RimWorld

RimWorld

68 ratings
Sleepy's Pharmaceuticals
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.808 MB
Apr 19, 2022 @ 4:04am
Feb 13 @ 9:31pm
24 Change Notes ( view )

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Sleepy's Pharmaceuticals

Description

Sleepy's Pharmaceuticals
Modding is easier together, this mod is licensed under CC0 1.0 UNIVERSAL[creativecommons.org].

I absolutely love the drug mechanics in this game, they are highly risky but can turn the tide if used correctly. I am trying to replicate the feel vanilla drugs have (i play with very few mods and want to keep the balance). They will have niche uses and can help in tough situations but ultimately they will be risky to use.

I love to add content to this game that I feel is missing or that I'd like expanded. I figure that if I enjoy what I've added, others may too so I to post my mods to the workshop. Balance is critical to me as I am a vanilla player and I'll try to ensure nothing is unbalanced but ultimately I have a goal in mind for the content I am adding so what I consider balanced may not always be what you'd consider balanced. Hopefully you enjoy the mod none the less.

You can find the stats of all drugs added by Sleepy's Pharmaceuticals here:
https://docs.google.com/spreadsheets/d/1GqGZ_aOLAgNQxhmseIIb5sahKgB8h3Ty/edit?usp=sharing&ouid=115256024533553637186&rtpof=true&sd=true


What Does This Mod Add?
40 New Pharmaceuticals:
- 20 Medical Drugs
- 2 Social Drugs
- 9 Hard Drugs
- 2 Cosmetics
- 2 Medicines
- 5 Exotic Drugs (Trade or Reward Only)

New plants (used to make some drugs)
- Milkleaf
- Rimshroom (Must be in the dark)
- Penicillium (Can only be grown in Hydroponics)
- Aloe Vera
- Shboombloom
























































Roadmap:
- This mod is consider feature complete and will not likely have more content added (I feel like my mod has done what I set out to do and added various new niche drugs and drug profit options, further content would likely just be repetition or add little value to the game).
- Balancing where needed.


On Going Games:
- Safe to add to an ongoing game
- It will cause issues if removed from an existing save (consider starting a new game to see if you are happy with the content). You can try destroying all the content added but I'd be worried existing addictions might cause problems with world pawns.

Compatibility
- My mod does not override any core content so should be compatible with most if not any mods that change the medical system, override drugs or add drug content.

Integrated Compatibility:
None at the moment (hasn't been necessary).


Conflicts
None yet detected.


Known Issues
No known issues.


Language Support
English (Always Current)(Developed in this Language)

Github:
https://github.com/sleepy068/Rimworld_Pharmaceuticals

Please post any issue reports to my Github. I appreciate any feedback but please keep in mind I have a goal in mind for the content I am adding so what I consider balanced may not always be what you'd consider balanced.
60 Comments
Sleepy068  [author] Feb 13 @ 9:39pm 
Hey everyone, new patch, just lots of balance adjustments, tweaks and made the suggested changes to Eureka that @Twilight made below (excellent idea). I've added 1 new drug, Luckydip as I was able to make a rather unique effect for it, it might need some value balance adjustments in the future but I'll see how it feels for now. Let me know if you have an issues.
Sleepy068  [author] Jan 18 @ 5:58pm 
hey @Twilight, oh yeah that's a great idea, especially for Eureka (muse should get a bonus due to the increased workspeed bonus but I'll have to double check that). I'll look into that straight away, should be an easy add.
Twilight Jan 18 @ 2:40pm 
Any thoughts to either adding a new drug that includes a hacking speed (Ideology) buff? Or perhaps could be incorporated into an existing one like Muse or Eureka. Give a little more situational\utility uses for things like the quests for your colony relics.
mikester112 May 25, 2024 @ 1:21am 
Haha, no problem, I actually got the answer to my question already from seeing it in-game.
Sleepy068  [author] May 24, 2024 @ 11:19pm 
Hi @mikester, sorry I didn't receive or notice a notification about your comment, yes, non-exotic drugs like resinoak can be found on traders but it isn't too common in my experience as traders usually only have a large supply of a handful of drugs at a time. So they might have one but just not the one you want. They'll usually only be found on the raiders if they have an addiction to one of the drugs but you can definitely get the drugs in random cargo pod drops.
mikester112 May 19, 2024 @ 7:19am 
Can the non-exotic drugs be found on traders and raiders?
Sleepy068  [author] Apr 7, 2024 @ 10:44pm 
Hi @Timou, I don't know too much about RimPy sorry but it might be worth unsubscribing and resubscribing to this mod to see if it resyncs the stuff on RimPy's end. Otherwise it looks like it might fix itself when RimPy rechecks the mods dependencies. As long as it isn't causing you any issues, or isn't too annoying, you should be able to safely ignore it.
Timou Apr 7, 2024 @ 12:31pm 
Thank you but Biotech dependencies are still marked in RimPy. Is it ok?
Sleepy068  [author] Apr 6, 2024 @ 8:25pm 
Hi @Timou, definitely not, good spot! Sorry, not sure how or why I put that code into the dependencies section, fixed now. This mod isn't dependant on any DLC so you're good to play exactly how you want.
Timou Apr 6, 2024 @ 4:43pm 
Biotech dependencies?