RimWorld

RimWorld

Tribal Medicine
284 Comments
Argón  [author] Jun 12 @ 8:53am 
Yay! I love lore too and I'm glad you liked it :D
ElysianEcho Jun 12 @ 3:58am 
loving the "flavor" text, i just thought you should know someone appreciates the little lore snippets of flavour profiles of the teas!
Argyropoeia Mar 27 @ 12:32pm 
Could we get a configuration option that changes the skill requirement for these recipes from crafting to cooking? Having a single person that has high cooking, crafting, and medicine skill can be a lot to ask for in a game with randomized pawn generation.

I know their cooking skill doesn't matter on these recipes but it's a bit of a pain to micromanage and make sure my medicine makers don't give everyone food poisoning.

At any rate, love the mod.
Argón  [author] Feb 21 @ 4:12pm 
It's intended because the mod is thought as an ancient knowledge that is meant to improve tribal quality of life, not focused on industrial.
Sir Bitar Feb 21 @ 3:42pm 
It seems to me like the base research cost for ancient tribal medicine is far too high (5000 points?). Is this intended or do I have some sort of mod conflict going on?
h1klernt089 Feb 14 @ 5:35pm 
FO'KIN BROOTSSSSS!!!


amazing mod
ketch10 Feb 11 @ 11:50pm 
This mod makes my developer mode not open for some reason
Argón  [author] Jan 28 @ 1:54pm 
It shouldn't be like that, since the medical stats of the medicine are changed, unless there's some new hardcoded stuff in the code that was tinkered specifically to screw my mods up :lunar2019madpig: Imma check on it.
Edward Jan 28 @ 1:05am 
I've noticed even legendary tribal medicine seems to be capped at 70% tend quality, even with high level doctors. Is there anything else that actually caps tend quality?
Argón  [author] Jan 27 @ 12:13pm 
Thanks! I'm very glad to hear that! :slimetabby:
Hey!
Just wanted to say, in my humble opinion, this is an incredibly over looked mod!
It's de facto one of my favourites theme wise and gameplay wise, requiring a little more planning then, "I will have my best skilled people produce in bulk and have a stockpile always ready to go"

Big fan of it. :>
Argón  [author] Jan 22 @ 8:44am 
You can check the medicine power and maximum treatment quality stats in the inspection tab
Argón  [author] Jan 22 @ 8:44am 
normal quality and above are better than herbal medicine
Mk1 Jan 22 @ 5:00am 
Hi! Is there any tab or rough meassure of how good is each quality of tribal medicine?
Argón  [author] Jan 14 @ 3:59pm 
It's fine. It's not so different from the way my consciousness speaks to myself :p2chell:
Dovahsdottir_864 Jan 14 @ 11:59am 
Thanks. Sorry if I was a little mean in the first post
Argón  [author] Jan 12 @ 12:35pm 
Hmm... will see if I can enhance the setting.
Dovahsdottir_864 Jan 11 @ 4:36pm 
I suspected that, that's why I mentioned it being disabled from the start of the game.
Argón  [author] Jan 11 @ 3:50pm 
Disabling broot poisoning only makes broots unable to contaminate food from the moment you toggle the setting. Already existing contaminations will persist.
Dovahsdottir_864 Jan 11 @ 1:42pm 
Anyone else getting Broot Poisoning even with Broot Poisoning disabled in the mod settings? Because I have. Repeatedly. It's been disabled since I started this colony but now I need to toss some berries that were stored next to 4 random Broots that must have gotten cut and brought inside while planting other stuff.
Argón  [author] Jan 9 @ 9:49am 
It's meant to be similar to the heart attack. It sometimes advances quickly and sometimes won't. If you treat it, you add to the chance it stays where it is.
Wyrd Jan 8 @ 2:52pm 
how long might it take for a colonist down with broot poisoning to show signs of getting better?

im playing a neolithic run and ran out of medicine on the map but seem to be pushing this guy along with a single pawn's medical skill. it's been nearly a season and i can't tell if the guy is getting worse or better — the broot poisoning doesn't seem to have an indicator either way.
Argón  [author] Jan 2 @ 8:58pm 
If you're playing with 1.4 the mod is broken because I accidentally updated for 1.5 and updated the 1.4 files too. I had to fix it but figured out most players would use 1.5 anyway. I see it's not the case for everyone, gonna see if I can fix it.
ᛉ The Cawckiest King ᛉ Jan 2 @ 8:05pm 
Could not execute post-long-event action. Exception: System.AggregateException: One or more errors occured. ---> System.TypeLoadException Type TribalMedicineRevamped.IngestionOutcomeDoer PurgeOrganism has invalid vtable method slot5 with method none

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning has invalid vtable method slot5 with method none
ᛉ The Cawckiest King ᛉ Jan 2 @ 8:05pm 
I'm having the same problem as Magnus with this mod blocking the dev commands menu.

Unloaded every other mod except for base game DLCs and the mods that Tribal Medicine requires to run (Harmony, Vanilla Expanded Framework, and Argonic Core). Problem started for me after the 1.5 update. Problem appears in both dedicated save files and Dev quicktest.


RimWorld 1.4.3901 rev238


Exception loading list element Rimworld.IngestionOutcomeDoer from XML: System.TypeLoadException:
Type TribalMedicineRevamped.IngestionOutcomeDoer PurgeOrganism has invalid vtable method slot5 with method none

[Same message for...]
ReduceIllnessPercentage
CureFoodPoisoning
EndureDrunkeness
ANIManiak Dec 2, 2024 @ 5:01pm 
I like this mod, but research time is too long, can you make it adjustable in settings?
Argón  [author] Dec 1, 2024 @ 9:44am 
Hmm. That's a pretty strange error. I don't think I can do much without a log, so definitely send that error log so I can have a better understanding of your problem.
Magnus Nov 30, 2024 @ 9:21pm 
Hi, sorry to come to the comments section with an issue but it seems like this mod may be involved with preventing me from opening the Devmode actions menu somehow? I could see if I could post a log if more information is needed, but if it's a known issue i get an error in the debug log referencing the food poisoning cure effect on digestion tea. Have not made or researched any of the craftable items for this mod or tweaked any values other than stack sizes with Ogrestack, and it's weird to me that the issue would even effect devmode so I suspect it might be another mod interaction or something.

On another note, thanks for your work on this mod! I always felt tribal stages were lacking in the basegame and other than this I've had no issues with the mod in the past.
Argón  [author] Nov 27, 2024 @ 12:00pm 
You're welcome. I always try to keep my mods updated and working, although sometimes weird stuff happen and I get stuck. Thanks for your comments!
Do0m[y] Nov 27, 2024 @ 5:39am 
Hello again, Argon.

Yes, it's possible that some meals were already contaminated or poisoned, which would explain why my other pawns were also sick. I can confirm that activating God mode is necessary to remove such diseases, illnesses, or serious conditions, as the 'Heal' option alone doesn't work — Thanks for the tips! — I decided to create a new colony when reactivating your mod and ensured that the broot poisoning option was deactivated.

Thank you for your support, your help and for your mod, Argon!
Argón  [author] Nov 26, 2024 @ 6:48am 
I think you need to enable godmode in order to do that
Argón  [author] Nov 26, 2024 @ 6:47am 
Hmm... Maybe the pawn consumed something that was contaminated. The option to disable broot poisoning only makes it so that the broots can no longer contaminate other products. Regarding devmode, you can directly remove the condition in your pawn's health tab, there's a check for edit mode that lets you remove it.
Do0m[y] Nov 25, 2024 @ 10:20pm 
Hi Argon, thank you for your response and for clarifying the reasoning behind the 5000 research points for tribal knowledge, it makes more sense now.

However, the issue with "broot poisoning" persists even after disabling the option in your mod. Despite turning it off and continuing the game, another pawn still developed Broot poisoning. This is the main problem I was facing, which led me to temporarily disable your mod. Even after reloading the save, the same issue occurs.

I also tried using the "Heal" tool in dev mode, but it didn’t resolve the condition. The only solution that worked was using the "T: Kill" and "Resurrect" options in the dev tool, which isn’t ideal. I think there might still be a bug causing this issue, as it seems the option to disable Broot poisoning isn’t functioning as expected. Thank you again for looking into this!
Argón  [author] Nov 25, 2024 @ 9:57am 
One thing I should clarify though, the disable broot poisoning option will only prevent new contaminations from happening, but will do nothing to existing contaminated items or already infected pawns. If you want to take it off entirely you can do so using developer mode and erase the condition from your pawns.
Argón  [author] Nov 25, 2024 @ 9:30am 
Hi there. I'll check into the broot poisoning problem to see if there's some error. The cost of the research is because it's meant to be an ancient knowledge, and you start with it already unlocked when you start a tribal scenario.
Do0m[y] Nov 24, 2024 @ 9:07pm 
Hi Argon, thanks for your mod. Unfortunately, even after disabling the Broot poisoning option, it still persists. This issue is significantly impacting my colony, even with the option turned off. As a result, I’ve decided to temporarily disable your mod until the problem is properly fixed.

Also, I don't understand why tribal knowledge requires 5000 research points for basic medicine and culture, while more advanced technologies, including complex medicine, only require 1000, 2000, 3000, 4000, or in rare cases 5000 points. So, every time I start a colony, all I can do is stockpile herbs, petals... until, after numerous raids and hours of gameplay, I finally reach 5000 research points for basic, plant-based knowledge. Is there a specific reason and logic behind this?
Argón  [author] Nov 16, 2024 @ 10:15pm 
I will fix the buying/selling thing, for the other issue, try using a mod called "mod medicine patch"
Xander Nov 16, 2024 @ 8:48pm 
one more thing, i can sell herbal medicine to tribal factions but none of the factions buys tribal medicine
Xander Nov 16, 2024 @ 8:36pm 
im having a small issue, you see in assign menu carry medicine option there is no tribal medicine for me to select, is this something that can be solved?
Argón  [author] Oct 25, 2024 @ 5:03pm 
For now, they don't, as a means to make the feature effectively challenging to deal with. Of course, it can be disabled.
The Guy in Your Closet Oct 25, 2024 @ 4:41pm 
Will pawns distinguish meals that are contaminated from ones that are not? I think it would be really funny to leave out a bunch of contaminated meals for the wild people to eat so they get poisoned and die
Pertominus Oct 19, 2024 @ 4:13pm 
absolute legend
Argón  [author] Oct 19, 2024 @ 12:06pm 
Just pushed an update. There should be a bug fix with broot poisoning and a new option to turn it off.
Pertominus Oct 16, 2024 @ 7:25am 
is it possible to add a mod option to debug override remove all Broot poisoning? or just an option to turn it off all together? similar to another mod called "tribble trouble"
i play easy and to relax and this just killed my entire tribe :(
Jadefire Oct 5, 2024 @ 6:39pm 
I agree that the broot poisoning could use some rework, though as annoying as they are I do like the concept of one of the tribal ingredients being insanely dangerous.
DYSFUCTIONAL ROBOT Oct 5, 2024 @ 11:14am 
My animal tamer kept feeding random animals broots, couldn't get him to stop without all together forbidding broots. A bit funny but you need to put them in a non-food category.

If you could just remove or rework broot poisoning entirely this would be one of the best mods on the workshop. Maybe just have the soups have a chance of giving it, you should probably make it more similar to food poisoning.

I have forbidden them from cooking broots, processing broots, and eating broots raw, I initially made the mistake of storing them next to normal meals, however despite separating them around 30 days ago my colonists will still randomly get broot poisoing.
DYSFUCTIONAL ROBOT Oct 5, 2024 @ 11:12am 
I would also greatly increase the stews lifespan, to around 2 or 3 days. Otherwise having them play a major role in the colony's healthcare is a bit too intensive for my tastes.
Argón  [author] Oct 3, 2024 @ 9:25pm 
Yes
Jadefire Oct 3, 2024 @ 8:35pm 
Does a higher tend quality and/or better medicine have a higher chance of curing it?
Argón  [author] Oct 3, 2024 @ 6:59pm 
Purifying tea can't cure broot poisoning. Curing it is more luck than anything else. Sometimes you might get lucky and cure it faster. The no longer guaranteed death means now you have more time before a pawn dies so you can "roll the dice" (attempting to cure it) more times.