RimWorld

RimWorld

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Nanitride Pills
   
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Sep 24, 2017 @ 1:21pm
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Nanitride Pills

Description
Adds Nanitride pills, an advanced preventive medicine. It'll prevent a *lot* of stuff, but it's very, very expensive to research and make. Intended to be a late-game preventive measure. It lasts about as long as Penoxycyline.

Prevents:
• Malaria
• Gut worms
• Muscle parasites
• Fibrous mechanites
• Infections
• Flu
• Sensory mechanites
• Sleeping sickness
• Plague

Researching:
It can be researched on a hi-tech workbench with a multi-analyzer for 3500. It's a spacer-level research.

Producing:
In order to make Nanitride, you'll need the following:
• 10 Psychoid leaves
• 15 Neutramine
• 2 Medicine
• 1 Plasteel

It can then be produced on a drug table like other drugs.

Let me know if it's too OP or too expensive! Thanks for checking the mod out!
10 Comments
Zetren Nov 1, 2017 @ 1:57pm 
If you think it is too OP, remove the immunities that could be gained from Penoxycyline.
Immortalits Oct 30, 2017 @ 1:00pm 
previously diseases were cured after 5 treatments, in the current game I noticed, that diseases starts to go downwards in seriousness after reaching 100%, so you can hasten their recovery with staying in bed for faster immunity buildup, after it's 100% you can put them to work, also I recommend to make their shedule 4 hours work, 4 hours anything, 4 hours work again, 2-4 hours joy, then 0-2 hours anything and 6-8 hours sleep (6 hours for lategame with quality beds and blood filtration improving ody advancement mods, like EPOE or RBSE, that reduces tiredness generation. If you stack everything in lategame, maybe even 4-5 hours of sleep is enough for them if not sick.
The 4 hour work, 4 hour anything 2-4 hour work again gives an 'automatic' buffer time for those with extremely increased tireness and they can sleep in the 'anything' shedule if needed.
generalking007 Oct 29, 2017 @ 5:17pm 
any way you could set this to also CURE fibrous and sensory mechanites? can;t find any mods that cure those and my peopel are getting rather u nhappy about all the pain they are in that i can't cure or stop in any way.
山田太郎  [author] Oct 28, 2017 @ 4:38am 
@Immortalits Thanks for the feedback! I've remade the mod for the new version of the game, and some things will work a bit differently. I'm just waiting for the update to be released as stable. Look forward to it!
Immortalits Oct 26, 2017 @ 7:00am 
I just don't get the psychonoid leaves as required material.
otherwise, 15 neutroamie is a bit expensive... yeah... also the base preventive medicine only requires neutroamine - also, I get the plasteel here, because of the nanites, but then why does it requires chemicals? - I'm just trying to look at things through logic, even if the game itself lacks it in quite a lot cases; my favourites are the steel wall costs requirements and steel autodoor :)
Anyways, good idea, might be a little too op, since it makes you immun to every diseases in the game, but even it being op, it's still damn expensive.
So I advise to make it a lot cheaper at least the neutroamine part and maye take out the nanite diseases, since they can 'fight' each other or if it's easy to program into the mod, make the nanite based diseases remove the effect, so randy random can do some miracles with double diseases :)
山田太郎  [author] Sep 28, 2017 @ 11:35am 
@Morrigi Thanks for your feedback! I'll make an update soon reviewing the balance of the mod. I've had some ideas on how to make this feel more fair while keeping the challenge.
Naki Sep 27, 2017 @ 10:49am 
I don't think it should require plasteel, that just seems excessive.
山田太郎  [author] Sep 25, 2017 @ 2:12pm 
@oatman0216 It's a very late game item that can protect colonists from a LOT of stuff. In the late game you can probably afford enough for a season by selling a haul of cotton!

@mike.epsilon Thanks! Looking forward to any criticism you may have!
mike.epsilon Sep 25, 2017 @ 1:21am 
I'm probably going to try this so I will try to remember to give feedback
oatman0216 Sep 24, 2017 @ 9:33pm 
15 neutroamine?! Plus 2 for medicine? I was about to subscribe until I saw that. If it lasts 5 days and you have 15 pawns, that's an average of 51 neutro per DAY for the colony. You'd need to be frequently buying it by the hundreds or have a huge production setup, and I don't think either of those is possible without other mods or practical with mods. For comparison, peno uses less than 1/8 as much neutro (not to mention the other ingredients) and blocks 1/3 as many diseases.