Mod «Tribal Medicine 2.0» for Rimworld (v1.1 - 1.4)

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Tribal Medicine 2.0



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)

Required: Argonic Core

File info

  • Added by: TOP-Mods
  • Author: Argón
  • Mod version: 21.03.23
  • File format: ZIP
  • File size: 0.5 mb
  • Source: Go to
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