder, then the RecipeDefs folder and open Recipes_Crops.xml file
Once you have that open, replace every <workSpeedStat>MedicalOperationSpeed</workSpeedStat> you come across with <workSpeedStat>ButcheryFleshSpeed</workSpeedStat>
Save the file and you should be set  :)

Not exactly fully immersive but it gets the job done!
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: skullywag on November 14, 2014, 06:19:54 PM
Yeah thatll fix it but Id like to know why recipe nurse cares about a custom recipe on a custom worktable that just happens to be using a core speed work modifier..because it shouldnt.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Lightbulb500 on November 14, 2014, 06:23:27 PM
Yeah thatll fix it but Id like to know why recipe nurse cares about a custom recipe on a custom worktable that just happens to be using a core speed work modifier..because it shouldnt.

Well that is something way beyond my limited skills  :-\
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 14, 2014, 06:26:09 PM
I chose medicaloperationspeed as a pattern when looking for medical recipes because its the only thing ALL medical recipes have in common by default and also SHOULD be the only recipe type which uses medicaloperationspeed.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: HBKRKO619 on November 14, 2014, 06:35:24 PM
Wow, I admit that i'm a total and absolute noob in all those "programing thing" so I prefer not touching anything o-O xD
Actually, I didn't play with "material crop" unfortunatly because of this incompatability between those 2 mods and i prefer waiting for a fix on one of the 2 mod who will made the 2 compatible because I say it again, I'm really too newby and scared to change something xD
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: skullywag on November 14, 2014, 07:20:53 PM
and also SHOULD be the only recipe type which uses medicaloperationspeed.

In the CORE game, not mods. This issue is moot anyways, A8 will have better handling of core recipes on worktables (the reason for recipe nurses existence) so this issue will be buried with that. For now edit the xml as stated above, no reason to be scared you can always redownload.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 14, 2014, 07:54:42 PM
and also SHOULD be the only recipe type which uses medicaloperationspeed.

In the CORE game, not mods. This issue is moot anyways, A8 will have better handling of core recipes on worktables (the reason for recipe nurses existence) so this issue will be buried with that. For now edit the xml as stated above, no reason to be scared you can always redownload.

Yes humans are basically worktables if it comes to recipe handling so recipenurse will most likely become obsolete/a part of the core game Kappa
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: HBKRKO619 on November 14, 2014, 08:43:01 PM
Ok so, I tried to change what you told me to change and it worked like a charm ^^
Thank you, really, I will finally be able to play with "Apothecarius" AND "Material crop" :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Lightbulb500 on November 14, 2014, 09:21:56 PM
Ok so, I tried to change what you told me to change and it worked like a charm ^^
Thank you, really, I will finally be able to play with "Apothecarius" AND "Material crop" :)

Glad I could help, have fun!  :D
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Zael on November 16, 2014, 02:04:12 AM
So I've got a minor issue where the texture of the medical plants is that of a bed while it's in an ImmersiveRim sun/battery hydroponic table. Don't know if it's a compatability issue as I haven't tried it in a normal one. It's not game breaking, but though I should post it anyway, as something to look into, or if other people are having the same thing happen. Also, sorry if it's been brought up already, but 11 pages and, to be honest, I didn't look lol.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 16, 2014, 05:40:51 AM
The game sometimes gets a hiccup with the textures. I had it as well and restarting the game twice solved it. I think its a minor problem with the graphics database of the game.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Nommy on November 20, 2014, 01:33:30 AM
Sweet mod! It's awesome not to have to rely on traders for medicine.

Two things, can I suggest you make the make medicine job give crafting experience? Otherwise someone doing that work wont improve. In fact their skill for doing that work will degrade if it's >10 AFAIK.

Also, I really wish you'd indent your xml. When it's all flat along the margin like that it's really hard to tell where one def stops and another begins, or where there is a list of items or something. I just dropped the code in this online formatter (http://www.freeformatter.com/xml-formatter.html) to quickly format it so I could see what was going on better. I kinda feel like i'm being trolled when trying to read it otherwise LOL. Maybe that's the idea :) BTW I think 2 spaces per indent is standard here, but I find tabs better.

Cool mod though! I don't reckon I'd want to play without this now that I've used it.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on November 20, 2014, 06:47:52 AM
Sweet mod! It's awesome not to have to rely on traders for medicine.

Two things, can I suggest you make the make medicine job give crafting experience? Otherwise someone doing that work wont improve. In fact their skill for doing that work will degrade if it's >10 AFAIK.

Also, I really wish you'd indent your xml. When it's all flat along the margin like that it's really hard to tell where one def stops and another begins, or where there is a list of items or something. I just dropped the code in this online formatter (http://www.freeformatter.com/xml-formatter.html) to quickly format it so I could see what was going on better. I kinda feel like i'm being trolled when trying to read it otherwise LOL. Maybe that's the idea :) BTW I think 2 spaces per indent is standard here, but I find tabs better.

Cool mod though! I don't reckon I'd want to play without this now that I've used it.

Thank you very much :) - I decided to make it give Medicine XP because its still medicine crafting after all and in my imagination its more of an intellectual work than a craft like making stoneblocks from a rock chunk.

Hehe yeah Im not very good with formating because I think its a waste of time. Im trying to comment a lot with <!-- -->. If you want to read an XML you can use a webbrowser which formats it perfectly :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Minus on November 20, 2014, 09:58:54 AM
Given that you're mixing herbs, I'd think it'd use the cooking skill realistically.
But so long as you have it giving medical XP, shouldn't it also require medical knowledge instead?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Rikiki on November 20, 2014, 10:31:35 AM
Yep, in my opinion, crafting jobs should give crafting XP, mining job mining XP and so on.
If not, your guy never becomes better at his task wether he spends his whole day on it...
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Nommy on November 20, 2014, 12:10:22 PM
well its not limited to giving xp for one skill only I dont believe so you could make it give both medical and crafting experience if you wanted about the formatting why do you think its a waste if time to me its kinda like trying to read something written without any punctuation sure it takes a second to add but it makes it much easier for people who are used to it its a good habit to get into imo well thats my 2c anyway

Compared to:

Well, it's not limited to giving XP one skill only I don't believe, so you could make it give both medical and crafting experience if you wanted.

About the formatting, why do you think it's a waste if time? To me it's kinda like trying to read something written without any punctuation. Sure, it takes a second to add, but it makes it much easier for people who are used to it. It's a good habit to get into IMO. Well that's my 2c anyway.

IDK why but when I add comments I keep getting these duplicate something-or-other errors. Dunno what's up with that. Maybe I'm doing it wrong.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: datepicguywhoisawesome on December 02, 2014, 03:14:58 PM
I don't know if this is a problem with my mod, but how do you install the drone core???
 :(
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: julsruls on December 06, 2014, 11:46:39 AM
Hey guys, just wanna know, how does the life support thing even work?
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on December 06, 2014, 12:44:00 PM
Hey guys, just wanna know, how does the life support thing even work?

The life support is an implant which replaces the original organ.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Iwillbenicetou on December 06, 2014, 05:01:03 PM
Oh, thanks. I just got 8 prisoners. Might use that to help heal all of them. I had to build another medic to keep up with all the people. (I have mechanical defense. It's sweet!)
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: julsruls on December 06, 2014, 11:02:18 PM

The life support is an implant which replaces the original organ.
I was actually asking how do you even use it without killing someone in the process.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: Iwillbenicetou on December 07, 2014, 03:54:40 PM
There might be a option to "install life-support in desired part" That's how it works for claws and arms.
Title: Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
Post by: JuliaEllie on December 07, 2014, 08:00:25 PM
Oh now I know what you mean.. Yes its a normal operation like harvesting or installing other implants :) If its not on the operations tab you did something wrong with recipe nurse :)
Title: Re: [MOD] [ALPHA 7] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 10, 2014, 02:55:40 PM
Out now for Alpha 8! Praise Lord Tynan.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: LunchboxKilla on December 10, 2014, 09:58:52 PM
I'm getting a TON of error messages when i go into my colony overview... Medicine skill not found.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 11, 2014, 04:41:06 AM
I'm getting a TON of error messages when i go into my colony overview... Medicine skill not found.

I cant reproduce this - likely not an issue with Apothecarius.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: EvilNickolas on December 14, 2014, 12:02:33 AM
I really like this mod, especially the hive mind part.
( i freaking love the hivemind stuff )

my only girpe is, that there are a number of mods out there that allow the production of med kits. (lol not at the time of writing, but it was the case in alpha 7) and adding a bunch of items with only one small purpose when others have more uses, it feels like clutter to me.

I kind of feel like the hive mind content should be moved to a separate mod and expanded. (there is alot you could do!)


The same goes for the medical plants and life support, if there were multiple uses for the herbal plants the mod could go a long way. (Has anyone explored ideas such as anti-depressants, or plague medications? perhaps 'administer anti-depressants' as an operations bill to boost your mood.. can operation bills even do things other than modify the body-parts?,
what would be awesome is something like a 'combat stim' that needs to be administered by a doctor that vastly boost movement and combat ability while reducing pain.. perhaps have it degrade organs when it expires, so that surgery is required to reverse the effects.. or just make you starve alot quicker if that’s not possible)
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 14, 2014, 01:25:59 AM
I really like this mod, especially the hive mind part.
( i freaking love the hivemind stuff )

my only girpe is, that there are a number of mods out there that allow the production of med kits. (lol not at the time of writing, but it was the case in alpha 7) and adding a bunch of items with only one small purpose when others have more uses, it feels like clutter to me.

I kind of feel like the hive mind content should be moved to a separate mod and expanded. (there is alot you could do!)


The same goes for the medical plants and life support, if there were multiple uses for the herbal plants the mod could go a long way. (Has anyone explored ideas such as anti-depressants, or plague medications? perhaps 'administer anti-depressants' as an operations bill to boost your mood.. can operation bills even do things other than modify the body-parts?,
what would be awesome is something like a 'combat stim' that needs to be administered by a doctor that vastly boost movement and combat ability while reducing pain.. perhaps have it degrade organs when it expires, so that surgery is required to reverse the effects.. or just make you starve alot quicker if that’s not possible)

Thanks for your feedback. Apothecarius was the first mod adding a medicine production chain and is the "prototype" of medicine mods. It has seen a lot of additions, removals and reworks in its life time and is in a somewhat stable state (pun intented) right now. I have played around a lot with the medical system and medicine varieties but was never actually happy with my experiments. This mod started as a basic production chain mod and grew bigger and bigger over time until it lost its initial purpose so I cut it back to what it was meant to be. Apothecarius now provides the best mix of basic medical applications and advanced gameplay in my opinion.

At the moment I focus on creating proof of concept and prototype mods but also light hearted mostly single application mods I can create within 1-10 hours live with other people on twitch. So if I see one HUGE feature which abolutely has to be in Apothecarius like life support systems - because of the organ harvesting and trading boom - I will implement it but otherwise Apothecarius development is more or less on pause. I will update and fix it to every following Alpha until it becomes completely obsolete but it wont see regular additions or extensions anymore. Apothecarius became the elderly and wise master sitting in its rocking chair watching the youngsters play and contemplating about former times.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: EvilNickolas on December 14, 2014, 07:09:52 AM
Apothecarius became the elderly and wise master sitting in its rocking chair watching the youngsters play and contemplating about former times.
Well spoken sir.

What we all need to do now is poke Tynan, until he changes surgery so that you don't need more meds for every action. Once a patient is under you should be able to perform multiple surgeries before they need a top up his anesthetic, anything else im sure the community can take care of. Either way, im enjoying my cybernetic, bionic, hive minded super colonists... im playing in the 160% challenge mode atm it only take two of my super soldiers to wipe out a 40-50 man, power armored soldiers.

there is literately an ocean of blood, discarded weapon and rotting corpses at my doorstep...
and my two favioute soilders just so happen to be psychopaths, 50x killed a person mood boost, those two arse-holes are estatic 24/7.

(also the new temperature mechanics allow you to build gigantic ovens to bake your enemies alive.. seriously try it.. it even allows you to bake visitors for free loot...)
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: caesius on December 18, 2014, 11:24:35 AM
would you post previous versions too? i need alpha 7 apothecarius...

if anyone have alpha 7 apothecarius, plz share it with me...
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 18, 2014, 05:29:02 PM
would you post previous versions too? i need alpha 7 apothecarius...

if anyone have alpha 7 apothecarius, plz share it with me...

Apothecarius Seven (https://www.sendspace.com/file/3lvwul) here you go. Please note that I wont give any support to this version -> if it works - fine. if it doesnt - idc.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: caesius on December 18, 2014, 10:54:10 PM
THANKS!
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: Ouan on December 19, 2014, 05:45:06 PM
I was playing a modded colony in Alpha 8 using the following mods: Apothecarius 8, Canned Food, and Rainbow Road from you. Additionally, I had Edb interface and prepare carefully installed. I then had a rip roaring time making super expensive glowing floors for my prisoners. The problem arose when I noticed a big down tick for my colonists for skills. I (foolishly) did not realize the down-tick for over level ten colonists when they were not using their skills since Apha 7, but decided that it might have to be because of their not being chipped. I had earlier put a drone core into one of my colonists who had been brain damaged but did not notice the issue I am about to describe to you until I decided to chip all my higher level colonists to attempt to stop level drain. The chips cost 1500 silver to make (and one medicine)! The recipe called for 75 silver, but in fact took 20 times that amount. I spent a bit of time digging around, but could find no apparent reason for that part of the receipe to be false.
     I then went to the RecipeDefs in the Apothecarius mod folder and went to the HiveMindPartRecipes xml file to see if perhaps the receipe called for 1500 silver but was reported as 75 for the receipe in game. It in fact called for 75 in the file. I then went and reduced the cost to 1 silver. When I restarted the game, the cost was reduced to 20 silver, again saying it now cost 1 silver with the 20: 1 cost difference. I tried uninstalling other mods, adding New Recipe Nurse, then starting a new colony. Still have those issues. I do not know enough about coding to do more than poke and prod, so I figured I would bring it to your attention. It may be something on my end, but as far as I can tell this is the only recipe that has that cost error. I will keep digging for a my end solution to the problem.
   I also have a question about what chipping is supposed to do for level drop factors for over ten level skilled colonists. I noticed that there are some who go up in skill after chipping, but only in some areas like social, but down in crafting etc. Is there supposed to be a standard for that? I do not know where the core modifying files are, but I am curious as to how borging makes their skills modify themselves.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 20, 2014, 08:30:51 AM
I was playing a modded colony in Alpha 8 using the following mods: Apothecarius 8, Canned Food, and Rainbow Road from you. Additionally, I had Edb interface and prepare carefully installed. I then had a rip roaring time making super expensive glowing floors for my prisoners. The problem arose when I noticed a big down tick for my colonists for skills. I (foolishly) did not realize the down-tick for over level ten colonists when they were not using their skills since Apha 7, but decided that it might have to be because of their not being chipped. I had earlier put a drone core into one of my colonists who had been brain damaged but did not notice the issue I am about to describe to you until I decided to chip all my higher level colonists to attempt to stop level drain. The chips cost 1500 silver to make (and one medicine)! The recipe called for 75 silver, but in fact took 20 times that amount. I spent a bit of time digging around, but could find no apparent reason for that part of the receipe to be false.
     I then went to the RecipeDefs in the Apothecarius mod folder and went to the HiveMindPartRecipes xml file to see if perhaps the receipe called for 1500 silver but was reported as 75 for the receipe in game. It in fact called for 75 in the file. I then went and reduced the cost to 1 silver. When I restarted the game, the cost was reduced to 20 silver, again saying it now cost 1 silver with the 20: 1 cost difference. I tried uninstalling other mods, adding New Recipe Nurse, then starting a new colony. Still have those issues. I do not know enough about coding to do more than poke and prod, so I figured I would bring it to your attention. It may be something on my end, but as far as I can tell this is the only recipe that has that cost error. I will keep digging for a my end solution to the problem.
   I also have a question about what chipping is supposed to do for level drop factors for over ten level skilled colonists. I noticed that there are some who go up in skill after chipping, but only in some areas like social, but down in crafting etc. Is there supposed to be a standard for that? I do not know where the core modifying files are, but I am curious as to how borging makes their skills modify themselves.

Thank you very much for your detailed post. I honestly have no clue why the recipe multiplies the ingredients - I will have a look at that soonâ„¢ also you dont need RecipeNurse anymore I only updated it for other modders if they still want to use it.

"Chipping" is a hive mind mechanic - all colonists share their skills and every colonist will have the highest skill level available within the hive mind. There is nothing I could do about the skill loss as it is hard coded also the hive mind system is pretty badly written because it was one of my first self written features. I really have to rewrite this one sometime.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: kraviits on December 21, 2014, 07:38:56 AM
Guys life support ist not working for me. cant craft it.
"this recipe cannot have a target count because it has multiple unpredictable products
i have medicine and steel to craft it.
help pls
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 21, 2014, 07:57:48 AM
Guys life support ist not working for me. cant craft it.
"this recipe cannot have a target count because it has multiple unpredictable products
i have medicine and steel to craft it.
help pls

I dont know what you are doing wrong - I cant reproduce the problem. Maybe a conflicting mod.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: lude on December 22, 2014, 09:00:25 AM
Great mod, cost of production justified, perhaps add some cloth(bandages), steel (tools) and silver (antibacterial)  to it (might do it myself for personal use) but why I actually post:

Quote
ullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0

  at Injector.hivemind.hivetopawn () [0x00000] in <filename unknown>:0

  at Injector.hivemind.execute () [0x00000] in <filename unknown>:0

  at Injector.injector.Update () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

How do I got about fixing or removing the drone thingy?

Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 22, 2014, 09:18:03 AM
It looks like you are trying to start an old save file without Apothecarius on. But I will also put a poll up if anyabody still uses the hivemind system.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: lude on December 22, 2014, 10:01:02 AM
It looks like you are trying to start an old save file without Apothecarius on. But I will also put a poll up if anyabody still uses the hivemind system.
The error log starts firing as soon as the game loads the main menu, i would like to try hivemind out, so far I haven't really come to, all I know is that a colonist started with drone core would not crash the game or lead to any weird behaviour but him being bad at everything.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: SabakuOokami on December 22, 2014, 10:17:09 AM
It looks like you are trying to start an old save file without Apothecarius on. But I will also put a poll up if anyabody still uses the hivemind system.
The error log starts firing as soon as the game loads the main menu, i would like to try hivemind out, so far I haven't really come to, all I know is that a colonist started with drone core would not crash the game or lead to any weird behaviour but him being bad at everything.

Well if you start a colonist with a drone core, and no hivemind, he's a drooling mess. Until you get one, he's basically a walking, drooling waste of space. (As the mod description for the hivemind clearly says...)
Once you get a hivemind, he's more useful and his skills will go up. If the hivemind has no power, he reverts to drooling. Hivemind is destroyed, he goes back to drooling again.

The hivemind is basically that colonist's mind in a way.

From the error log, and your explanation... the mod folder is missing something (for some reason) and you may have to delete the folder and replace it. (That might fix it)
Or you could have another mod conflicting with the hivemind, though I wouldn't know of any that does what the hivemind does.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: JuliaEllie on December 22, 2014, 10:41:22 AM
I started a poll on the hive mind to see if you guys want and like the hive mind or not. The system is pretty poorly written as it was one of my first features I wrote completely on my own. Because of all the problems it caused in the past Im thinking about either rewriting it from scratch or getting rid of it completely. I will keep the poll up for a week or so and then make a decision.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Ded1 on December 22, 2014, 10:51:35 AM
Well i am saying no however that is mainly because i like to run my colonies as scenarios using prepare carefully.  Usually i have little to no use for it in them however i will probably use it at some point.  And i have a question that has probably already been asked but i am to lazy to search through 13 pages.  If a solar flare shuts the hivemind down, do the skills still degrade?
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Minus on December 22, 2014, 10:58:34 AM
I got this mod orginally only for the hivemind I beleive. And when I got it working I loved it! Turning those useless prisoners into useful workers instead of food was nice! I have since stopped using it only because of how often their stats get reset. If you think you can get it working again though that'd be great! Really enjoyed it!
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Patrykbono20 on December 22, 2014, 11:59:14 AM
maybe you add a spoil time to soylent green, now its to OP,
few rides and have food for winter
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Ported to 8 (10.12.14)
Post by: lude on December 22, 2014, 12:00:05 PM
It looks like you are trying to start an old save file without Apothecarius on. But I will also put a poll up if anyabody still uses the hivemind system.
The error log starts firing as soon as the game loads the main menu, i would like to try hivemind out, so far I haven't really come to, all I know is that a colonist started with drone core would not crash the game or lead to any weird behaviour but him being bad at everything.

Well if you start a colonist with a drone core, and no hivemind, he's a drooling mess. Until you get one, he's basically a walking, drooling waste of space. (As the mod description for the hivemind clearly says...)
Once you get a hivemind, he's more useful and his skills will go up. If the hivemind has no power, he reverts to drooling. Hivemind is destroyed, he goes back to drooling again.

The hivemind is basically that colonist's mind in a way.

From the error log, and your explanation... the mod folder is missing something (for some reason) and you may have to delete the folder and replace it. (That might fix it)
Or you could have another mod conflicting with the hivemind, though I wouldn't know of any that does what the hivemind does.

Uh yes, that's what I read too, it ended up one a colonists brain by accident, not intention, just wanted to mention it didn't crash the game.
Also I've tried that already.
Title: Re: [MOD] [ALPHA 8] Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on December 22, 2014, 08:59:47 PM
maybe you add a spoil time to soylent green, now its to OP,
few rides and have food for winter

thanks I will put it on the list :)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: npeters6546 on December 23, 2014, 01:56:02 AM
So i wanted to comment on the poll thing about the hive mind. I would love to use it but it likes to nuke my pawns skills down to like 3. Anyway I still hit yes cuz I think its awesome.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Azrail on December 23, 2014, 04:26:55 AM
I love the idea of the hive mind and would use it more but I've had problems with it breaking the skills like everyone else.

Would love for you to rewrite it so we can all play with it. Whether you simply fix it or completely redesign it either way I'm looking forward to trying it.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: AUT_Tesla on December 23, 2014, 03:19:52 PM
Hello everyone,

I have a small question that i would love to get answered, there any way you can "replant" an organ (let’s say from a prisoner) with a "live-support", cause if i was simply not able too due to little experience with the whole operation system.

Well anyway, merry x-mas everyone

(First post on this forum yeha, and yes i did not invest too much time in searching if anyone asked it already sorry for that :-( )
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Oga88 on December 24, 2014, 02:59:13 AM
I got a bug I think. When I craft meds the craft skill isn't growing. Is it planned? 
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on December 24, 2014, 03:01:36 AM
I got a bug I think. When I craft meds the craft skill isn't growing. Is it planned?

yes you get medicine xp.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Xubrim on December 24, 2014, 05:05:11 AM
Curious, are the flowers in the hydroponics basin displaying correctly for everyone else?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Oga88 on December 24, 2014, 07:10:42 AM
I got a bug I think. When I craft meds the craft skill isn't growing. Is it planned?

yes you get medicine xp.

But the colonist that craft do the work not doctors, maybe then you should make it so that doctors will make those packs? Or am I missing something?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Clibanarius on December 24, 2014, 07:40:10 AM
On the Hivemind, even if I've yet to use it, it's such an awesome idea that I can't wait to get that game to the eventual point where I can use it. I hope you don't decide to discontinue it; it's really one of those creative, awesome ideas that you only really get in mods for sci-fi games like this one.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on December 25, 2014, 02:13:04 AM
Curious, are the flowers in the hydroponics basin displaying correctly for everyone else?

yes.. there has never been a problem with textures and will never be.. Go ahead nothing to see here...

just kidding: yes the game sometimes has a few problems with moving textures. Just restart a few times and give the engine time to sort its shit out :D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: zeokram on December 25, 2014, 04:43:07 PM
encountered a bug.  when trying to grow flowers in hydroponics, none of my growers want to grow, but it is not just the flowers, they hate hydroponics apparently

rimworld vs657

tried with apothecarius and core alone
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on December 25, 2014, 07:18:09 PM
encountered a bug.  when trying to grow flowers in hydroponics, none of my growers want to grow, but it is not just the flowers, they hate hydroponics apparently

rimworld vs657

tried with apothecarius and core alone

thats an ID-10.T error - read the first two articles. (https://ludeon.com/blog/)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Loki88 on December 25, 2014, 08:14:28 PM
Please keep the hive mind! I've yet to install this mod but the major draw factor for me is the hive mind. I want to eventually make an entire drone colony with this!
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Killaim on December 25, 2014, 09:24:11 PM
i never get around to using the hive mind - but i always want too (just busy with all other kinds of things :D )


if there is a option to force prisoners to be part of the hive mind that would be very epic - and ill definently use it more :D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Oga88 on December 26, 2014, 03:01:05 AM
force prisoners to be part of the hive mind

That is a great idea! I hope this idea will live :D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Kirid on December 26, 2014, 05:18:58 PM
I think the hivemind should be a seperate mod. I dont use it personally, but its brilliant. I never understood why its part of apothecarius. I use to mod to craft medicine, but the hivemind seems more technological.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: KDStudios on December 26, 2014, 07:02:20 PM
I love the Hivemind.
It's my go to mod to bring back vegetable colonists.
I don't know where I'd be without this mod.

But primarily I use this mod to craft medicine.

I would really like to be able to "recruit" people into the colony using the Hivemind, that would be amazing. Although with a negative mood affect (forced someone to join or perhaps New Data Introduction), to kind of balance it and made worse when you do it to more than one person before the effect wears off the colonists.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Ded1 on December 26, 2014, 07:21:54 PM
^^^ I would deffinatly use the mod if you could do this.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Loki88 on December 26, 2014, 08:18:08 PM
I think the hivemind should be a seperate mod. I dont use it personally, but its brilliant. I never understood why its part of apothecarius. I use to mod to craft medicine, but the hivemind seems more technological.

I agree with it being a separate mod. It could become a separate "Borg colony" mod, or a "hive overmind" mod. I guess that would depend if you want to go star trek vs StarCraft with the naming. I don't foresee it being a small amount of work to accomplish though. Especialy with all the updating, porting, patching, and hotfixing for A8 that's going to be happening for the next while. That being said it would be epic to force prisoners into the hive mind, Resistance is futile!!!
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: loc978 on December 26, 2014, 08:45:39 PM
I love the Hivemind.
It's my go to mod to bring back vegetable colonists.
I don't know where I'd be without this mod.
That's pretty much my use for it as well (Only use for the mod now... I don't even craft medicine anymore, since growable meds have been worked into vanilla. Herbal for everyday injuries, purchased for surgeries). Brings 'em back as haulers and cleaners with decent speed, anyway (and they can technically shoot guns, sometimes in the general direction of invaders). Still haven't figured out how to keep their skills from degrading to 0 over time with it (the technology chips appear to do nothing when you "assimilate" them), but at least their move speed is 100%. Much better than your usual brain injury patient.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: KDStudios on December 27, 2014, 12:19:04 AM
I love the Hivemind.
It's my go to mod to bring back vegetable colonists.
I don't know where I'd be without this mod.
That's pretty much my use for it as well (Only use for the mod now... I don't even craft medicine anymore, since growable meds have been worked into vanilla. Herbal for everyday injuries, purchased for surgeries). Brings 'em back as haulers and cleaners with decent speed, anyway (and they can technically shoot guns, sometimes in the general direction of invaders). Still haven't figured out how to keep their skills from degrading to 0 over time with it (the technology chips appear to do nothing when you "assimilate" them), but at least their move speed is 100%. Much better than your usual brain injury patient.

Yeah, I would love to know what technology chips actually do because they get "assimilated" and then... Well... What?
A good way to keep the skills up is to assimilate another person, it appears everyone gets the same skills which only gets increased by adding another person with a higher skill. At least that's what seems to happen, I'd probably need some input from the mod author.
But yeah, basically use it to bring back the poor vegetables. They literally starve to death if they even dare to leave their bed and AI Cores are expensive/rareish.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on December 27, 2014, 02:03:26 AM
The technology chips give you research points in your current research. They are a fallback if people converted all their colonists but still need to research.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: KDStudios on December 27, 2014, 01:35:04 PM
The technology chips give you research points in your current research. They are a fallback if people converted all their colonists but still need to research.

Oh, well that would explain a lot. Thanks for elaborating!
So yeah, I don't really use the chips and knowing what I do now, I still don't think I'm going to use them much.
However, the Hive Mind part I use so much to bring pack the poor devils who were shot in the head but survived, giving their bodies a "second chance". If such an existence can be classed as that.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: playajigz on December 31, 2014, 03:30:05 PM
Ok, so I might just be a total noob but how do I make drone cores, I have the Hive mind and I added the bill to make a drone core and nothing happens none of my pawns go to make it and I have all the required mats for it. Am I missing something or just dumb lol. Please help
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Khrysanth on December 31, 2014, 04:19:38 PM
Ok, so I might just be a total noob but how do I make drone cores, I have the Hive mind and I added the bill to make a drone core and nothing happens none of my pawns go to make it and I have all the required mats for it. Am I missing something or just dumb lol. Please help

If you are basing the amount of silver on what the bill information displays, you should note that silver is one of those "different volume" items it warns you about (similar to gold). In this case, it takes 1500 silver to make a core.

As for tech research, I've pretty much gone with researching the "essential" technologies, then getting the entirety of MAI's research (Miscellaneous w/ MAI), and using her to do the entirety of my remaining research. And just for "robots taking over" appropriateness, I usually have her do the drone core installations.

If I could forcibly integrate prisoners, I would do so in a heartbeat.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: playajigz on December 31, 2014, 04:28:02 PM
Tyfor the help! much appreciated! :)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Xubrim on December 31, 2014, 07:45:10 PM
I posted a while ago about the growing flowers showing up as tiny, grey beds. Reinstalling and creating new maps/colonies does nothing. Strangely, deleting my appdata fixed it, but the problem eventually cropped back up. I know it's not the fault of the mod, and honestly isn't even a big deal, but I'm pretty clueless as to what could cause this. I don't even see anything important stored in the appdata in the first place. Any thoughts? Sorry for using you as tech support, but I'm hoping I'm not the only one that's had this issue.

edit: Actually had the same issue with Miscellaneous. Trader tent looking like a giant slab of meat or a dead muffalo is a bit strange. I wonder if I'm doing something wrong when I enable mods.

edit2: Using EdB's mod order, hoping that will fix it. One slight bug I've noticed while I've been doing this, though, is that the graphics for the growing plants seems to be randomized for red flowers. I guess "Graphic_Random" makes everything starting with "mediflowerplant" eligible? I renamed the relevant code and texture to "mediflowerplantr" on my end, but I bet changing it to "Graphic_Single" would work, too.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: FictionXVI on January 01, 2015, 05:51:33 AM
Hi, I'm not sure if this is a known issue or not but I got the hivemind up and running and plugged the chips into a few of my pawns. It was great I loved it, but after saving the game and coming back in I noticed a problem. All of my drones colonists skills dropped. I had full power the whole time so I don't think it was that. I just wanted to make sure that if this is a bug it's known about, and sorry if someone already said something  :-\
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on January 01, 2015, 11:12:45 AM
Its a known problem due to my foolish scrubness back then - I will rewrite the Hivemind system as soon as I find the motivation.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Ded1 on January 01, 2015, 01:30:49 PM
Xubrim, The issue your having is cause you didn't restart the game (the whole game, completely quit out) after messing with your mod order/selection.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: Bearsbandit53 on January 01, 2015, 07:29:18 PM
Is there any way to protect against solar flares? It's a bit frustrating to lose a good chunks of skills to an event that is impossible to avoid.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: JuliaEllie on January 01, 2015, 07:34:25 PM
Is there any way to protect against solar flares? It's a bit frustrating to lose a good chunks of skills to an event that is impossible to avoid.

nope there is no way to protect against solar flares. Its a part of the experience - a hive mind is not a static thing it changes over time and knowledge is gained and lost all the time. Its an artificial organism which needs constant maintenance and sometimes you get some sometimes you lose some - its a way to keep the end game a bit more interesting.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - Poll on Hivemind (22.12.14)
Post by: SabakuOokami on January 01, 2015, 10:11:43 PM
Is there any way to protect against solar flares? It's a bit frustrating to lose a good chunks of skills to an event that is impossible to avoid.

nope there is no way to protect against solar flares. Its a part of the experience - a hive mind is not a static thing it changes over time and knowledge is gained and lost all the time. Its an artificial organism which needs constant maintenance and sometimes you get some sometimes you lose some - its a way to keep the end game a bit more interesting.

Don't forget that it's also another reason why you shouldn't put 'all' of your colonists into a hive mind.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 02, 2015, 01:09:32 AM
HIVEMIND SYSTEM REWRITE!! - finally..

Bugs have been shot.

(http://img4.wikia.nocookie.net/__cb20121222212807/starshiptroopers/images/f/f3/Starship_Troopers-casper_0.gif)

edit: I uploaded the wrong version... fixed that.. if you downloaded it the last 20 minutes you should redownload it :D


instead of losing xp continously if there is no power on the hivemind you now have a 5% chance to randomly lose one level per 100 ticks.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Asero on January 02, 2015, 01:30:34 AM
HIVEMIND SYSTEM REWRITE!! - finally..

Bugs have been shot.

Great, thanks for the update! Going to start a new game and try to see how far I get with everyone turned into drones  ;D


Is there any way to protect against solar flares? It's a bit frustrating to lose a good chunks of skills to an event that is impossible to avoid.

A possible option if you like, is just to edit the core IncidentDefs / Incidents_Bad_Misc.xml file to turn it off. Not really that hard to find...
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Xubrim on January 02, 2015, 02:03:39 AM
Thanks for the update. The new version seems to still has the issue with the red medical plants showing up wrong, unfortunately.

edit: Also still has the weird bug where thousands (eight?) of silver are required per drone core due to the change in silver stack size.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Loki88 on January 02, 2015, 02:20:00 AM
YES! Hivemind update! Thank you Julia <3
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Kluge on January 07, 2015, 07:45:29 PM
You could please the masochists by significantly lowering the effectiveness (and priority) of "medicine" and instead of producing "medicine" from colored plants, they instead are used to make, say, antibiotics for infections, or ointment bandages for wounds. I haven't played around with modding Rimworld, yet, but I'd guess there's probably no way to do random rolls on "medicine" when used as an anesthetic, allowing for patients to occasionally wake up (to utter horror and intense pain) if a proper anesthetic isn't used.... or maybe there is... you're the expert. ;D It's always seemed wrong how reliable anesthesia is in RW... the shock of waking up mid-surgery could result in an automatic mental break and possible bleeding death (currently, colonists don't bleed during surgery because.... ???). Medicine skill should probably also be a factor in whether or not a surgery is botched.

A bionic spine would be pretty cool, too, but I suppose outside scope. I'd euthanize a particular colonist if he weren't so damned useful only because I'm annoyed seeing him in the EDB colonist bar showing yellow just for having a bad back. :D I don't seem to have a way to fix torso scars, either. Eventually, I'd assume there'll be an option to harvest a colonist's brain, have each brain unique (holding skills and traits of the person harvested), and implant that in either an organic "drone" or bionic Robocop (harvest colonist's brain, build line of organic or bionic arms, legs, lungs, yada yada yada, build a placeable suit, "install Jim in drone"/"rebirth Jim as Arnold Schwarzenegger").

... A merge with Extended Surgeries and Bionics (https://ludeon.com/forums/index.php?topic=7029.0) might be worth considering. Right now, I think you're probably both going to end up making groin-mounted guns between A9 and A10 (B1?), with a bionic version in Minus', and a very disturbing organic version in yours (resistance is futile!). Anyway, I think just about anyone interested in expanding the fairly limited vanilla surgery options are going to end up with both mods anyway... I did and enjoy both. ;D -So thanks!


(@Solar flares, "Less Incident Trolling (https://ludeon.com/forums/index.php?topic=6892.0)" is a fantastic solution)

... You know what else would be fun? Breast augmentations and penis enlargement. ... I guess that'll have to wait until Ty does a "relationships" update (some colonists turned off, some turned on, some get a mood enhancement every time they pass by the augmented colonist, some prosthetiphobes find it to be the work of the devil and leave the colony, disgusted this would be tolerated). :P

Oooh... one last idea to throw out there (both outside mod scope and probably impossible with current limitations)... kenneled fleshimals with mechanics similar to pasturing in Dwarf Fortress. Synthetic vat-grown animals would be kept in a pen, breed, and be regularly harvested by colonists when mature (maybe with a settings screen allowing colonists to leave "X females" and "X males" to breed). ETA: Though maybe Ty is planning on introducing kenneling/pasturing eventually in vanilla.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Foundryguy on January 11, 2015, 02:13:58 AM
A quick question, I've built the hivemind, but I can't seem to get anyone to craft on it to make drone cores. Any known fixes?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Xubrim on January 11, 2015, 04:18:32 AM
The drone cores aren't broke, per say, but alpha 8 introduced a glitch where the displayed amount of silver isn't the amount required. Bills require a whopping 20x the suggested amount of silver and gold (maybe other?) materials to complete, making each core take 8,000 silver. You can either edit the file manually (change the amount in "HiveMindPartRecipes.xml" to 20) or wait for an official fix. With luck, the weird display bug will be stamped out in alpha 9.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: chaotix14 on January 11, 2015, 10:26:24 AM
Hiveminds are usefull, but damn me if they aren't a risky move without the incident trolling mod. Solar flare will kill the intelligence of the general populace. Generally for this reason I use it only on otherwise less desirable colonists.


Also I made an additional recipe for medicine allowing me to refine the herbal medicine into proper medicine.(because I don't always have the power to spare for hydroponics, and with how much herbal meds you need it's still pretty balanced, cuz that's still kinda important to me) Took me a while to work properly... Mostly due to this being my first attempt at such a thing.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 11, 2015, 12:20:36 PM
[snip]

Also I made an additional recipe for medicine allowing me to refine the herbal medicine into proper medicine.(because I don't always have the power to spare for hydroponics, and with how much herbal meds you need it's still pretty balanced, cuz that's still kinda important to me) Took me a while to work properly... Mostly due to this being my first attempt at such a thing.

Oh thats prtetty cool :) I thought about doing this as well. When I find motivation to mod again Ill totally steal this idea :D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Hayhorse on January 12, 2015, 08:21:17 PM
With this mod it seems to crash my game once enabled, any fixes? From what I can tell windows is loading it BEFORE the core folder in the mods folder no matter what. So I can change the load order to fix it, any known fixes?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: chaotix14 on January 13, 2015, 02:36:23 AM
With this mod it seems to crash my game once enabled, any fixes? From what I can tell windows is loading it BEFORE the core folder in the mods folder no matter what. So I can change the load order to fix it, any known fixes?

Uhm, I believe there's a mod that manages the loading order floating around somewhere in the releases forum, but I can't remember the name. That mod might help, but you'll have to search for it, as I seem to be unable to recall in what thread exactly I saw it.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 13, 2015, 06:00:24 AM
With this mod it seems to crash my game once enabled, any fixes? From what I can tell windows is loading it BEFORE the core folder in the mods folder no matter what. So I can change the load order to fix it, any known fixes?

Uhm, I believe there's a mod that manages the loading order floating around somewhere in the releases forum, but I can't remember the name. That mod might help, but you'll have to search for it, as I seem to be unable to recall in what thread exactly I saw it.

Imv sure you mean this (https://ludeon.com/forums/index.php?topic=7454.0) :) hope it helps.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Hayhorse on January 13, 2015, 06:25:19 PM
With this mod it seems to crash my game once enabled, any fixes? From what I can tell windows is loading it BEFORE the core folder in the mods folder no matter what. So I can change the load order to fix it, any known fixes?

Uhm, I believe there's a mod that manages the loading order floating around somewhere in the releases forum, but I can't remember the name. That mod might help, but you'll have to search for it, as I seem to be unable to recall in what thread exactly I saw it.

Imv sure you mean this (https://ludeon.com/forums/index.php?topic=7454.0) :) hope it helps.

That didn't work, putting apothocarius below Core still brings me to a debug log in the top left of the screen (empty) and 3 buttons at the top of my screen that don't work. trying to launch the game after a restart (with apothocarius out) its fine, putting it back it starts to a black screen. BTW what mods is Apoth incompatible with?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Jdalt40 on January 14, 2015, 09:41:57 PM
Hey I am just wondering but what do you need to craft the bill which makes the hive mind drones since I have all the resources needed for it but it is still not crafting. by the way the crafting recipe for me which is not crafting it is 400 silver and 1 medicine.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 14, 2015, 10:11:37 PM
This happens because of the broken crafting system which cant tell the difference between "stuff" and "ingredients" - sorry about that. You can change the recipe file to 20 if you like to fix this. I will upload a fix tomorrow
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Carnwennan on January 17, 2015, 11:08:23 AM
The hivemind system seemed pretty cool so I tried it out (after editing the silver requirement down to sensible levels) and it was great until a solar flare came around. I'd finished research so I'd chucked my scientist into the hive, I had 17 in Research before the flare and *5* in research afterwards. Other skills that were 8-12 dropped down to 3.

Safe to say, I'm not going to be using this any more :P It's a pretty neat concept, but I'm eehh on getting totally screwed over at random.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 17, 2015, 11:39:59 AM
Thats the point of the game :D It screws you over whenever it feels like
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Nirahiel on January 19, 2015, 05:28:19 AM
I installed drones cores into my pawns, does nothing. I have a hive mind core, each pawn still have their own skill, powering off the hive mind core doesn't seem to even affect the pawns at all ...

EDIT : nvm i created a new colony and it worked :)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 19, 2015, 11:03:06 AM
I installed drones cores into my pawns, does nothing. I have a hive mind core, each pawn still have their own skill, powering off the hive mind core doesn't seem to even affect the pawns at all ...

EDIT : nvm i created a new colony and it worked :)

Yes the Hivemind uses a MapComponent and so you have to start a new colony to use it. I should start experimenting with creating MapComponents on already started colonies.. This will be a bloody mess :D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Kemono on January 19, 2015, 08:11:18 PM
Hi JuliaEllie!

I was wondering if you might make a version compatible with the "Mechanical Defense 2" mod. Contained within the mod are "Droids" and I would LOVE to use this and MD2 together, so far I haven't yet played with this mod on as it conflicts with MD2.

EDIT: I decided to try it out anyway, playing for HOURS and still don't have any drone cores, I made a bill for them, bought 50 meds from a trader and I've got 8k silver, honestly don't know why it's not spawning any drone cores.

Couldn't produce any, so gave up and spawned them in. Wasn't what I was expecting to be honest.

Improvements:
-Remove the "Can't clean because he's a medieval lord." limitations when you install a drone core into someone.
-Make the drones more like the ones from Star Trek, where they frolic in VR whilst their body walks around doing menial drone work. You can do this by removing character traits and adding in Fast-Walker, Psychopath and the Hard-Worker traits.
-Add elemental resistances to the drones. They can't feel the cold, so they shouldn't get a -5 for being cold. Though they can get sick/hypothermia, because their vessel is still flesh.
-For the love of God make it cheaper/quicker to build. It took hours to get up whilst battling everything else, there's really no point getting it at the end of the game when you've researched everything and have a fully functional colony. This has to be something you can get mid-game to make the end-game more enjoyable.
-Compatibility with MD2. So disappointing playing this mod when I know I can go play MD2 and get droids to roam around. At the same time I want MD2 to be able to have augmented humans so it's a technophile paradise.

My final score: 6/10

The whole medicine thing, I didn't use at all. No interest in it coming in, so I won't review that, but bundling a bunch of mods together is generally a bad idea, because you get junk mods you don't want to use. -2 for additional junk mods.

Good idea, good direction, just bad balancing. The drone cores appear too late in the game to be worth having the mod. Also, I'm not sure if this was meant to be played with vanilla, but saving up enough power so that my colony wouldn't go into standby mode every few minutes took a long time.
-2 for lack of balancing and depth.

I think I've been rather fair in my scoring, mod needs a good amount of work to make it "Wow" worthy, as it is now it really doesn't affect the game at all besides being a major waste of time / superficial goal to work towards.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Feniks on January 24, 2015, 03:39:24 AM
Does Soylent Green give people negative penalty like human meat when part of a meal?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on January 24, 2015, 11:29:21 AM
I was wondering if you might make a version compatible with the "Mechanical Defense 2" mod. Contained within the mod are "Droids" and I would LOVE to use this and MD2 together, so far I haven't yet played with this mod on as it conflicts with MD2.

What kind of compatibility issues are you running into, I'm currently running my Rimworld with 87 mods that include Apothecarius and MD2, with 0 errors or compatibility issues that I've noticed.

EDIT: I decided to try it out anyway, playing for HOURS and still don't have any drone cores, I made a bill for them, bought 50 meds from a trader and I've got 8k silver, honestly don't know why it's not spawning any drone cores.

This is an Alpha 8 issue where they made the Silver in recipes to be multiplied by 20, so instead of 400 silver for a drone core, it costs 8000 to make, which is impossible since they cant fit that much into the table so they end up running around the table trying to pile up all the silver on it but it keeps falling off. :D
You can fix this issue by changing the Drone Core recipe in Mods\Apothecarius\Defs\RecipeDefs\HiveMindPartRecipes.xml on line 39 to: 
<count>20</count>

EDIT: If you dont know how to do this, I have also uploaded the fixed file here: https://www.dropbox.com/s/45ms73if2o5apob/HiveMindPartRecipes.xml?dl=0 (https://www.dropbox.com/s/45ms73if2o5apob/HiveMindPartRecipes.xml?dl=0)
I mentioned the file location few lines up. :)

The whole medicine thing, I didn't use at all. No interest in it coming in, so I won't review that, but bundling a bunch of mods together is generally a bad idea, because you get junk mods you don't want to use. -2 for additional junk mods.

If you are running other mods alongside with Apothecarius, don't blame it for the cheaper and improved way of getting medicine from other mods. In all fairness. :)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: chaotix14 on January 24, 2015, 01:18:55 PM
Hi JuliaEllie!

I was wondering if you might make a version compatible with the "Mechanical Defense 2" mod. Contained within the mod are "Droids" and I would LOVE to use this and MD2 together, so far I haven't yet played with this mod on as it conflicts with MD2.

...That's odd, I've been running both mods together for a long while now, and not a single sign of any conflicts. So no clue what kind of conflict you are hitting, but it chances are it isn't caused by apothecarius.

EDIT: I decided to try it out anyway, playing for HOURS and still don't have any drone cores, I made a bill for them, bought 50 meds from a trader and I've got 8k silver, honestly don't know why it's not spawning any drone cores.

Couldn't produce any, so gave up and spawned them in. Wasn't what I was expecting to be honest.

It's an alpha 8 thing, as for why specific resources get a X20 modifier when used in crafting recipes is beyond me, but it's how it's coded and the recipe hasn't been updated to accommodate this aggravating change.

Improvements:
-Remove the "Can't clean because he's a medieval lord." limitations when you install a drone core into someone.
-Make the drones more like the ones from Star Trek, where they frolic in VR whilst their body walks around doing menial drone work. You can do this by removing character traits and adding in Fast-Walker, Psychopath and the Hard-Worker traits.
-Add elemental resistances to the drones. They can't feel the cold, so they shouldn't get a -5 for being cold. Though they can get sick/hypothermia, because their vessel is still flesh.
-For the love of God make it cheaper/quicker to build. It took hours to get up whilst battling everything else, there's really no point getting it at the end of the game when you've researched everything and have a fully functional colony. This has to be something you can get mid-game to make the end-game more enjoyable.
-Compatibility with MD2. So disappointing playing this mod when I know I can go play MD2 and get droids to roam around. At the same time I want MD2 to be able to have augmented humans so it's a technophile paradise.

My final score: 6/10

Yeah, it's a bit of a disappointment that drones aren't rid of all their task disabilities. Makes it less worth using. Then again, think about what a coding nightmare it would be to make all those changes to an existing pawn by adding that implant like you suggested. The hivemind is more a luxury item for end game to get those guys that have no useful passions to get some reasonable stats in useful skills.
Also like mentioned before, it already works with md2. Unless I have some magical auto debugger and conflict resolver installed in my build of rimworld.

The whole medicine thing, I didn't use at all. No interest in it coming in, so I won't review that, but bundling a bunch of mods together is generally a bad idea, because you get junk mods you don't want to use. -2 for additional junk mods.

You know the funny thing is, the hive mind is the additional junk mod. Apothecarius is the medicine thing primarily and the added hivemind thing is an addition on that. Potentially derivable from the name of the mod and the content of the first posts, or am I just being to logical.

Good idea, good direction, just bad balancing. The drone cores appear too late in the game to be worth having the mod. Also, I'm not sure if this was meant to be played with vanilla, but saving up enough power so that my colony wouldn't go into standby mode every few minutes took a long time.
-2 for lack of balancing and depth.

I think I've been rather fair in my scoring, mod needs a good amount of work to make it "Wow" worthy, as it is now it really doesn't affect the game at all besides being a major waste of time / superficial goal to work towards.

The hivemind feature is a bit of a end game addition, one that allows you to upgrade your potato colonists(the ones with permanent brain damage) into functional members of the colony, if you can manage to get the power supply needed. More a luxury than anything else. Also like the other parts of the mod, or any mod in general, it's function can become pointless by the addition of other mods. Which of course affects the impact of the mod. I mean if you have a mod that allows you to give back the brain functions to a colonist, that'll probably beat the hivemind 9 out of 10 times in effectiveness. Same goes for having another mod that gives you a cheaper way to get medicine.

Honestly I think it's a bit annoying that you just reviewed a mod without taking a proper look at it. I mean you didn't bother to read through the posts trying to fix the problem you ran into with creating the drone cores(yet you claim to have wasted hours trying to figure out a problem) and you claimed there to be conflicts with md2 when there are none(looked through the files after your mention of the conflicts, couldn't find anything that could cause it).
Seriously that makes it feel like you didn't take the time or effort to take a proper look at the mod, and even then it's kind of ludicrous to make a review on a mod. Giving feedback on the good and the improving points, sure. But scoring, tha'ts just plain dumb.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Daikari on January 24, 2015, 09:13:33 PM
Love the idea of the hive mind and like playing with it. But you wouldnt consider adding a devise to protect the hive against solar flares? Making sure you always have power to it should be as hard as it needs to be. Dont really like the idea that if a solarflare happens it wipes all the progress you made. Some typ of shielded wall maybe so you can fence in the hive and a powersource for it?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Toskin on January 25, 2015, 05:23:01 AM
I am using Epyk pack modpack, and for some reason, I am unable to build drone cores. I modified XML file to make lower cost, but my problem is, that pawns, for some reason, are unable to interact with hive mind. I mean, I am unable to prioritize core production and my pawns ignore hive even if I block every other crafting task (so they go hauling & cleaning).
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: chaotix14 on January 25, 2015, 05:58:41 AM
I am using Epyk pack modpack, and for some reason, I am unable to build drone cores. I modified XML file to make lower cost, but my problem is, that pawns, for some reason, are unable to interact with hive mind. I mean, I am unable to prioritize core production and my pawns ignore hive even if I block every other crafting task (so they go hauling & cleaning).

Hmm, odd. I've taken a quick look through the files thinking maybe there's a prerequisite that might be causing it. Didn't find it in the version I have. Which aside from the changes I made to the medicine part of the mod should be a carbon copy to the one you are using, unless Epyk changed something in the files. At any rate I'd like to ask if you could check the recipe costs and verify that you have the required materials and have them set as allowed for the production, check that it has enough power and all that jazz. Sometimes you can miss the simplest things when something doesn't work the way it should. Also I'd like to suggest that you ask around on the Epyk pack thread too, if nothing else a few extra eyes never hurt.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on January 25, 2015, 06:31:18 AM
^this

I have nothing to do with the Epyk Pack aside from giving permission to use my mods :)

please post this in the Epyk Pack thread.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Toskin on January 25, 2015, 10:47:48 AM
I am using Epyk pack modpack, and for some reason, I am unable to build drone cores. I modified XML file to make lower cost, but my problem is, that pawns, for some reason, are unable to interact with hive mind. I mean, I am unable to prioritize core production and my pawns ignore hive even if I block every other crafting task (so they go hauling & cleaning).
Hmm, odd. I've taken a quick look through the files thinking maybe there's a prerequisite that might be causing it. Didn't find it in the version I have. Which aside from the changes I made to the medicine part of the mod should be a carbon copy to the one you are using, unless Epyk changed something in the files. At any rate I'd like to ask if you could check the recipe costs and verify that you have the required materials and have them set as allowed for the production, check that it has enough power and all that jazz. Sometimes you can miss the simplest things when something doesn't work the way it should. Also I'd like to suggest that you ask around on the Epyk pack thread too, if nothing else a few extra eyes never hurt.
Modified xml from 400 silver to 20. I have about 3000 silver and 30-50 medicine. All materials are allowed I even try to make stockpile right next to hive. Still, colonists are uninterested with doing any work here. Work bill says that there is no minimal skill level needed. When I choose colonist and right-click on hive, prefer button doesn't appear. More precisely, nothing appears. World and save are both made after adding modes and I have newest version of Rimworld.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on January 25, 2015, 12:28:25 PM
Modified xml from 400 silver to 20. I have about 3000 silver and 30-50 medicine. All materials are allowed I even try to make stockpile right next to hive. Still, colonists are uninterested with doing any work here. Work bill says that there is no minimal skill level needed. When I choose colonist and right-click on hive, prefer button doesn't appear. More precisely, nothing appears. World and save are both made after adding modes and I have newest version of Rimworld.

Can you check if the stockpiles with silver and medicine set to critical? That could be one reason why it doesn't work.

EDIT: I just tried this out myself, I had two stockpiles right next to the Hive Mind Core, one for medicine with critical priority and one for silver with critical priority, and anyone with crafting allowed could go make a drone core with no problems. :)
Make sure your bill is set up correctly, with medicine and silver allowed as materials, and the ingredient search radius is 9999 so they'll use whatever they find on your map.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Asfalto on January 25, 2015, 04:36:17 PM
Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

thx
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on January 25, 2015, 04:48:23 PM
Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

thx

It would help if you could list the mods you're using to figure out what the problem is. But Apothecarius doesn't have any arms or legs to implant, so I think you might be asking on the wrong mod thread. :D
There are plenty of medical mods and mods that affect the healthdiff files, so it doesn't necessarily even have to be a mod that does that. If you are using custom factions, they might not be listed as human beings, so they're not available for the implants that are meant for humans.

EDIT: Same goes for shoulders.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Hayhorse on January 25, 2015, 05:32:02 PM
Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

The organ/limb bug with dead bodys is a known bug with a8. And I think you meant to post this on the Extended Surgery and Bionics thread not Apoth. BTW Extended surgery shoulders are bugged.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Toskin on January 26, 2015, 01:34:01 AM
Ok. For some reason, hive mind is working now. All my pawns are chipped now. I just want to ask, is it normal, that skills are degrading (1 skill point per second) even if hive mind is powered ?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on January 26, 2015, 06:51:54 AM
Ok. For some reason, hive mind is working now. All my pawns are chipped now. I just want to ask, is it normal, that skills are degrading (1 skill point per second) even if hive mind is powered ?

If you mean the exp degenerating, then yeah, that's completely normal, part of the core game. :)
If its entire skill points going down, then no, something is wrong with your mod. ;D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Boboid on January 26, 2015, 08:09:40 AM
I'm having exactly the same problem as Toskin whilst trying to create Drone Cores, all the materials are available, the Hive has power, its search radius is 9999, the requisite materials are ticked as they ought to be, colonists are capable of crafting.
Both world and Colony were created after mod activation ( On a fresh install with no other mods )

When trying to prioritize construction no interface appears ( Just as it would if the materials were unavailable )

I've tried this across multiple colonies and multiple restarts, no luck.

Also when the cores are used ( Spawned in because I can't seem to actually craft the damnable things ) colonists *lose* all passions rather than gaining a minor passion in all categories, in addition they're still capable of research which I'm given to understand shouldn't be the case.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Toskin on January 27, 2015, 08:33:29 AM
Now, that system works really good. Only problem is, that solar flares almost instantly deletes all skills. Because every colonist have x0.3 learn rate and individual skill points are not shared, only option is to assimilate practically everyone who stumbles into my base, thus make enemy from everybody. Isn't there any mod to protect against solar flares (at least a bit), or something to conserve skills ?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Toskin on January 27, 2015, 08:45:25 AM
I'm having exactly the same problem as Toskin whilst trying to create Drone Cores, all the materials are available, the Hive has power, its search radius is 9999, the requisite materials are ticked as they ought to be, colonists are capable of crafting.
Both world and Colony were created after mod activation ( On a fresh install with no other mods )

When trying to prioritize construction no interface appears ( Just as it would if the materials were unavailable )

I've tried this across multiple colonies and multiple restarts, no luck.

Also when the cores are used ( Spawned in because I can't seem to actually craft the damnable things ) colonists *lose* all passions rather than gaining a minor passion in all categories, in addition they're still capable of research which I'm given to understand shouldn't be the case.

I agree with you. According to mod info, every colonist should lose his capability to research and every colonist should have minor passion (x1.0 learn). Still, they can research whatever they want and they also lost all their passions. It is a bug or incompletion of mod ?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: idolord on January 28, 2015, 05:43:30 PM
same problem as Toskin and Boboid here, the hive mind core won't drop the priority command on right clicking it and no colonist will craft Drone core on their own. maybe it have to do with the load order... as i'm not a specialist idk if that could make that big of a diffrence ...
ps: sorry of the bad english.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Foxador on January 30, 2015, 09:59:21 PM
The drone core says it only needs 400 silver to make but when I was trying to make it the guy put on over 2,500 silver on it with the medicine and destroyed all the silver in the process. I thought it only needed 400? If it needs 2,500 it should say so
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on January 31, 2015, 04:04:45 AM
The drone core says it only needs 400 silver to make but when I was trying to make it the guy put on over 2,500 silver on it with the medicine and destroyed all the silver in the process. I thought it only needed 400? If it needs 2,500 it should say so

If you read the forum posts on any thread that has Apothecarius, this issue has been solved and explained multiple times. :D

EDIT: I decided to try it out anyway, playing for HOURS and still don't have any drone cores, I made a bill for them, bought 50 meds from a trader and I've got 8k silver, honestly don't know why it's not spawning any drone cores.

This is an Alpha 8 issue where they made the Silver in recipes to be multiplied by 20, so instead of 400 silver for a drone core, it costs 8000 to make, which is impossible since they cant fit that much into the table so they end up running around the table trying to pile up all the silver on it but it keeps falling off. :D
You can fix this issue by changing the Drone Core recipe in Mods\Apothecarius\Defs\RecipeDefs\HiveMindPartRecipes.xml on line 39 to: 
<count>20</count>

EDIT: If you dont know how to do this, I have also uploaded the fixed file here: https://www.dropbox.com/s/45ms73if2o5apob/HiveMindPartRecipes.xml?dl=0 (https://www.dropbox.com/s/45ms73if2o5apob/HiveMindPartRecipes.xml?dl=0)
I mentioned the file location few lines up. :)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Foxador on January 31, 2015, 06:59:40 PM
The drone core says it only needs 400 silver to make but when I was trying to make it the guy put on over 2,500 silver on it with the medicine and destroyed all the silver in the process. I thought it only needed 400? If it needs 2,500 it should say so

If you read the forum posts on any thread that has Apothecarius, this issue has been solved and explained multiple times. :D

The mod should have it fixed and it should be on the first page. I can't go through 18 pages of stuff to find a fix for something that is broken with the mod
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Boboid on January 31, 2015, 08:48:50 PM
Did you guys forget how to use [/quote]? :P


If there's no sensible way to keep track of mod updates apart from trawling through every page of out-dated information and  just intuit which parts are up to date and which aren't then you're going to get a lot of these posts.

Update-dates can *sometimes* be accurate, but plenty of modders don't bother with date-updates if it's just a hotfix, and often it's not clear if they're just using day/month/year if they mean Month/day/Year or vice-versa

Not really the player's fault tbh :/

Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Nevodark on February 01, 2015, 05:59:33 PM
Hey great mod so far loved it.

Except for one thing. How do i use the life support system things? i can put them into somebody but if i put it in and then for example take their liver / heart out they instantly die. i thought the life supports were supposed to keep them alive for a little while without the organs?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 01, 2015, 10:10:53 PM
Hey great mod so far loved it.

Except for one thing. How do i use the life support system things? i can put them into somebody but if i put it in and then for example take their liver / heart out they instantly die. i thought the life supports were supposed to keep them alive for a little while without the organs?

It does keep them alive but every piece only supports one specific function. What you probably did was giving your patient an urine filter which acts as kidney replacement and wonder why the "patient" cant live without pumping blood through his body ;)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Nevodark on February 02, 2015, 05:39:46 PM
Hey great mod so far loved it.

Except for one thing. How do i use the life support system things? i can put them into somebody but if i put it in and then for example take their liver / heart out they instantly die. i thought the life supports were supposed to keep them alive for a little while without the organs?

It does keep them alive but every piece only supports one specific function. What you probably did was giving your patient an urine filter which acts as kidney replacement and wonder why the "patient" cant live without pumping blood through his body ;)

No im definitely giving them the correct life support for the part / parts i want to remove, im not that dumb ;).

For instance if i give them the blood pump to replace the heart then remove the heart they instantly die. It has definitely been placed into them as their bloodflow is showing as enhanced etc.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 02, 2015, 07:47:57 PM
Actually you should get the heart at the moment you install the life support.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Foxador on February 02, 2015, 09:03:20 PM
I fixed the mod so that it uses the right amount of silver but I don't see how it's suppose to do anything. I put the drone core into a person and all it did was make it so all their passions went to NOTHING. They gained and lost no skills and only LOST all their passions. I figured maybe you need more than one person so I got 3 more people with drone cores and they all LOST their passions and still gained nothing.  Is it bugged or what?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on February 02, 2015, 09:06:35 PM
I fixed the mod so that it uses the right amount of silver but I don't see how it's suppose to do anything. I put the drone core into a person and all it did was make it so all their passions went to NOTHING. They gained and lost no skills and only LOST all their passions. I figured maybe you need more than one person so I got 3 more people with drone cores and they all LOST their passions and still gained nothing.  Is it bugged or what?

You shouldn't put the Drone Cores on people with low skills, those people are just genetic waste material, they're barely worth their weight in soylent green. Instead, if you see great samples with highly trained skills, you should totally add them to the collective.  ;D
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 02, 2015, 09:09:18 PM
they SHARE their skills so if you have one colonist with mining 6 and crafting 3 and one colonist with mining 3 and crafting 6 both will have mining 6 and crafting 6 given you have a powered hive mind core.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Foxador on February 02, 2015, 10:00:48 PM
they SHARE their skills so if you have one colonist with mining 6 and crafting 3 and one colonist with mining 3 and crafting 6 both will have mining 6 and crafting 6 given you have a powered hive mind core.

Ahh ok. But what if you have a guy with 6 crafting skill that's already in the drone core thing and you add someone with a 3? Does it lower it for the entire group or does it raise it up to whatever is the highest?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 02, 2015, 10:21:14 PM
it raises it to whatever is the highest
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Asfalto on February 03, 2015, 02:25:24 PM
Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

The organ/limb bug with dead bodys is a known bug with a8. And I think you meant to post this on the Extended Surgery and Bionics thread not Apoth. BTW Extended surgery shoulders are bugged.

True.

Sorry for mistaking one mod for the other :D

thx
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Feniks on February 04, 2015, 10:20:15 AM
Hi

I'm struggling with eye transplant. I removed a prisoner eye but when I click on operation section of my colonist with shot of eyes there is no option to install new eyes.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: SilverDragon on February 04, 2015, 04:14:55 PM
Hi

I'm struggling with eye transplant. I removed a prisoner eye but when I click on operation section of my colonist with shot of eyes there is no option to install new eyes.

What other mods are you using?
Make sure your mod order is correct, if you're using other mods that alter the surgery/bionic/healthdiff system, that might be affecting it.
Check that you didn't accidentally forbid the eye implant from usage. :)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Feniks on February 05, 2015, 07:29:08 PM
I am using epyk modpack. I will play around with mod order to get it right and see if that helps.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Ykara on February 06, 2015, 10:59:34 AM
Since I've replaced Apothecarius Seven with Eight my savefile doesn't work :( There whole screen is just full of fog, is there a way to redownload Apothecarius Seven?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 06, 2015, 12:28:32 PM
Since I've replaced Apothecarius Seven with Eight my savefile doesn't work :( There whole screen is just full of fog, is there a way to redownload Apothecarius Seven?

Im sorry but apothecarius Seven is no longer supported. Maybe its time to start a new colony ;)
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Ykara on February 06, 2015, 01:14:07 PM
That's sad, don't you have a copy of the seven version? I'm currently in year 3 and I really like my colony. Otherwise I'll just wait for Alpha 9 :/
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: TracerFox on February 12, 2015, 03:39:29 AM
Okay got a question for ya regarding the drone core implant.  Is it possible to have an implant affect things normally altered by colonist traits?  Specifically, I want to tweak the drone core so that those who have it installed are no longer affected by mood changes.  Idea being that if they're just drones now, they shouldn't have mental breakdowns, right?

If this is indeed possible, is it something which can be added via the def files, or would it need to be changed in the source and recompiled?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 12, 2015, 05:06:07 AM
Yes it is possible but only through .dll also it would make an already OP feature even more OP and it might become ridiculously OP to a point it breaks the game.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: TracerFox on February 12, 2015, 04:09:11 PM
Yes it is possible but only through .dll also it would make an already OP feature even more OP and it might become ridiculously OP to a point it breaks the game.

Drat.  Was hoping this would be possible without changing the source code, ah well.
I'm not overly concerned with balance here.  This would have been a personal tweak intended for a run I'd planned to theme kinda like the Borg, absorbing or harvesting all the colonists and raiders I came across.  I tried adding a tweaked trait to my colonists, but it kinda backfired when I got raiders who spawned with the same buffs I was giving my crew.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Asfalto on February 12, 2015, 05:58:14 PM
Any possibilieties of compatibility between this and Glitter Tech?

I mean, now i know they aren't.. will they be?
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: JuliaEllie on February 12, 2015, 07:05:43 PM
sorry but at the moment I dont have the time to work on compatibility issues.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Virtualistik on February 16, 2015, 06:41:16 AM
This ain't a huge issue, but it's pretty funny. Apparently if you install this mod with A2B conveyor belts, the medical plants look like tiny beds when planted in hydroponics tables. http://i.imgur.com/7sUklkV.png
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: popster99 on February 16, 2015, 06:49:53 AM
thats not an issue you just need to restart rimworld and it will be fixed it happens when you add new mods all modded stuff have no textures
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: TracerFox on February 16, 2015, 07:45:08 PM
Any possibilieties of compatibility between this and Glitter Tech?

I mean, now i know they aren't.. will they be?
What's incompatible between this and Glittertech?  I've had them running together, but didn't notice anything.
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: Hayhorse on February 17, 2015, 08:15:26 PM
Any possibilieties of compatibility between this and Glitter Tech?

I mean, now i know they aren't.. will they be?
What's incompatible between this and Glittertech?  I've had them running together, but didn't notice anything.

Glittertech 0.8 adds new bionics that are a 140% boost instead of 120% for normal limbs, It also adds proper hand and feet replacements ( ____ Hands were shot off, replace them with Bionic hands )
Title: Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
Post by: jabbamonkey on February 18, 2015, 03:44:11 PM
Here are a few new textures if anyone is interested...

(http://www.amazingdg.com/clients/rimworld/meditable.png)
(http://www.amazingdg.com/clients/rimworld/organ.png)   (http://www.amazingdg.com/clients/rimworld/artificialorgan.png)   (http://www.amazingdg.com/clients/rimworld/chip.png)   (http://www.amazingdg.com/clients/rimworld/soylent.png)
(http://www.amazingdg.com/clients/rimworld/lifesupport.png)   (http://www.amazingdg.com/clients/rimworld/mediflower.png)   (http://www.amazingdg.com/clients/rimworld/mediflowerg.png)   (http://www.amazingdg.com/clients/rimworld/mediflowery.png)


Ooooh, and I just saw that Alpha 9 was released. Please update the mod so we can have some fun! Thanks!!!
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: JuliaEllie on February 19, 2015, 06:35:57 AM
(http://i.imgur.com/aIajqg0.png)

UPDATERINO
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: Asfalto on February 19, 2015, 05:34:41 PM
(http://i.imgur.com/aIajqg0.png)

UPDATERINO

Aside from loving you all deeply, is it "official" the compatibility between different prosthetic and organs mod now with alpha 9, or yours was just an educated guess??
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: Yas on February 21, 2015, 06:13:11 PM
Apothecarius NEIN... nein?

Soon we will have another discussion here about german langage and probs about german humor too. Apotehecarius no 9 would also work though.

;)
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: Minus on February 22, 2015, 10:32:52 AM
Having a problem that I presume is a vanilla issue, but just incase, anyone else unable to craft leather hats?
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: Aldani on February 26, 2015, 07:54:59 PM
Yes, me as well.

Edit: Somebody said that this was an EdB interface bug, but I downloaded the latest version of that and I still can't make any hats (or anything else) on the tailor's bench.

Code: [Select]
JobDriver threw exception in initAction. Pawn=Ingram, Job=DoBill(A=TableTailor60787, B=Dromedary_Leather128472), Exception: System.InvalidCastException: Cannot cast from source type to destination type.

  at Verse.AI.Toils_Recipe+<MakeUnfinishedThingIfNeeded>c__AnonStorey20D.<>m__2CF () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.BeginNextToil () [0x00000] in <filename unknown>:0
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: TheHiding on February 27, 2015, 10:31:00 PM
Yes, me as well.

Edit: Somebody said that this was an EdB interface bug, but I downloaded the latest version of that and I still can't make any hats (or anything else) on the tailor's bench.

I had the same problem when one of my pawns that was working at the table was killed before finishing the project.
Deconstructing and rebuilding the table fixed it.
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: DTSXavid on February 27, 2015, 10:59:10 PM
Not too sure what the point is if hive mind = losing xp during solar flare... is there a way to turn off this negative effect?
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: jal21 on March 02, 2015, 11:49:45 PM
i was stresing when i coundnt find your mod here for the past few days when i got back frome my brake from the rimworld i which that thay would add a way to make medkits in vanila thanks for makeing this mod
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: AllenWL on March 18, 2015, 04:14:03 AM
I wish the medicine where slightly harder to craft. As it is now, herbal medicine just turns redundant the moment you get hydroponics.

I think it would be better if the medicine crafting required herbal medicine, cloth(for bandages), and a little plasteel(casing) or something among those lines.
Title: Re: [MOD] (Alpha 9) Apothecarius NEIN - A9Update (19.02.2015)
Post by: Kirid on March 19, 2015, 06:45:20 PM
I know it's been mentioned before; but would it be possible to make a version that is only the plants and medicine crafting?
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: JuliaEllie on April 22, 2015, 05:41:25 PM
(http://i.imgur.com/D3kTe3P.png)
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: pokemonfirer on April 24, 2015, 10:07:48 PM
so why did you get rid of hive mind? if possible can it be a optional add on for those who want it?
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: JuliaEllie on April 25, 2015, 01:10:13 PM
so why did you get rid of hive mind? if possible can it be a optional add on for those who want it?

It became buggier with every new update because things worked slightly different each time and loop holes opened while other features were rendered useless. I rewrote the whole thing some time ago and I would have had to rewrite it again for this Alpha. It wasnt THE key feature of the mod and more than 50% didnt use it anyways so I decided to abandon it.
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: bigmap on April 26, 2015, 10:40:53 AM
very good
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: buder5 on April 29, 2015, 03:18:47 PM
too bad for me i just came to get hive mode after i got that solar flare shielding DX because all those pirate never can do dumb labor with is what i need the more lul
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: Nemesis688 on May 09, 2015, 02:03:03 PM
I don't know if it's been mentioned... but I was poking around in the mediflower xml and you have the nutrition set to 40. It seems you missed the decimal :-)  I suppose it doesn't matter much since it may only affect animals, buy man those are gonna be some happy animals since even meals only seem to max at 1.0! :-p
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: JuliaEllie on May 09, 2015, 03:24:29 PM
I don't know if it's been mentioned... but I was poking around in the mediflower xml and you have the nutrition set to 40. It seems you missed the decimal :-)  I suppose it doesn't matter much since it may only affect animals, buy man those are gonna be some happy animals since even meals only seem to max at 1.0! :-p

Oh yes. Thats a relic from Alpha 5 when nutrition was an integer between 0-100 instead of a float between 0-1. But as you already mentioned it shouldnt matter because its plant food and only suitable for animals AND the plants only grow in Hydroponics which usually are inside. Anyways - thank you for the heads up.
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: zloitermit on May 09, 2015, 08:17:51 PM
что такое кирилица не катит ?
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: zloitermit on May 09, 2015, 08:20:28 PM
мне что на палцах обяснть 8)
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: Prohunt on May 28, 2015, 07:14:26 AM
I kinda need help. I can't find answers to this anywhere on teh interwebz, and I really want some. I have got the drone core mod thing, (9e) but I don't know how to control people using it. How do I go about controlling them?
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: JuliaEllie on May 29, 2015, 02:48:11 AM
I kinda need help. I can't find answers to this anywhere on teh interwebz, and I really want some. I have got the drone core mod thing, (9e) but I don't know how to control people using it. How do I go about controlling them?

Sorry but this not how it is supposed to work. You dont take direct control of the drones but the skills of all drones are shared. To make drones you have to implant Drone Cores into unfortunate victims happy new members of the Hive which you will build at the Hive Mind building. But this feature is depreciated and was removed on A10 so actually I shouldnt be giving support for this anymore :D
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: Nirahiel on May 30, 2015, 03:30:03 AM
Too bad the hive mind is gone :(
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: BMS on May 30, 2015, 11:28:11 AM
Too bad the hive mind is gone :(

I used it but i hated that skills were a one and done - it needed an upload/download feature like the chair in the matrix where a guy could push his craft xp to the server then someone else could sit in the chair and download the xp :)
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: harpo99999 on June 10, 2015, 06:28:53 PM
juliaellie, have been told of an issue with the xml code in the mod
'Apothecarius' "research.xml" has a space on line 16 between "<prerequisites>" and "<li>" and that is causing the crash, even though it shouldn't.'
this was found with the research tree printing utility
Title: Re: [MOD] (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
Post by: Sekmeth on June 13, 2015, 08:18:10 PM
Any plans of updating this to Alpha 11? :)
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: JuliaEllie on June 17, 2015, 03:09:51 PM
UPDATERINO!!

(http://i.imgur.com/fpjAsEr.png)
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: Das Ganon on June 18, 2015, 08:02:28 PM
Hey! So in the new A11 update, I'm having a problem where med flowers are stuck at 5% growth regardless of the situation (bright light, no light, dim light, indoors, outdoors, etc)
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: dawixx on June 18, 2015, 08:16:18 PM
Hey! So in the new A11 update, I'm having a problem where med flowers are stuck at 5% growth regardless of the situation (bright light, no light, dim light, indoors, outdoors, etc)
Same problem here.
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: JuliaEllie on June 18, 2015, 08:16:51 PM
Hey! So in the new A11 update, I'm having a problem where med flowers are stuck at 5% growth regardless of the situation (bright light, no light, dim light, indoors, outdoors, etc)

WOW I just tested this and I think its time fir a rewrite of those ThingDefs. After 5 Alphas of mutations, changes and updates it looks like Frankensteins Monster. I think I will tackle this today. Thanks for telling me
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: dawixx on June 18, 2015, 08:31:57 PM
WOW I just tested this and I think its time fir a rewrite of those ThingDefs. After 5 Alphas of mutations, changes and updates it looks like Frankensteins Monster. I think I will tackle this today. Thanks for telling me
Oh God you have so many empty lines and whitespaces in your code D:
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: harpo99999 on June 18, 2015, 09:15:49 PM
and there is still an incompatability with the research chart generator program in the research.xml line 16 having a space between the <prerequisites> and the <li>
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11Update (17.06.2015)
Post by: JuliaEllie on June 18, 2015, 09:34:36 PM
and there is still an incompatability with the research chart generator program in the research.xml line 16 having a space between the <prerequisites> and the <li>

Thanks took care of this as well.
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Shackleberry on June 21, 2015, 08:13:49 AM
When this mod is loaded a couple of errors are being logged:

Code: [Select]
XML error: <itemSurface>true</itemSurface> doesn't correspond to any field in type ThingDef.
XML error: <itemSurface>True</itemSurface> doesn't correspond to any field in type ThingDef.

I've searched all of the installed mods for the itemSurface element and found it in these:

Code: [Select]
Searching 4252 files for "<itemsurface"

.\Mods\Apothecarius\Defs\ThingDefs\MedicalTable.xml:
   62  <interactionCellOffset>(0,0,-1)</interactionCellOffset>
   63 
   64: <itemSurface>true</itemSurface>
   65 
   66  <recipes>

.\Mods\Apothecarius\Defs\ThingDefs\soylenttable.xml:
   80  <interactionCellOffset>(0,0,-1)</interactionCellOffset>
   81 
   82: <itemSurface>True</itemSurface>
   83  <comps>
   84 

2 matches across 2 files

After checking other mods it looks like that line should now be:

Code: [Select]
<surfaceType>Item</surfaceType>
Title: Re: [MOD] (Alpha 11) Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Loki88 on June 21, 2015, 11:02:15 PM
I sort of butchered selectively cut soylent green from this mod to only use it and noticed a few things... as stated by Shackleberry the table surface needs to be changed to <surfaceType>Item</surfaceType>, the nutrition values got changed as well to a decimal expressed percentage. Also the preferability should be raw instead of simple because as it stands the derps will eat soylent green instead of simple meals and get the "ate raw food" debuff from it...
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Loki88 on June 22, 2015, 11:46:50 AM
Soylent separation.
I turned Soylent Green into an independent mod for myself to use and thought someone else might like to use it independently as well so here it is.

Code: [Select]

Changes made:
Surface type to match A11 defs
Nutrition value expressed as a decimal instead of whole number
Preferability changed to raw from simple
 

I take no credit for this mod as all real work has been done by JuliaEllie already. Apothecarius is already compartmentalized ( she's a freaking genius for setting it up that way) so all I had to do was copy / paste and change a couple values.


[attachment deleted due to age]
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Ouan on June 22, 2015, 11:51:28 AM
Yeah updates!!
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Demonlord091 on June 25, 2015, 10:23:23 PM
Love the mod, but it seems like almost everyone is using Dropbox for their upload site these days. Slightly annoying since it appears to be limited to account-holder only Downloads.

Would it be possible to upload this to another site as well for those of us that don't have a Dropbox account?
Figure I'd ask.

Keep up the good work.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Loki88 on June 25, 2015, 11:15:59 PM
Love the mod, but it seems like almost everyone is using Dropbox for their upload site these days. Slightly annoying since it appears to be limited to account-holder only Downloads.

Would it be possible to upload this to another site as well for those of us that don't have a Dropbox account?
Figure I'd ask.

Keep up the good work.

Drop box will let you download if you're not a member. I don't have an account and can download fine. Just close the little log in window that pops up and click the download button. It works even though it's grayed out.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Demonlord091 on June 26, 2015, 05:23:25 PM
Love the mod, but it seems like almost everyone is using Dropbox for their upload site these days. Slightly annoying since it appears to be limited to account-holder only Downloads.

Would it be possible to upload this to another site as well for those of us that don't have a Dropbox account?
Figure I'd ask.

Keep up the good work.

Drop box will let you download if you're not a member. I don't have an account and can download fine. Just close the little log in window that pops up and click the download button. It works even though it's grayed out.

How unusual.  I attempted that last night and did not get said log in window. Had tried stabbing the button about twenty times and got no result.

Yet tonight I tried it and got the window and the functioning button. Maybe it was just a bug.

Regardless, I'm glad it's working right now, makes downloading JuliaEllie's mods considerably easier.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: buder5 on July 01, 2015, 02:11:49 PM
i realy want hive mind part im so sad right now
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: falcongrey on July 05, 2015, 02:44:56 PM
Getting this error every time I load this mod:

Code: [Select]
XML error: <itemSurface>True</itemSurface> doesn't correspond to any field in ThingsDef.
Looking through the defs folder in the mod I found the code in question in the MedicalTable.xml

Doesn't seem to break the mod though.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Shackleberry on July 30, 2015, 03:27:51 PM
Getting this error every time I load this mod:

Code: [Select]
XML error: <itemSurface>True</itemSurface> doesn't correspond to any field in ThingsDef.
Looking through the defs folder in the mod I found the code in question in the MedicalTable.xml

Doesn't seem to break the mod though.

See my previous post, the line in the XML should be changed to <surfaceType>Item</surfaceType>. There was a change in the ThingDef class in A11.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: cy-one on August 10, 2015, 08:26:44 AM
*sniff* no hivemind :(

Well, "crafted medicines" or something else it is then :D
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Demonlord091 on August 11, 2015, 07:02:55 PM
Got a few minor errors when loading up your mod. Image should be attached.

The Hivemind will be missed.

Keep up the good work.

[attachment deleted due to age]
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Ouan on August 23, 2015, 02:00:35 PM
Juliaellie,
    We know you are out there! Hope things are grand and we await your moding awesomeness to return! and!!! Just because.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: DethBringa on August 25, 2015, 12:41:27 AM
Thought I would check this out. Been AGES since I last played rimworld. The hivemind system was OMG good but it kept resetting all my guys stats on game load so I stopped playing rimworld all together. Thought I'd check back an see if this is fixed and up and running. From what I see here in the forum it might not be working. :(
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Ouan on August 25, 2015, 01:44:19 AM
Juliaellie pulled it from her mod last update because she did not think that it had enough support. I loved it, but with all the source code changes the mixed reviews probably made it not seem critical enough to update. I think she is on hiatus from updating right now, but I will keep showing support even if she is away from Rimworld modding atm.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: 25wes25 on August 28, 2015, 10:47:59 AM
Really hope this gets an update soon, One of my favorite mods since it adds such a valuable source of production. The best part is that it takes so much metal and a decent amount of resources to get medical production up and running resulting in a rather balanced mod. I'm gonna need all the meds i can get!
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: TotalMLG55 on September 14, 2015, 05:08:39 PM
I liked the hive mind feature, could you maybe bring it back. :'(
Title: !!! [A12d] Apothecarius FD Update (15.09.2015)
Post by: Iridescens on September 14, 2015, 06:29:04 PM
Hello there!
Guess I miss the craftable medicine more than most so I decided to update it to 12d.
No loose ends on my side. Please test it and report.
P.s. It was quite a study to get it clean, I must admit.

https://yadi.sk/d/Gn2UMAiJj6ETc (https://yadi.sk/d/Gn2UMAiJj6ETc)
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: TotalMLG55 on September 14, 2015, 07:07:16 PM
Or maybe you should have one download link for the soylent green and medicine and one for all three sub mods or regular mods (whatever they are) so that everyone is happy. The hive mind fans will download the second one and the non hive mind fans will download the first one.

Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: hurtavy on September 15, 2015, 07:28:13 AM
Or maybe you should have one download link for the soylent green
Like this? For v12

[attachment deleted due to age]
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: falcongrey on October 16, 2015, 03:06:30 PM
Or maybe you should have one download link for the soylent green
Like this? For v12
Would be nice to see, I do agree.
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Das Ganon on April 09, 2016, 07:47:35 PM
So... any chance of an A13 update?
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: Kluge on April 14, 2016, 08:28:19 PM
So... any chance of an A13 update?
+1 Soylent green production chain was the only thing keeping me from viewing raids as a pointless time sink (after I have 8+ colonists, anyway).
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: dismar on April 15, 2016, 12:00:53 AM
https://ludeon.com/forums/index.php?topic=18491.0
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: JuliaEllie on April 15, 2016, 03:39:26 PM
Hey guys,

sorry Im not very active anymore in the community. I dont see any point in updating my mods anymore since most of the functionality is already in the game. The soylent green feature is maintained by dismar. Have fun :)
Title: Re: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)
Post by: DethBringa on July 15, 2016, 05:19:37 PM
I know I'm not very active here but, any chance of someone picking up the hivemind mod? Maybe making a new one? It's probably that far out of date its unuseable by now. I would even settle for this mod and the version of rimworld it worked on.
I loved this mod and still miss it. It almost felt like playing on the other side. That loss of humanity as you engineer your people to be more machine than man.