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You can ask for traders from comm console. So you actually have endless source of neutroamine.
Making it's craftable is clearly cheating. Why not make herbal medicine 100% effective too?
And if we able to craft it, we completely lose reason to have herbal meds in game.
You don't need massive supplies of go-juice and medicine, and it's quite easily to bought ~50-100 neutroamine in two years. It's more then enough up to you.
Of course, no need to waste medicine for example for simple wounds treating. Save it for diseases (and infections sometimes).
At least with having to buy Neutroamine, it means you never have a truly steady supply, so you still have to carefully manage your medicine cabinet.
So it's not about "gameplay continuity", it's just about nerfing something in game.
All dev need to do - it's clearly wrote that neutroamine can't maked and need to be traded.
BUT - it's what he's done in patch notes :) Don't forget that it's still alpha, so you should read patch notes.
If you would get your head out of your ass for a minute, you would realize there's a really simple compromise. Make it craftable, but make it difficult to craft so that it's easier to trade for. For example, make it craftable out of steel slag but make each chunk only yield 1 neutro. For lore's sake you could make it craftable out of plastic bits or some ♥♥♥♥, since it's clearly meant to represent the chemical aspect of methamphetamines.
I often find myself in a situation where I don't have 600 silver to call a trader, and the caravans that do show up happen to not want my trade goods. I've had 100 perfectly fine pairs of pants in the closet for a year and the only guys who show up to trade don't trade in pants. I've found this happens most if you try to deal in slaves as the slaver caravans seem to be the most rare.
https://ludeon.com/forums/index.php?topic=25270.0
If you can craft everything, soon enough, this thing is no more valuable but the norm.
Need this, lost that, np, just craft one at basically no cost.
It allows too to basically print money even more, removing any semblance of economy.
There are tons of mods doing that if you want.
And why everything in game should be craftable? This isn't Factorio or some king management economic game.
Do you want artifacts be craftable too?
Steam vents?
Any complex game often have rare or finite resources, what troubles with it?
And as to me, inability to craft really complex medicines just in open field on improvised base - is same oblivous thing as inability to make steam vents.