RimWorld

RimWorld

how make neurotamine?
does anyone know how to produce neutroamine?
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Showing 1-15 of 44 comments
corisai Aug 30, 2019 @ 12:47pm 
You can't in vanila game. It's by design - so you will be interested in trade. Most villages have a lot of neutrotamine to trade, so it's a good reason to try caravan part of game.

There are tons of cheaty mods on workshop that allow you to make it, just search for it.
TwoTonGamer Aug 30, 2019 @ 1:14pm 
As Corisai mentioned, neutroamine cannot be produced by the player. This acts as an incentive to seek trade with friendly neighbors.

Now that you know to look out for it with traders that arrive and orbital traders that come by it shouldn't be a problem. It's also a good reason to try a short caravan yourself when you are prepared for that.

I've never had difficulty stockpiling gobs of it but have read posts of people not finding it.
Grubfist Aug 30, 2019 @ 2:34pm 
Bulk good traders stock massive quantities pretty cheaply. It is easy to get very large stockpiles and it stacks to 150 in your stockpiles
Ryder 🗲 Aug 30, 2019 @ 2:53pm 
Originally posted by corisai:
There are tons of cheaty mods on workshop that allow you to make it, just search for it.

For a less "cheaty" modification, try "Android Tiers". It comes with craftable robot chickens which convert plant matter into chemical capsules which in turn can be used to craft neutroamines. The entire process is quite balanced and thought out.

There is also a "more trade ships" modification which adds a larger variety of traders. Those traders generally have a higher quantity of goods available compared vanilla traders.
corisai Aug 30, 2019 @ 3:13pm 
Originally posted by 0WN4GE 🗲:
For a less "cheaty" modification, try "Android Tiers". It comes with craftable robot chickens which convert plant matter into chemical capsules which in turn can be used to craft neutroamines. The entire process is quite balanced and thought out.

... Except main feature of this mod is killing whole idea of Rimworld - colonists aren't easily replaceable so you're looking on their triumphs and suffering. How you could call it "balanced" is beyond my understanding.

Neutroamine main feature is to MAKE you send caravans (as trade ships aren't reliable), so you will see bunch of caravan-related events. This why I suggest to avoid using any mods for craftable neutroamine, at least until you will learn how to caravan in vanila & get tired of them.
Morkonan Aug 30, 2019 @ 6:47pm 
Originally posted by corisai:
...Neutroamine main feature is to MAKE you send caravans (as trade ships aren't reliable), so you will see bunch of caravan-related events. This why I suggest to avoid using any mods for craftable neutroamine, at least until you will learn how to caravan in vanila & get tired of them.

True. Though, once you get a stockpile of a hundred or so, it's basically de-fanged in terms of severity. After that, you should be able to keep up with just buying it when you get a caravan trader that has some. "Should be able to keep up" that is. Nothing is guaranteed, but it seems easier to obtain from traders than it used to be. (I haven't played nearly as often as I used to, so can't say for sure.)
crgzero (Banned) Aug 31, 2019 @ 12:47am 
Originally posted by corisai:
You can't in vanila game. It's by design - so you will be interested in trade. Most villages have a lot of neutrotamine to trade, so it's a good reason to try caravan part of game.

There are tons of cheaty mods on workshop that allow you to make it, just search for it.
Mod does not equate to cheating.

corisai Aug 31, 2019 @ 4:20am 
Originally posted by crgzero:
Mod does not equate to cheating.

Depend on mod. Never saw mods that allow you to craft luciferium from harvestable resources? :steamhappy:
Last edited by corisai; Aug 31, 2019 @ 4:20am
crgzero (Banned) Aug 31, 2019 @ 10:27am 
Originally posted by corisai:
Originally posted by crgzero:
Mod does not equate to cheating.

Depend on mod. Never saw mods that allow you to craft luciferium from harvestable resources? :steamhappy:
I know you think you're being witty or smart,, but you're really not. Modding does NOT equate to cheating. If you, YOU choose to use them in that way, that's entirely on you.

Also, crafting luci doesn't equate to cheating either. It needs to be crafted at some point in time, so if your pawns are able to pull a spaceship out of their ass there is NO legitimate reason they wouldn't have the technology to craft luci.

I KNOW the game pulls luci out of magical pixie dust, but again there is no logical reason why a colony of morons who can build a spaceship or any of the other advanced ♥♥♥♥ shouldn't be able to do so as well.

And using luci as a comparison to neutromine is a huge stretch, but I expect none the less, false equivalencies are the bread and butter of tools who have no legit arguments.
Jigain Aug 31, 2019 @ 10:39am 
Originally posted by corisai:
Originally posted by crgzero:
Mod does not equate to cheating.

Depend on mod. Never saw mods that allow you to craft luciferium from harvestable resources? :steamhappy:
By that logic, playing the game vanilla equates to cheating because there's a toggle to enable dev mode and spawn in any item or event for free.

Just because it's there, it doesn't mean you have to use it.

And if you use it, who cares? It's a single player game, no one else will be impacted by it or even know about it.
GeneralVeers Aug 31, 2019 @ 11:34am 
Originally posted by corisai:
You can't in vanila game. It's by design - so you will be interested in trade. Most villages have a lot of neutrotamine to trade
But how did THEY make it???

ALERT - ALERT - SUSPENSION OF DISBELIEF IS OFFLINE. EVACUATE IMMEDIATELY.


Originally posted by corisai:
Neutroamine main feature is to MAKE you send caravans
Nope. What it did was make me learn how to use the dev console to spawn stacks of it.

:steammocking:

STACKS.
corisai Aug 31, 2019 @ 12:23pm 
Originally posted by crgzero:
Modding does NOT equate to cheating. If you, YOU choose to use them in that way, that's entirely on you.

So, you're trying to say that mod making your pawns immortal or removing enemies and so on - isn't cheaty one?

Rimworld have some challenges that were made by dev. Removing them with mods IS a cheating.

And of course nothing bad in cheating, as long as you're understanding why you're doing it.


Originally posted by crgzero:
Also, crafting luci doesn't equate to cheating either. It needs to be crafted at some point in time, so if your pawns are able to pull a spaceship out of their ass there is NO legitimate reason they wouldn't have the technology to craft luci. .

Ressurection serum should be craftable from hay too? :steamhappy:

As I'm remember we don't craft AI core, but find a completed one, so ... Game clearly state that some glitterworld techs are beyond our capabilities to replicate them.

Your PC is a good example. You can't replicate it with hand-maded instruments even with dozen of your friend. But it's perfectly doable to make a working PC from several broken ones.


Originally posted by Jigain:
By that logic, playing the game vanilla equates to cheating because there's a toggle to enable dev mode and spawn in any item or event for free.

O_O

Most games have cheats. It's up to you - to use them or not.
TwoTonGamer Aug 31, 2019 @ 12:43pm 
I think the original comment about "cheaty" mods was not made with malice. There is no way to "cheat" in a singleplayer game, really. You aren't "cheating" or harming anyone else or their experience by anything you do with the game.

I cannot speak for someone else, so if I were to use the word "cheat" in regards to a singleplayer game I think I would mean I was cheating myself of the intended experience.

Like, if everyone I know loves this great book, say. But I hate reading so I get the one page cliff notes. I'm not hurting anyone, and who really even cares, but I could be cheating myself out of experiencing this super good book.
Last edited by TwoTonGamer; Aug 31, 2019 @ 12:43pm
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Date Posted: Aug 30, 2019 @ 12:38pm
Posts: 44