RimWorld

RimWorld

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Tribal Medicine
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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8.880 MB
21 Mar, 2023 @ 11:47am
16 Jul @ 8:27pm
13 Change Notes ( view )

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Tribal Medicine

In 1 collection by Argón
Argón's Mods [Active]
14 items
Description




[07/17/2025]: v1.2.2
- Cleaned and organized ThingCategories for teas.
- Fixed the stats of Anima Tea to actually reduce pain shock threshold by 18%
Make sure you have the latest version of Argonic Core!



Tribal Medicine 2.0 is a complete remake of my previous mod "Argón's Tribal Medicine", which was pretty well received by the community. In this ocassion, I have decided to remake most of my mods given that I have new skills at coding and art.

This new version adds all the teas from the previous version (Except for insanity tea, that one will come separately) plus new ones that are only possible thanks to the knowledge of C# I have acquired during my time being part of this wonderful gaming community that Rimworld has.






















I haven't got as much feedback as I expected from testers this time, but given the time I spent carefully seeking for errors and the time I myself used it in my own games, I can assume all major errors are solved and do not represent a problem. Balancing might be a different thing though, so I'm completely open to suggestions and commetns regarding ways of improving this mod's experience for all players.



Q: Save game compatible?
A: It kinda is, sometimes the new tea effects may bug ig you remove it mid-save. The new plants should generate automatically in all vanilla biomes.

Q: What about modded biomes?
A: I couldn't find a reliable way of making the plants automatically generate on every biome, so in theory modded biomes won't spawn the new plants. However, making a patch is really easy. You can contact me for help if you wish.

Q: Can I suggest a feature?
A: Sure thing! Leave a comment below.

Q: Aren't these teas broken?
A: Not much in my opinion. As a tribal, you have a lot more things to deal with, so these teas are an unique feature of them, plus you have to grow the plants and have a colonist that prepares the teas quick enough.

Q: Can I suggest a feature?
A: Absolutely! Leave me a comment or join my Discord server! (Link below)



Art, code and infographics created by Argón.

Rimworld is owned by Tynan Sylvester.



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]
Popular Discussions View All (1)
3
7 Oct @ 3:49pm
Detailed explanation of what teas do - Mechanical info within!
Flynt
322 Comments
vexxn0va 30 Oct @ 3:42pm 
I really do hope it is able to fixed/able to find a solution so I don't need to dev mode everytime I use this mod as I find this mod really creative and fun to use
vexxn0va 30 Oct @ 3:40pm 
@Argón It works fine now that Ive simply disabled the mod, thank you for responding so quickly, I wouldve sent a log screenshot but it didn't seem to really do anything, and everything with @Flynt lines up as even if we ran out of broots/I deleted them manually with god mode, it still effected the food products around it and caused broot poisoning, normally I have it on but I was really early into my run and broot poisoning is so inconsistent as I've lost half my colonies work force to them while other times it just goes away with mild treatment, thank you again for the quick response!
Argón  [author] 29 Oct @ 11:15pm 
It detects the cells around, iirc, or just the four north, south, east and west, I don't remember very well how I coded it, I should look at it, but either way, I do agree that it should be reworked in a way. Originally, I wanted to have a contamination mechanic but I couldn't thing of anything better.

About the caravans, it actually makes a lot of sense. The way storing works seems to have some special cases for caravans. In fact, I actually got an error related to caravans that was caused by this mod and the ticking code of contamination.
Flynt 29 Oct @ 10:07pm 
So what I've found seems to cause it, from my limited testing with Broot Posioning disabled:

Contamination happens on caravans.

The Broots themselves may not be lethal with poisoning turned off, but their contamination code still seems to be active and that might be where everything is stemming from.


The idea behind it is great. It offers a solid risk to counterbalance the rewards of this mod. The issue is it becomes onerous to deal with due to the micro-managy nature of it the contamination code. If the micro manage aspect could be addressed, it wouldn't be bad at all.

How is 'next to' defined? Is it 'Within the same cell?' Is it 'One cell adjacent to?' I honestly think just disabling the Contamination code might solve everyone's issues with it.
Argón  [author] 29 Oct @ 5:12pm 
Have you restarted your game after disabling it?
In any case, I will revise the setting, because it could be having problems after updates. Apologies for the inconvenience, though.
vexxn0va 29 Oct @ 4:07pm 
not sure what is happening, but no matter if i turn off broot poisoning, disallow my colonists to eat broots/literally any other plant from this mod, they keep getting it, ive had to go into dev mode several times to remove it since i genuinely just dont find it fun to play it, and yet my colonists KEEP getting sick with it, they arent cooking meals with it either as some get it before i even set up a damn campfire.
Sorry if my comment comes off as rude but I've tried to solve this over and over again, it didnt happen before, it only started happening recently, and there definetly arent any mod problems since any mod that affects the health tab ive used with it before with no issues, it only just now happened.
Flynt 6 Oct @ 8:21pm 
I know authors don't get a notification for new discussions, but I also don't want to see some of the details lost in the comments.

@Argón, could I pretty please hazard you for some mechanical details of what each tea does? I've been struggling to actually see any benifits when I try and Do Science in my live play throughs.
Senpaii 15 Sep @ 5:31am 
@zafewins You can always set the doctor to make them specifically and have the other meals.be set for your cooks as well
Argón  [author] 7 Sep @ 12:34pm 
I think it's a mistake I haven't noticed before because I usually have the VE Framework active all the time. Thanks for pointing it out.
tzverg 7 Sep @ 6:37am 
замечательная модификация, но почему в about.xml в зависимостях стоит Vanilla Expanded Framework, а на страничке в стиме это не указано? Какие функции вы используете из Vanilla Expanded Framework и действительно ли это стоит того?