RimWorld

RimWorld

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Neutroamine Synthesis
   
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Mod, 1.0
File Size
Posted
Updated
0.064 MB
Nov 11, 2018 @ 10:20pm
Dec 10, 2018 @ 10:27pm
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Neutroamine Synthesis

Description
This mod allows colonists to craft neutroamine at the drug lab.

Recipe:
Chemfuel x3 -> Neutroamine x1

Required tech:
Neutroamine synthesis (4000), prerequisites = Medicine production, Multi-analyzer

Required skills:
Crafting 5, Intellectual 5

WHY USE THIS MOD, AS OPPOSED TO ONE OF THE OTHER 20+ NEUTROAMINE MODS?

Other popular neutroamine mods use recipes in which the total Market Value of the ingredients is much greater than that of the neutroamine produced (in some cases by a factor of 10 or more). This means that, economically, the player would be better off just selling the ingredients and buying neutroamine from traders, rather than producing it themselves. In this mod, the total Market Value of the ingredients is approximately equivalent to that of the neutroamine produced (Chemfuel x3 = 6.9 -> Neutroamine x1 = 6.0). Thus, manufacturing your own neutroamine rather than trading for it isn't economically advantageous or disadvantageous to any significant degree; it's just a different option.

This mod also stands apart from most alternatives by requiring relatively advanced research to unlock the recipe. As such, the vanilla game mechanics (i.e., relying on herbal medicine and/or neutroamine/medicine purchased from traders) will remain unchanged in the early-to-mid-game.

I chose Chemfuel as the ingredient - rather than Herbal medicine or Psychoid leaves - because these other possibilities are already part of the production chain for items requiring neutroamine (i.e., Medicine and Go-Juice), and I dislike the idea of having redundant base ingredients shared by multiple intermediates. Chemfuel introduces an entirely new consideration to the logistics of drug production.
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16 Comments
lil Jun 4, 2021 @ 1:16pm 
I like this because it actually does feel like the other half of drug production (molecular synthesis) that Rimworld doesn't really touch.
地城 Jan 3, 2021 @ 8:20pm 
any future plans to update?
Zantame Mar 8, 2020 @ 8:53pm 
1.1?
ohmegalomaniac Feb 28, 2020 @ 10:50pm 
Any plans to update this to 1.1?
NuclearPotato Jul 9, 2019 @ 5:21pm 
Is it possible to adjust it so it doesn't take less than a second to make neutroamine? It feels a bit strange to see pawns create it at lightspeed.
Anex Jun 25, 2019 @ 4:56am 
For anyone looking to have bulk Crafting for this mod as I think crafting 1 at a time is very inefficient,
Just add the following code to the file
"\SteamApps\workshop\content\294100\1563238788\Defs\Item_Resource_Neutroamine.xml"
after "</ThingDef>" before "</Defs>" i.e. second last line.

https://pastebin.com/KAAPwfVG
haslador May 11, 2019 @ 1:17am 
This mod might actually be useful if, by the time you where able to research it, you dident have normal trade shipments coming in, its barely 1 step away from coms, sure takes a long time to learn to do, when its only real need, is from the start soon as you can make drugs, any one with half a brain before multi comes had a stock of 100 pen and 100+ neo all ready stocked, and still herbal medical that early is more then enught so there is no real need to use it to make med, bring it back to the point its only real use is for the drug, making this mod not useful, unless your the type of person who decalres war on every one.
August Ross Apr 13, 2019 @ 11:01am 
@Omar1x1
That's actually a great idea. I've tried to modify this mod, but due to its nature I had no success. Instead, I've downloaded DIY mod and changed it to fit what you've proposed. Works fine.
Thanks.
Omar1x1 Feb 9, 2019 @ 3:49am 
I like your mod a lot. But having the recipe only require 1 work doesnt feel right. I think maybe you should increase the work required to 10, and increase the quantity of the recipe so that it makes 8 neutroamine from 24 chemfuel to help reduce hauling and travel times.
Dr. Starr Jan 11, 2019 @ 4:00am 
you make a compelling case for why this is best neutroamine mod. i appreciate you explaining.