Superior to herbal medicine but inferior to glitterworld medicine. See " Improving Skills" for more details. Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill.Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.×175 for animal patients, and ×500 for human patients. Patient XP Factor is a multiplier from the patient type.XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). Medicine does not spoil, but will deteriorate when left outside. With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success. For gut worms and muscle parasites, tend quality is directly used to cure the disease. Instead, using medicine and better medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. In most cases, medicine does not directly cause healing. Reason: Tend speed.Īny form of medicine can be used whenever a doctor tends to an injury or disease. You can help RimWorld Wiki by expanding it. You can check out all the files to see what I did and see the result ingame aswell.Īgain, please ask if you have any questions.This article is a stub. I added my coding as a full mod in the attachments. You can see how that works in the original Buildings_Art.xml and alot of other. You can include it in the ThingDef tho, just use RecipeMaker. Removed everything that had to do with a recipe, cause I defined my own under RecipeDefs. I basically took the Building_Art.xml as a guideline and changed the values. Then i created the Art recipe with a slightly changed ParentDef to make it so only the red beer can be used to craft the blue beer, my new art piece.I got it from the Items_Recource_Stuff.xml from the core game. Then I added the "RedBeer" to that categorie with one simple code line.Usually a art piece is created by one of the categories already in the game: "Metallic, Woody or Stoney" Then, for simplicity sake, i created a new Categorie Def called "SpecialArtBeer".So i added the Stuff categorie and all relevant stats to the ThingDef "RedBeer" So the error you got is a result of the item used to create art not being under the "Stuff" categorie.Together with this i created the ThingDef Item "RedBeer" which we come back to next step Created the mod directory with all the sub folders needed these are:.So here is what I did basically it is pretty simple: And it perfectly works, well my textures are terrible cause I just used paint to recolor beer but that doesn't affect the coding This was copied from KIBBLE, which is organic food. I'm sure my new animal item needs this bit changed: I think the problem is I've taken a food item (which I copied from Kibble and changed) and tried to craft something from it and the crafting table goes "hey - that's not real stuff!".Ī) enable the butchers spot/table to produce non-food items orī) enable the crafting table to accept food items and turn into art? Makething error: Tried to make UnfinishedNewAnimalItem from NewAnimalItem which is not a stuff. The pawn will take my new animal item to the crafting table and start crafting but then I get a debug message: I can add a new bill to the crafting table to turn my new animal item into my new art item. So I've managed to butcher an animal and make a new animal item with it's own custom icon.
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