Kenshi
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Just Say No!
   
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24 Sep, 2018 @ 12:25am
25 Dec, 2019 @ 7:46pm
4 Change Notes ( view )

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Just Say No!

Description
Just say "No!" to the Medical Marihuana Lobby's stranglehold on Kenshi's Healthcare System!

Now, a player requires: a cactus farm, sake production, fabric production, steel bars, and robotics production to craft all of Kenshi's medical items!

This mod has been updated and rebranded; please remember I always recommend you IMPORT YOUR SAVES when a mod is updated!

Changelog:
-Adds a new workbench, the Medical Disinfectant Distillery, that crafts Medical Disinfectant from Cactus and Fabric.
-Adds a new workbench, the Advanced Medical Workbench, that crafts Advanced First Aid Kits, Advanced Splint Kits, and all lower qualities. Medical Workbenches can be directly upgraded into Advanced Medical Workbenches.
-Enables the crafting of Medical Supplies at a Medical Workbench, from Medical Disinfectant and Fabric.
-Changes the recipe for Basic First Aid Kits to require 3 units of fabric.
-Changes the recipe for Standard First Aid Kits to require Medical Supplies and Basic First Aid Kits.
-Changes the recipe for Advanced First Aid Kits to require Standard First Aid Kits and Sake.
-Changes the recipe for Splint Kits to require Steel Bars and Fabric.
-Changes the recipe for Advanced Splint Kits to require Robotics Components and Splint Kits.
-Makes Robotics Tech a requirement to research Advanced Splint Kits.
-Changes the quality of Splint Kits to 50/100.
-Changes the quality of Advanced Split Kits to 100/100
-Changes the weight of all medical items, loosely based on the component materials.
-Removes the ability to produce Advanced First Aid Kits and Advanced Splint Kits from the Medical Workbench: they are now resrticted to the Advanced Medical Workbench.
-A happy byproduct of these changes is that the value of Standard and Advanced First Aid Kits has skyrocketed. Standard Kits are valued at a little over 1k, while Advanced Kits are valued at a little under 3.4k. Similarly, Splint kits are more valuable. A lot more valuable, in the case of Advanced Splint Kits, which now command a respectable price in the 4k range.
-Removes Advanced Medical Kits and Advanced Splint Kits from the following VENDOR_LISTs: "hospital", "banidt good loot", and "outpost vendor".
-Adds Basic First Aid Kits to the "bandit good loot" VENDOR_LIST.
-Adds Splint Kits to the "outpost vendor" VENDOR_LIST.
-Changes the spawn weights of all medical items for the following VENDOR_LISTs: "adventure shop" and "adventure shop (low food)".
-Relative spawn weights for "adventure shop" and "adventure shop (low food)" changed as follows:
Advanced First Aid Kit 200 -> 25
Basic First Aid Kit 100 -> 400
Standard First Aid Kit 400 -> 200
Advanced Splint Kit 100 -> 25
Skeleton Repair Kit 300 -> 100
Authentic Skeleton Repair Kit 100 -> 250

Disclaimers:
-THIS MOD IS IN BETA. You have been warned.

Thanks to Lord Lurk for helping teach me around the Forgotten Construction Set.
11 Comments
robin's_egg  [author] 25 Dec, 2019 @ 7:06pm 
PS: I don't know if it's necessary, but I recommend importing your saves!
robin's_egg  [author] 25 Dec, 2019 @ 7:05pm 
Alright! I've gone and updated this mod! I've pruned most sources of Advanced Med Kits to hopefully counteract the player's ability to exploit their new value and make them feel like a better loot drop in those ancient ruins out there!
Skrymaster 17 Dec, 2019 @ 5:26pm 
Really nice mod. The one drawback to this that I've noticed is that ancient labs spawn about 10% fewer ancient books on average because the loot in the medicrates is so valuable it easily takes up 10-15k budget from the lab's loot distribution away. This won't stop me from using it though...
robin's_egg  [author] 26 Mar, 2019 @ 11:50am 
I might do a separate mod for pruning away high value items from the game world. I've always wanted to.
Bumblechubs 23 Mar, 2019 @ 10:34am 
I'm not sure if you're still updating this mod or not, but the Slave Traders in the eastern UC are worth a lot of cats if you attack them solely for their medical kits. If it's possible, I'd recommend setting them to spawn with 2-3 standard first aid kits to lessen the cash injection. Ancient labs could stand to have fewer advanced splint/medkits as well. Great mod though, I've been using it for ages and love the complexity it adds.
robin's_egg  [author] 26 Sep, 2018 @ 12:20am 
Okay, well. After testing, I can confirm the issue exists, load order does jack fuck all, and importing doesn't fix the quality of splint kits.

However, in my test my character was able to use a splint kit without issue after having sold it to a vendor and bought it back, which also refreshed the quality of the splint kit up to 100/100. Several skimmers then proceeded to kick my butt, frustratingly refusing to damage anything but my chest. Sorry that took a minute to test.

I'm going to make a note of the issue in the mod description--can you verify that your characters do not use the splint kits? I have previously noticed that if damage to the limb is severe enough, the character may not be able to splint enough damage for the white health bar to appear, which means injury penalties are not reduced. If this is the case, you will see the white splint health bar later on, as the character heals damage.
catanbros 25 Sep, 2018 @ 9:14pm 
i did, only thing that was below the mod was 256 squad, more items, and more money mods
robin's_egg  [author] 25 Sep, 2018 @ 8:47pm 
Maybe try putting it at the bottom of your load order?
catanbros 25 Sep, 2018 @ 8:45pm 
yeah i re-imported and still my own splint kits are 50/100 quality. Worst part is that if the only splint kits i have are the new ones, my squad wont splint any injuries. Idk why but i have to try some stuff out.
robin's_egg  [author] 24 Sep, 2018 @ 9:59pm 
It worked fine on my pre-existing save with an import, which is recommended any time you add a new mod (or a mod updates, changing existing values).