RimWorld

RimWorld

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Apothecary (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
7.806 MB
12 Aug, 2020 @ 12:19pm
17 Mar @ 10:57am
21 Change Notes ( view )

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Apothecary (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of peladors mod
https://steamproxy.net/sharedfiles/filedetails/?id=2000244851

- Added textures for seeds when using Seeds Please-mod, thanks DarkSlayerEX!
- The issue with the double-rottime should be fixed, thanks Lade!
- The research tree should now look better in vanilla research-view, thanks Kayedon!
- Added support for Simple FX: Smoke
- For detailed description, download the PDF[github.com]



[dsc.gg]
[github.com]



Overview
V1.1

A medicinal mod focused on earlier technology epochs prior to the industrial age. (Also more suited to "fantasy" based mods).

Details

Apothecary is a mod designed to provide herbal remedies and other medicinal preparations more suited to the Neolithic and Medieval epochs. It is designed as a preliminary mod prior to the use of Medical supplements which is more focused on the synthetic drug making process more associated with the industrial period and after.

As such it can be used as a standalone mod for inclusion in other mod elements that limit the time periods to earlier epochs for game play or where the mod theme may be more suited to those time periods.

The drugs are not quite as capable as the medical supplement mod versions, but still provide a capable solution with a broad spectrum of medicinal preparations for various illnesses and conditions prior to the industrial period.

Where both mods are being utilised, with MS drug versions superseding the apothecary versions with later research, the apothecary items can still be later utilised as a source of income as preferred.

Additional and more specific mod details can be found using the following link:

Apothecary Notes (PDF)[1drv.ms]


Mod notes


Several research projects (in own tab, though not as expansive as MS). Recommend using mods that make the management of research projects more user friendly.

Mod option to use bandages more realistically (wont be present if Medical Supplements is loaded).

Mod option to vary the % base cost for all the research projects.

Can be loaded mid save, removal will require removing all game elements.


Compatibilites
*** Subject to conversion to V1.1 ***

Atlas' Materials - Convert coal and coke into charcoal. Kiln will use charcoal.
Coal and Coal Extended - Only allows conversion of coal and charcoal based on differing ratios.
Cupro's Stones - Drops relevant mining bits.
Diseases Overhauled - Adds additional drug use for conditions. (see pdf notes).
Dubs Bad hygiene - Log Boiler will use charcoal as fuel.
Electric stone cutting table - can produce relevant salts.
Fermenter - adds the ability to make Absinthe. (V1.1 Compat Checked)
Industrialisation - Uses Electric arc smelter for charcoal production.
Gloomy furniture - some of the relevant benches will use charcoal as a fuel.
Kuratheris's Extra Stone - Extra CaCO3 bits and ability to source from relevant stones.
LotRim - Smithy will use charcoal as fuel.
LWM's Deep Storage - Will make use of medical cabinet. (V1.1 Compat checked)
Medical Supplements - integrated elements. (Drug cabinet with LWM's DS). (V1.1 Compat Checked)
Medieval times - Convert coal into charcoal. Various benches and buildings will use charcoal.
Multiplayer - native support (beta)
RC2 Bottling and Brewing - Absinthe mash can be made at the electric brewery and brewery point.
Remote Tech - Make crushed charcoal from charcoal.
RF Fertile Fields - Makes use of rock mill for precursor elements, crossover elements with composting. Also can make wood ash and scraps bucket.
RimOverhaul - Convert coal and coke to charcoal, refuel applicable furnaces.
RimPlas - Production of ammonia water from pitch. (V1.1 Compat Checked)
SD Medic add-ons - Medieval surgery lamp will use charcoal as fuel.
Smoked Meat - Smoke pit and smoke house will use charcoal as fuel.
Seeds Please - all crops are made available as seeds.
Smokeleaf Industry and Reborn - Hemp biocoal can be converted to charcoal.
Social Supplements - Removes Morel Mushrooms from some meat recipes. (V1.1 Compat Checked)
Tribal Signal Fire - Signal fire will use charcoal as fuel.
VG Tools - Crossover elements with composting.
VG Gourmet - Cooking tools linked.
VFE - Stone campfire and fuelled smelter can be fuelled with charcoal.
VFE Prod - Linkables applied.
WD Simple Coal - Convert Coal into charcoal. (V1.1 Compat Checked) *** recommended coal mod ***

Recommended
*** Subject to conversion to V1.1 ***

Drug Policy Fix - can be used to help manage and correct drugs added or removed part way through a save game. It will also sort the drug listings alphabetically.

Mod Medicine Patch - allows you to specify additional modded medical use (GUI) which works with the mod Pharmacy.


Credits

Graphics Revision - Kasmex Forever

RF Fertile fields - modified versions of composting and multiple crop harvested product routines.

Maxwell.J - Chinese (simplified) translation.
Chinese (traditional) translation - SY1102
Erdnussbrot - German translation.


List of mods for refined content review

Rimcraft
Rimhammer


(CC BY-NC-SA 4.0)



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


176 Comments
Mlie  [author] 25 Jul @ 5:47am 
@TrilliumSG There is no gene-interactions in this mod so my guess is that you have some other mod adding the same item
TrilliumSG 25 Jul @ 3:46am 
I have a pawn that has the henbane dependency gene and henbane joints and henbane tea dont satisfy it. not sure what that gene dependency is coming from (maybe Alpha genes?) but has anyone else run across this or know a way to fix it? she's got 18 more days to live :(
Enlonwhite 7 Jul @ 12:28am 
Did someone complain to the great mod god of Mlie? I am glad Mlie was so chill about it.
Please do no smite the unbeliever, he knows not what he does, oh great one!

I going over board in hopes putting a smile on faces :-)

Mlie you do wondrous work, and I am surprised by all the many DOZENS of mods you maintain and provide for us. With your work being offered for Free......did I get the complainers attention, do they understand the errors of their ways?

If not, their lose, if so, glad to inform them of the many great wonders of Mlie!
Mlie  [author] 11 Jun @ 6:31am 
@retrobarbaari Since you already know that its ”a few copy and paste” than feel free to do that. I assume that you are pretty new in this community, not being able to read mod-descriptions or know what a continued mod is.
But dont worry, when you get older you will hopefully find it easier to read and understand.
Just keep at it!
retrobarbaari 11 Jun @ 6:15am 
It's not a demand, it's a suggestion. But I see you are having a mental break down.
It may have originally been made by another person, but you're the developer of this mod now. It says that after your username in the this chat.
If you think people coming here to read that PDF makes sense, instead of having that info available in the game, where there is an empty place for "DESCRIPTION" for each of these items, by all means, don't do it.
Mlie  [author] 11 Jun @ 6:01am 
@retrobarbaari Its not my mod, if you had actually read the description from the start you would have found the PDF as well as had a chance to figure out that this is not my mod. Its a reupload of an abandoned mod. If you have no intention of helping this modding community I suggest you at least stop demanding stuff from modders that do this for free.
retrobarbaari 11 Jun @ 5:52am 
Excuse me? This isn't my mod. And I haven't modded Rimworld.
It's a few copy and paste, as you have them in the PDF already. But if you don't want to make that on your mod... then ignore the suggestion.
Mlie  [author] 11 Jun @ 4:41am 
@retrobarbaari If you do that, feel free to do a PR on the gihub-repo with the changes
retrobarbaari 11 Jun @ 4:13am 
Oh, found the PDF. In here workshop page, but not in the mod (in the game). These would be good to find in the mod.
retrobarbaari 11 Jun @ 4:08am 
This description with the PDF is where?