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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.
amazing mod
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. :>
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.
Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning has invalid vtable method slot5 with method none
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
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.
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!
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!
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?
i play easy and to relax and this just killed my entire tribe :(
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.