RimWorld

RimWorld

VGP Garden Medicine
260 Comments
mellanya_menilae Aug 28 @ 1:54pm 
Found it. I am working in a window and it's pushed all the way off to the right. Didn't realise I had to scroll so far so I missed it. Thanks.
dismarzero  [author] Aug 27 @ 4:43pm 
Clairelenia There a weird Windows bug that causes that once in a while.
dismarzero  [author] Aug 27 @ 4:42pm 
Research under the VG tab?
mellanya_menilae Aug 27 @ 4:56am 
Hi, not sure why, but I can't seem to 'make' either De worm or Mecha Gone? I can make the others. They show up in the drugs assignment panel but the medical bench has no bill for them. Am I doing something wrong? I have had this mod for ever and miss the extra drugs.
Clairelenia Aug 21 @ 11:17am 
This mod caused a red warning cause it did not find "FruitRaw" in the "UI" folder ... The Folder name was written "Ui", small "i" and it caused this error =) changing the folder to "UI" fixxes the red error :D hope this helps
Zairya Aug 21 @ 7:44am 
Doesn't matter to me, personally. VGP sits in my modlist since... ye olden times so to say and I would be troubled if I play without it (which why i refuse to play the SdM challenge)
dismarzero  [author] Aug 21 @ 6:44am 
As of right now it is breaking older games and may need to be held back till I can Have someone check the coding or a new version comes out in a year or so lol
Zairya Aug 20 @ 11:36pm 
Feedback to the planned feature:
I like the idea and will play around with it when it's in. I'm frequent user of Apothecary (scar cream/ aloe cream) to remove scars. The only "downside" your attempt has for me, is that you use industrial tech drug research to gate your drugs.
I'd be happy if I could get those new meds as quest rewards (looking at the housed refugees in particular)

Thank you for still improving your mods instead of just mainting them <3
为世间无名之人 Aug 20 @ 9:50pm 
The brain stimulator is an item of "EPOE Forked: Expanded Speculations and Organ Engineering Forked". I will go to their place to give feedback. Thank you for your reply.
dismarzero  [author] Aug 20 @ 8:45pm 
Hmm let me revert the update and look more into this :P
calmatt89 Aug 20 @ 8:44pm 
This mod was giving me a "Object reference not set to an instance of an object" error, would prevent the loading of any of my saves until I deactivated it.
dismarzero  [author] Aug 20 @ 6:58pm 
为世间无名之人 Not sure. Could be a bug. I do not see that in my game.
dismarzero  [author] Aug 20 @ 6:56pm 
Had a small custom code wrote for this mod to allow the removal of Hediffs (health effects) Something new to play around with. Looking for ideas if interest in expanding the cures.

Biotech DLC:
-Bloodroot plant added
-Garden Hemogen Packs added

Base game:
-Pepto-Rimalyte (cures food poisoning)
-Tox-a-way (cures toxic build up)
-New recipes
为世间无名之人 Aug 10 @ 2:11am 
Install brain stimulator can use all medicine,include bandage kits.But remove brain stimulator must use medicine or Glitterworldmedicine. I find a bug, use bandage kits can remove brain stimulator. I think male medicine cannot be used to remove brain stimulators, but lower level bandage kits can be used to remove brain stimulators. Is this a bug? (Sorry, my English is not good,)
dismarzero  [author] Jun 19 @ 8:29pm 
Its like every 5 to 7 I believe. And I also made Glitterworld inoculation which is 1 pill that does it all and last like 15 days.

And yes its all prevents not treats.
Heart 🎕 Jun 19 @ 6:40am 
Ah, nvm, it only prevents it, I thought it was a translation error. In that case, it's useless. I'm not giving my colonist 30 pills a day to do a guessing game of when they might get a disease. There's like 8 different events for these sicknesses in-game.
Heart 🎕 Jun 19 @ 6:37am 
De-worm didn't work??
dismarzero  [author] Jun 17 @ 5:37pm 
1.5 / 1.6
-Reworked Schematic's Patch
-Schematic's research books added
tomyjp Jun 17 @ 8:47am 
That's great to hear! Thanks for reviewing the error so quickly. I really appreciate your hard work in updating such great mods!
dismarzero  [author] Jun 17 @ 8:15am 
Yeah its a minor error should not effect the game play. I will have to rework the patch for this :)
tomyjp Jun 17 @ 6:44am 
Yes, I do! Here is the link to the error log: https://gist.github.com/HugsLibRecordKeeper/d4c5494ebda1b2c15629fdd6c02388de

Thank you for your quick response!
dismarzero  [author] Jun 17 @ 6:12am 
Do you have a green Share button on your error log? can you send me that link?
tomyjp Jun 17 @ 1:58am 
Hello, I'm experiencing an XML error with the latest versions of VGP Garden mods (Fabrics Simplified, Medicine, Resources) on RimWorld 1.5.4409 rev1120.
An error window appears at the game's start screen (where "New colony", "Load game" and "Options" buttons are)

The specific error is:
XML error: Duplicate XML node name VG in this XML block: <tabs><Main /><EPOE /><VG /><VG /><VG /></tabs>

It seems the game launches without any issues if I enable only one of these VGP Garden mods in my modlist.

I managed to resolve the problem by reverting to older versions of these three mods I had backed up before. With the older versions, the game launches successfully even with all three enabled.

Apologies if this is due to mod order or an issue on my end.
lawreel2014 Jun 15 @ 6:43pm 
nvm it was just cuz i had the order of mods wrong
lawreel2014 Jun 15 @ 6:40pm 
I went and downloaded the mod and recieved 15 or so XML Errors for several descriptions
dismarzero  [author] Jun 11 @ 5:52pm 
1.6 beta!

Coding updates!
dismarzero  [author] May 10 @ 9:23pm 
Yeah after looking though the work skills I think all my recipes need to be change away from medical and changed to intellectual to better match core.
Tomy G Apr 27 @ 9:57am 
crafting glitterworld medicine or luciferium requires 12 and 16 medical skill respectively, however when a pawn is crafting it, its the intelectual skill what is being used and going up, is there a way to change that? it would be more intuitive if the requirement was intelectual skill like in any other drug, or atleast make it so that the medical skill is going up when crafting the glit medicine and luciferium.
dismarzero  [author] Apr 8 @ 1:16pm 
Should be okay
BreBearz Apr 6 @ 9:31am 
How does this work with medieval overhaul?
dismarzero  [author] Dec 12, 2024 @ 8:58pm 
If you goto the Forums and the Discord there are a number of posts to help you get started.
K Dec 12, 2024 @ 8:52pm 
Is there any tutorial on "how to make your rimworld mod 101" ? I would love to try and do a tiny bit something
dismarzero  [author] Dec 12, 2024 @ 5:15pm 
The coding on that mod is so complex I wouldn't even know were to start. Fluffy is a master coder.
Emelio Lizardo Dec 9, 2024 @ 8:24pm 
If Pharmacy is abandoned maybe that's some functionality which could be added here.
mtmfs324215 Dec 9, 2024 @ 7:36pm 
Thank you, thank you very much for your module. Love comes from China.
K Dec 9, 2024 @ 7:01pm 
It is! I found a unofficial update, thank you still :)
dismarzero  [author] Dec 9, 2024 @ 4:55pm 
There is. I am not sure it is still updated its like Pharmacy or something like that by FluffierThanThou.
K Dec 9, 2024 @ 4:20pm 
Wasn't there a mod of medicine that would treat wounds depending their level?
Example, bruises, uses either doctor care - medical herb
Cuts, bites - Uses Industrial medicine or worse
Emelio Lizardo Sep 22, 2024 @ 1:18pm 
Ah , ....
dismarzero  [author] Sep 21, 2024 @ 3:55pm 
are you growing a dandelion patch or just the flower? You'll need the patch
Emelio Lizardo Sep 19, 2024 @ 2:01pm 
I can't harvest dandelion. Not in the wild or in a field.
dismarzero  [author] Jul 25, 2024 @ 7:54am 
7/25
Meds
-Cigarillos proper satisfy Gene needs.
Bulk Go-Juice Recipe corrected
Contrived Jul 25, 2024 @ 3:00am 
Found a possible bug: the "make bulk go-juice" recipe only creates 5 items instead of the stated 10.
dismarzero  [author] Jun 27, 2024 @ 1:59pm 
Meds
-Pawns should only carry one antibiotics and Dandelion tea while consuming.
dismarzero  [author] Jun 27, 2024 @ 1:31pm 
Yeah that's a weird bug from the 1.5 update. A lot of consumables are doing that.
Omega13 Jun 26, 2024 @ 12:47pm 
Weird minor bug - when someone takes antibiotics, they carry the entire stack with them to the table. They still only consume one, but it can be annoying when a lot of people get sick as they have to wait until that guy is done with the stack before they can take one - and then someone has to put it away again when they are finished.
PapaJuicy Jun 14, 2024 @ 9:21pm 
hi again, its me. is there a way to disable using bandage kits for surgery? thanks
PapaJuicy Jun 11, 2024 @ 5:07pm 
yea it says under minimum skills medical 6. but other ones like neutroamine it says minimum skills intellectual 6. very odd
dismarzero  [author] Jun 10, 2024 @ 4:26pm 
Hmm the recipe is only set to use Intellectual. So im not sure.
PapaJuicy Jun 9, 2024 @ 7:15pm 
*when im making 10 per batch