// Management · RimWorld Mod

Medieval Solutions for More Injuries

Medieval Solutions for More Injuries mod preview for RimWorld

Medieval Solutions for More Injuries An addon for More Injuries that adds neolithic/medieval alternatives for treatments.

Medieval Solutions for More Injuries

An addon for More Injuries that adds neolithic/medieval alternatives for treatments. This mod is a (playable) WORK IN PROGRESS!!!!! You can definitely use it, but a medieval playthrough will still have some challenges until more treatments are added. I don't have the time to test things in proper gameplay for balance, only in the dev quicktest to make sure things work as intended and don't break the game. So please complain about balance and I'll tweak things accordingly, especially if multiple people have the same complaint.

Changes to the original mod

  • The Machining pre-requisite for the Basic First Aid technology has been patched out. You no longer need to figure out electricity before knowing how to make and use tourniquets.

Existing neolithic/medieval treatments in the original mod

  • Bandages: Bleed rate reduction on wounds
  • Tourniquets: Bleed rate reduction on limbs with risk of ischemia and gangrene
  • Splints: Tending for bone fractures
  • Trepanation: Risky surgery to cure hemorrhagic stroke

Treatments added by this mod

Sanguine

  • Woundwort poultice: Uses the same mechanics as bandages/hemostatic agents (right click action). Gives 90% bleed reduction for 10h. (Bandages give 80% for 12h, hemostatic agents give 95% for 8h). Crafted with herbal meds and cloth at a crafting spot or tailoring bench. Unlocked by researching Sanguine I (Medieval, requires Four Humours)
  • Saltwater draught: Uses the same mechanics as saline bag but without the hemodilution. Reduces blood loss by 10% (Saline bags reduce blood loss by 15%, blood bags by 35%). Takes longer to administer if the patient has reduced eating ability. It is unable to be administered if the patient has 0% eating ability (I might change this, since high blood loss usually knocks eating to 0 which makes this really annoying). Crafted with herbal medicine and beer at a crafting spot or stove. Unlocked by researching Sanguine II (Medieval, requires Sanguine I)

Choleric

Precordial Thump: Uses similar mechanics as Defibrillation. It is a right-click action available to drafted doctors requiring no items. Has a low base success rate (5% at 0 skill, 50% at 8 skill, 100% at 16+ skill) (maybe it should be lower?) and deals damage to the sternum with every attempt (2 on success, 5 on failure). Can't be used if cardiac arrest has reached the clinical death stage. Unlocked by researching Choleric I (Medieval, requires Four Humours)

Phlegmatic

  • Phlegm Drainage: Heals choking. It is a right-click action available to drafted doctors requiring no items. Has a low success rate (10% at 0 skill, 75% at 10 skill, 100% at 20 skill) but failure doesn't do anything except waste time. Takes just as long as using a suction device (10 seconds). Unlocked by researching Phlegmatic I (Medieval, requires Four Humours)
  • Reed Drainage: Surgery that treats lung collapse. Requires herbal medicine and wood. May cause a lung infection on any attempt, successful or not. Unlocked by researching Phlegmatic I (Medieval, requires Four Humours)

Melancholic

Nothing yet.

Treatments I plan to add

  • Give me ideas! I'm open to adding fantasy stuff to get treatments on par with (or stronger than) the treatments in the original mod.

Recommended Mods

Misc. Notes

  • I'm not quite sure how to patch More Injuries' first aid behaviour to include the new stuff I've added, so performing first aid will not use the medieval treatments. You'll have to manually select each treatment for now, rather than relying on the first aid option to run through them all automagically. Medieval treatments are now included in the Provide First Aid rightclick action, but due to how I've implemented it certain mod settings like the auto-tourniquet bleed threshold are ignored and fall back to a default value.
  • Textures are temp dev-art placeholders. Lovingly done in Paint.NET because I despise AI-generated assets.
  • The precordial thump wasn't invented until the 1920s, but I figure not having all your medieval pawns die to heart failure is worth some anachronism.
  • The font for the MEDIEVAL text in the preview image is Cuasigothic.
Save Game Compatible? Should be safe to add. Will probably break things if you remove it mid-save, because the new items and research could be in your save data. MO Compatible? Yes, but any new items or alchemy mechanics that MO adds won't interact with this mod unless I specifically add support for it later. CE Compatible? I had CE installed while testing it and nothing broke, so it should be good. Items have bulk values if you have CE installed.

Changelog

22/08/2026

Medieval treatments now included in the provide first aid rightclick action.

20/08/2026

Reworked the research tree for the new medieval treatments to be based on the four humours. Basic First Aid -> Four Humours -> Sanguine/Phlegmatic/Choleric/Melancholic. Added phlegm drainage and reed drainage.

18/08/2026

Initial version. Added woundwort poultice, saltwater draught, and precordial thump. Patched out the machining requirement for basic first aid.