RimWorld

RimWorld

VGP Garden Medicine
261 Comments
patalfou 17 Oct @ 10:33pm 
clairelenia@ thx for the tip. ;)
mellanya_menilae 28 Aug @ 1:54pm 
Found it. I am working in a window and it's pushed all the way off to the right. Didn't realise I had to scroll so far so I missed it. Thanks.
dismarzero  [author] 27 Aug @ 4:43pm 
Clairelenia There a weird Windows bug that causes that once in a while.
dismarzero  [author] 27 Aug @ 4:42pm 
Research under the VG tab?
mellanya_menilae 27 Aug @ 4:56am 
Hi, not sure why, but I can't seem to 'make' either De worm or Mecha Gone? I can make the others. They show up in the drugs assignment panel but the medical bench has no bill for them. Am I doing something wrong? I have had this mod for ever and miss the extra drugs.
Clairelenia 21 Aug @ 11:17am 
This mod caused a red warning cause it did not find "FruitRaw" in the "UI" folder ... The Folder name was written "Ui", small "i" and it caused this error =) changing the folder to "UI" fixxes the red error :D hope this helps
Zairya 21 Aug @ 7:44am 
Doesn't matter to me, personally. VGP sits in my modlist since... ye olden times so to say and I would be troubled if I play without it (which why i refuse to play the SdM challenge)
dismarzero  [author] 21 Aug @ 6:44am 
As of right now it is breaking older games and may need to be held back till I can Have someone check the coding or a new version comes out in a year or so lol
Zairya 20 Aug @ 11:36pm 
Feedback to the planned feature:
I like the idea and will play around with it when it's in. I'm frequent user of Apothecary (scar cream/ aloe cream) to remove scars. The only "downside" your attempt has for me, is that you use industrial tech drug research to gate your drugs.
I'd be happy if I could get those new meds as quest rewards (looking at the housed refugees in particular)

Thank you for still improving your mods instead of just mainting them <3
为世间无名之人 20 Aug @ 9:50pm 
The brain stimulator is an item of "EPOE Forked: Expanded Speculations and Organ Engineering Forked". I will go to their place to give feedback. Thank you for your reply.
dismarzero  [author] 20 Aug @ 8:45pm 
Hmm let me revert the update and look more into this :P
calmatt89 20 Aug @ 8:44pm 
This mod was giving me a "Object reference not set to an instance of an object" error, would prevent the loading of any of my saves until I deactivated it.
dismarzero  [author] 20 Aug @ 6:58pm 
为世间无名之人 Not sure. Could be a bug. I do not see that in my game.
dismarzero  [author] 20 Aug @ 6:56pm 
Had a small custom code wrote for this mod to allow the removal of Hediffs (health effects) Something new to play around with. Looking for ideas if interest in expanding the cures.

Biotech DLC:
-Bloodroot plant added
-Garden Hemogen Packs added

Base game:
-Pepto-Rimalyte (cures food poisoning)
-Tox-a-way (cures toxic build up)
-New recipes
为世间无名之人 10 Aug @ 2:11am 
Install brain stimulator can use all medicine,include bandage kits.But remove brain stimulator must use medicine or Glitterworldmedicine. I find a bug, use bandage kits can remove brain stimulator. I think male medicine cannot be used to remove brain stimulators, but lower level bandage kits can be used to remove brain stimulators. Is this a bug? (Sorry, my English is not good,)
dismarzero  [author] 19 Jun @ 8:29pm 
Its like every 5 to 7 I believe. And I also made Glitterworld inoculation which is 1 pill that does it all and last like 15 days.

And yes its all prevents not treats.
Heart 🎕 19 Jun @ 6:40am 
Ah, nvm, it only prevents it, I thought it was a translation error. In that case, it's useless. I'm not giving my colonist 30 pills a day to do a guessing game of when they might get a disease. There's like 8 different events for these sicknesses in-game.
Heart 🎕 19 Jun @ 6:37am 
De-worm didn't work??
dismarzero  [author] 17 Jun @ 5:37pm 
1.5 / 1.6
-Reworked Schematic's Patch
-Schematic's research books added
tomyjp 17 Jun @ 8:47am 
That's great to hear! Thanks for reviewing the error so quickly. I really appreciate your hard work in updating such great mods!
dismarzero  [author] 17 Jun @ 8:15am 
Yeah its a minor error should not effect the game play. I will have to rework the patch for this :)
tomyjp 17 Jun @ 6:44am 
Yes, I do! Here is the link to the error log: https://gist.github.com/HugsLibRecordKeeper/d4c5494ebda1b2c15629fdd6c02388de

Thank you for your quick response!
dismarzero  [author] 17 Jun @ 6:12am 
Do you have a green Share button on your error log? can you send me that link?
tomyjp 17 Jun @ 1:58am 
Hello, I'm experiencing an XML error with the latest versions of VGP Garden mods (Fabrics Simplified, Medicine, Resources) on RimWorld 1.5.4409 rev1120.
An error window appears at the game's start screen (where "New colony", "Load game" and "Options" buttons are)

The specific error is:
XML error: Duplicate XML node name VG in this XML block: <tabs><Main /><EPOE /><VG /><VG /><VG /></tabs>

It seems the game launches without any issues if I enable only one of these VGP Garden mods in my modlist.

I managed to resolve the problem by reverting to older versions of these three mods I had backed up before. With the older versions, the game launches successfully even with all three enabled.

Apologies if this is due to mod order or an issue on my end.
lawreel2014 15 Jun @ 6:43pm 
nvm it was just cuz i had the order of mods wrong
lawreel2014 15 Jun @ 6:40pm 
I went and downloaded the mod and recieved 15 or so XML Errors for several descriptions
dismarzero  [author] 11 Jun @ 5:52pm 
1.6 beta!

Coding updates!
dismarzero  [author] 10 May @ 9:23pm 
Yeah after looking though the work skills I think all my recipes need to be change away from medical and changed to intellectual to better match core.
Tomy G 27 Apr @ 9:57am 
crafting glitterworld medicine or luciferium requires 12 and 16 medical skill respectively, however when a pawn is crafting it, its the intelectual skill what is being used and going up, is there a way to change that? it would be more intuitive if the requirement was intelectual skill like in any other drug, or atleast make it so that the medical skill is going up when crafting the glit medicine and luciferium.
dismarzero  [author] 8 Apr @ 1:16pm 
Should be okay
BreBearz 6 Apr @ 9:31am 
How does this work with medieval overhaul?
dismarzero  [author] 12 Dec, 2024 @ 8:58pm 
If you goto the Forums and the Discord there are a number of posts to help you get started.
K 12 Dec, 2024 @ 8:52pm 
Is there any tutorial on "how to make your rimworld mod 101" ? I would love to try and do a tiny bit something
dismarzero  [author] 12 Dec, 2024 @ 5:15pm 
The coding on that mod is so complex I wouldn't even know were to start. Fluffy is a master coder.
Emelio Lizardo 9 Dec, 2024 @ 8:24pm 
If Pharmacy is abandoned maybe that's some functionality which could be added here.
mtmfs324215 9 Dec, 2024 @ 7:36pm 
Thank you, thank you very much for your module. Love comes from China.
K 9 Dec, 2024 @ 7:01pm 
It is! I found a unofficial update, thank you still :)
dismarzero  [author] 9 Dec, 2024 @ 4:55pm 
There is. I am not sure it is still updated its like Pharmacy or something like that by FluffierThanThou.
K 9 Dec, 2024 @ 4:20pm 
Wasn't there a mod of medicine that would treat wounds depending their level?
Example, bruises, uses either doctor care - medical herb
Cuts, bites - Uses Industrial medicine or worse
Emelio Lizardo 22 Sep, 2024 @ 1:18pm 
Ah , ....
dismarzero  [author] 21 Sep, 2024 @ 3:55pm 
are you growing a dandelion patch or just the flower? You'll need the patch
Emelio Lizardo 19 Sep, 2024 @ 2:01pm 
I can't harvest dandelion. Not in the wild or in a field.
dismarzero  [author] 25 Jul, 2024 @ 7:54am 
7/25
Meds
-Cigarillos proper satisfy Gene needs.
Bulk Go-Juice Recipe corrected
Contrived 25 Jul, 2024 @ 3:00am 
Found a possible bug: the "make bulk go-juice" recipe only creates 5 items instead of the stated 10.
dismarzero  [author] 27 Jun, 2024 @ 1:59pm 
Meds
-Pawns should only carry one antibiotics and Dandelion tea while consuming.
dismarzero  [author] 27 Jun, 2024 @ 1:31pm 
Yeah that's a weird bug from the 1.5 update. A lot of consumables are doing that.
Omega13 26 Jun, 2024 @ 12:47pm 
Weird minor bug - when someone takes antibiotics, they carry the entire stack with them to the table. They still only consume one, but it can be annoying when a lot of people get sick as they have to wait until that guy is done with the stack before they can take one - and then someone has to put it away again when they are finished.
PapaJuicy 14 Jun, 2024 @ 9:21pm 
hi again, its me. is there a way to disable using bandage kits for surgery? thanks
PapaJuicy 11 Jun, 2024 @ 5:07pm 
yea it says under minimum skills medical 6. but other ones like neutroamine it says minimum skills intellectual 6. very odd
dismarzero  [author] 10 Jun, 2024 @ 4:26pm 
Hmm the recipe is only set to use Intellectual. So im not sure.