RimWorld

RimWorld

VGP Garden Medicine
233 Comments
Tomy G Apr 27 @ 4:57pm 
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 @ 8:16pm 
Should be okay
BreBearz Apr 6 @ 4:31pm 
How does this work with medieval overhaul?
dismarzero  [author] Dec 13, 2024 @ 3:58am 
If you goto the Forums and the Discord there are a number of posts to help you get started.
K Dec 13, 2024 @ 3:52am 
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 13, 2024 @ 12:15am 
The coding on that mod is so complex I wouldn't even know were to start. Fluffy is a master coder.
Emelio Lizardo Dec 10, 2024 @ 3:24am 
If Pharmacy is abandoned maybe that's some functionality which could be added here.
mtmfs324215 Dec 10, 2024 @ 2:36am 
Thank you, thank you very much for your module. Love comes from China.
K Dec 10, 2024 @ 2:01am 
It is! I found a unofficial update, thank you still :)
dismarzero  [author] Dec 9, 2024 @ 11:55pm 
There is. I am not sure it is still updated its like Pharmacy or something like that by FluffierThanThou.
K Dec 9, 2024 @ 11:20pm 
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 @ 8:18pm 
Ah , ....
dismarzero  [author] Sep 21, 2024 @ 10:55pm 
are you growing a dandelion patch or just the flower? You'll need the patch
Emelio Lizardo Sep 19, 2024 @ 9:01pm 
I can't harvest dandelion. Not in the wild or in a field.
dismarzero  [author] Jul 25, 2024 @ 2:54pm 
7/25
Meds
-Cigarillos proper satisfy Gene needs.
Bulk Go-Juice Recipe corrected
Contrived Jul 25, 2024 @ 10:00am 
Found a possible bug: the "make bulk go-juice" recipe only creates 5 items instead of the stated 10.
dismarzero  [author] Jun 27, 2024 @ 8:59pm 
Meds
-Pawns should only carry one antibiotics and Dandelion tea while consuming.
dismarzero  [author] Jun 27, 2024 @ 8:31pm 
Yeah that's a weird bug from the 1.5 update. A lot of consumables are doing that.
Omega13 Jun 26, 2024 @ 7:47pm 
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 15, 2024 @ 4:21am 
hi again, its me. is there a way to disable using bandage kits for surgery? thanks
PapaJuicy Jun 12, 2024 @ 12:07am 
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 @ 11:26pm 
Hmm the recipe is only set to use Intellectual. So im not sure.
PapaJuicy Jun 10, 2024 @ 2:15am 
*when im making 10 per batch
PapaJuicy Jun 10, 2024 @ 2:14am 
Hello, just wondering when im making antibiotics, it seems that need to meet 2 requirements. intelligence and medical skill. is there a way to just make it 1 skill? i have 1 worker with the intelligence and one with the medical skill, not both lol. thank you
Gaël May 24, 2024 @ 5:36pm 
Indeed, that does solve the problem. Thank you !

(And thank you Microsoft for making case being ignored in paths unlike pretty much everyone else…)
dismarzero  [author] May 24, 2024 @ 1:52pm 
There is a file system issue in windows on with steam:

It's just that steam does not care if the I is lowercase or uppercase only that an I is there.

So a lot of times, even forcing an update will not change it on your end.
And the only way I have found to force the correct update is un-subbing the mod. And restart steam before re downloading it.

Or going into the mods folder and changing the Ui to UI manually.
Gaël May 23, 2024 @ 8:15pm 
Hey, thank you for the mod! I've noticed it triggers an error log on startup (I've reproduced it with no other mods loaded, just all the DLCs). It's not a big issue either (I only see it with dev mode enabled).

The stack-trace is:

Could not load UnityEngine.Texture2D at UI/Icons/ThingCategories/FruitFoodRaw in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
Verse.ThingCategoryDef:<PostLoad>b__24_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
dismarzero  [author] May 5, 2024 @ 11:22pm 
Might also be something to look at as it should be Medical.. But i would have to dive the core code to makes sure that is correct :)
dismarzero  [author] May 5, 2024 @ 11:20pm 
It takes Intellectual to craft those. Think its the same as some drugs. I can't really see as i am away on a work trip.
pieuponieu May 5, 2024 @ 4:29pm 
Hi, love this mod, but I am having one issue with it since the 1.5 update. For some reason, it won't let my pawns manufacture neutroamine. I have the right flowers growing (not deco), I can harvest them and store them, but when I try to tell my crafting level 10 pawn to prioritize making neutroamine at the drug lab, the game says they aren't at least a level 5.

Is there some other skill they need besides crafting? Do you know of any incompatibilities with other mods? Everything else in this mod works perfectly. I can make Ibuprofen and Antibiotics with neutroamine that I buy from traders. Any insight is appreciated. Until then, I'll stop growing neutro flowers. :)
dismarzero  [author] Apr 24, 2024 @ 3:00am 
Are you growing the Neutro Deco flower? Its just for Decorations :) You need to grow just the Neutro Flower.
Drako_The_Raccoon Apr 24, 2024 @ 12:46am 
How do i harvest the neutro flower? It's not giving me the option. Thanks for the help.
CrackaJack Apr 23, 2024 @ 2:08pm 
its not, manually deleting it is^^ better be safe then waste time
dismarzero  [author] Apr 23, 2024 @ 2:53am 
It's Accurately correct on my end.

It's just that steam does not care if the I is lowercase or uppercase only that an I is there.

So a lot of times, even forcing an update will not change it on your end.
And the only way I have found to force the correct update is un-subbing the mod. And restart steam before re downloading it.
Aelanna Apr 23, 2024 @ 2:11am 
Heya, just wanted to let you know that your reference to the FruitFoodRaw texture has an incorrect path: it is using "UI" with a capital "I" whereas the texture in the VGP core mod is "Ui" with a lowercase "i"; this causes the ThingCategoryDef to break and throw a red error if this is the last VGP mod to be loaded.
dismarzero  [author] Apr 8, 2024 @ 4:01am 
:P Hopefully soon. Waiting for the DLC to see whats new
CrackaJack Apr 8, 2024 @ 3:48am 
jeez, not all of them lol o.O just the one or two that are actually used
dismarzero  [author] Apr 8, 2024 @ 3:28am 
Thats a lot of patching tho :P and i have to go out and find all the mods to patch. They might not be updated anymore

Sounds like a lot of work for now :P
CrackaJack Apr 7, 2024 @ 3:43pm 
i wouldnt say this overlaps with other tobacco mods, the plant itself yes, but these self rolled cigarillos are kinda unique and the most realistic option imho. an integration patch or two wouldnt hurt, tho, just to de-duplicate tobacco plants?
dismarzero  [author] Mar 17, 2024 @ 2:20am 
I will probably never have the option to remove something from my mod tho. Mod options will only be for changing the yield or duration of things.

If you wanna remove something there is a Mod called Cherry Picker or something of that nature that removes stuff from mods you don't want.

And also :) As for all those other mods, I was one of the first to add such things long before they ever came around lol
Thundercraft Mar 16, 2024 @ 10:34pm 
Quote, "I am not sure what will be options in the mod tho."

Maybe you could have an option to disable Cigarillos and Tobacco as a plant for players who want to use a different mod for the same nicotine hediff high? There are several other popular mods on the Workshop which add a plant called "Tobacco" and items like Cigarettes and Cigars - mods like "Vanilla Brewing Expanded", "VGP Garden Medicine", "RimCuisine 2: Smokes and Shrooms Expansion" and "Jecs Tobacco and Cigarettes".

And I wouldn't be surprised if there were a few other mod overlaps. Well, I do know that there are a few others which make growing Ambrosia in hydroponics possible.
dismarzero  [author] Mar 16, 2024 @ 5:36pm 
1.5 is here!

Working not fully tested :)
dismarzero  [author] Mar 16, 2024 @ 5:35pm 
@Thundercraft I am working on learning the Mod setting coding. And hope to have some done in 1.5 I am not sure what will be options in the mod tho.
Thundercraft Mar 16, 2024 @ 1:31pm 
Q: Is there a Mod Options configuration menu? (For example, to turn certain features off?)
dismarzero  [author] Feb 22, 2024 @ 12:20am 
So I've done some testing,

I have my pawn all on GI and was immune to new infection. I then DEV'ed in a infection and was able to treat it with no issue and it was healing as normal.

I'm not really sure what would change with how the twitch mod would change any of that as it should be injecting the same way a God Mode would.

Also like to note that the way GI is coded, it works the same way as the base Flu blocker in game. It just adds all the other types of diseases into the immunizes
kara35 Feb 17, 2024 @ 4:43pm 
Hey there,I have an issue.Glitterworld inoculation supposedly working as block almost everything, right?I am using twitch toolkit(to interact while I am streaming),there was a poll comes up viewers selected infections and some of my colonists got infections.Thats ok actually I can deal with that BUT the problem is The colonists went to hospital beds but their immunity is always 0 and they are going to die,I am removing the part of the infection but some of them has brain infections
I am assuming there is a mod incompatibility with infection command(twitch polls)
can you do something for that?
I tested with two experiment groups,some of them got glitterworld inoculation and the other group is not,The group without inoculation is working normal-immunity is ok
dismarzero  [author] Feb 11, 2024 @ 11:53am 
All my research is under the VG tab in your research tree. Glitterworld Medicine is the name of the research after Medicine production from the base game is finished.
Mage of Fables Feb 11, 2024 @ 2:59am 
I was told that in order to get Glitterworld Medicine, I need to unlock Advanced Synthesis. But I don't even know what Advanced Synthesis is.
Sunset Feb 8, 2024 @ 2:09pm 
it appears that the bulk go-juicerecipe x10 only produces 5 go-juice
dismarzero  [author] Jan 23, 2024 @ 1:47am 
There is a mod out there called like cherry picker that removes stuff from mods.

As for changing values its all just xml coding. pretty simple to learn.