RimWorld

RimWorld

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[1.0] Chemicals & Neutroamine R2
 
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Mod, 1.0
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0.373 MB
Sep 17, 2016 @ 12:20pm
Oct 29, 2018 @ 2:30pm
11 Change Notes ( view )

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[1.0] Chemicals & Neutroamine R2

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Description
Enables the extraction of Neutroglycerin from Boomalopes and Boomrats that can be used to craft Neutroamine and ChemFuel.

• Adds Item: Neutroglycerin
• Adds Recipe: Neutroamine (to Drug Lab)
• Adds Recipe: ChemFuel from Neutroglycerin (to BioFuel Refinery)
• Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

The mod is compatible with existing vanilla saves (doesn't require a new game). See mods optional folder for additional features like the bulk recipe and explosive neutroglycerin.

Note: This mod will overwrite the vanilla B18+ feature of milking Boomalopes for ChemFuel directly.

Details:
Neutroamine is unlocked as a crafting recipe together with the Drug Lab (no additional research required). It takes 2 buckets of neutroglycerin to refine one bottle of neutroamine.

Neutroglycerin is drained from Boomalopes and Boomrats, male or female, the same way you get milk or wool from other animals. It takes Boomalopes 5 days to produce 10 buckets of neutroglycerin. It takes Boomrats 1 day to produce 1 bucket of neutroglycerin.

Neutroglycerin can also be used to produce ChemFuel at the Refinery. It takes 5 buckets of neutroglycerin to make one batch of 35 ChemFuel.

About:
The mod is not designed for large scale drug operations to prevent making trade of neutroamine entirely redundant. It's not impossible to make profits on drugs this way though, but may require large herds to get good stocks out of it. For a colony's internal medicine needs and modest drug abuse a smaller herd (relative to colony size) should be sufficient. Let me know if this balance is off in some way.

Language Support:
This mod supports English. Other language support have been discontinued.

Mod Expansion:
For immersion or similar reasons this mod provide additional content with the mods listed below; these fixes are applied automatically, and the mod loading order may not even matter unless specified.

• Doomalopes by cucumpear. Expands Feature: Chemical extraction (from tamed Doomalopes and Boomalotters). Doomalopes provide 15 buckets of Neutroglycerin over 5 days. Boomalotters provide 4 buckets of Neutroglycerin over 2 days.
Elemental Boomalopes by Mehni. Expands Feature: Chemical extraction (from tamed Elemental Boomalopes). They provide the same amount as regular boomalopes. Mod not updated to B19 yet.

Feel free to suggest other meaningful immersion fixes. But take note that I won't go beyond the scope of the core of this mod (i.e. adding different chemicals etc.), and the other mod.

Optional Content:
Some versions of the mod have an optional folder. I recommend a manual install if you want to dabble with these. From B19 and up these optional features are available in this mod:

• Explosive Neutroglycerin, for those of you who prefer your neutroglycerin to be more volatile.
• Batch production of Neutroamine from Neutroglycerin, halves the workload

Copy and paste the content you want (the files inside have the same folder structure as they would had if they were in the mod by default). For the subscribed content then this folder is found at "\Steam\steamapps\workshop\content\294100\765351437\".

Mod Conflicts:
Let me know if you discover any conflicts so I may list them below:

• No known conflicts for 1.0

Note: I can't help with conflicts due to outdated mods, use those at your own risk.

Manual Install:
For an automatic installation ignore this and simply click the subscribe button. A manual install is recommended however for those wanting better control over when their game and mods is updated.

Download links, as well as install/uninstall instructions can be found in the original release post:
Ludeon forums[ludeon.com]
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183 Comments
ItsYaBoiArn Mar 19 @ 8:09pm 
Wow, finally a unique way of getting Neutroamine (y)
Microwave Feb 20 @ 4:26am 
Doesn't work with Combat Extended very well. Boomalopes are milked for FSX (an ingredient for making explosives in CE) and this seems to make it so they only produce Neutroglycerin instead of FSX. Not game breaking or anything, still an issue though since i dont think theres any other way to obtain FSX.
Waaaaah Feb 16 @ 6:11pm 
@ShadowTani they have changed the name from Refineri to Biofuel refinery but now i know how to make it and there wasnt any mod that was causing any issues thanks for the help
ShadowTani  [author] Feb 16 @ 5:12pm 
@Kennyshit the refinery is part of vanilla, so if you don't have it then some other mod you have most likely replaced it. However, you're supposed to only need the refinery for making chemfuel, Neutroamine should be available through the Drug Lab. If you can identify what mod(s) causes these conflicts perhaps I can make a compatibility patch. I should have finished R3 a while ago anyway..
Waaaaah Feb 16 @ 2:17pm 
im trying to craft neutroamine and it says i need a refinery even though it says i need a drug lab in the description and when i look at the drug lab there is no option to make neutroamine and i cant find the refinery
Alias Jan 19 @ 3:28pm 
@ShadowTani, Tested and works with the updated Elemental Boomalopes (v1.0), thanks to the magic of inheritance, you don't need to do anything, load order is also does not seem to make a difference.
ShadowTani  [author] Dec 9, 2018 @ 8:46pm 
R3 might take a bit longer as a full balance update with vanilla is sorely overdue; I need to spend some time testing the numbers/production etc. I'm also taking into account previous feedback that have consistently expressed a desire for longer extraction interval for boomrats and reduced quantity from boomalopes.

The changes I'm currently looking at is: 7 neutroglycerin (is now 5) for 35 chemfuel at the refinery, 2:1 rate (is now 1:1) for Boomrats which will equal 2,5 CF/d (is now 7 CF/d), 4:6 rate (is now 5:10) for Boomalopes which will equal 7,5 CF/d (is now 14 CF/d). The rates will still be a bit higher than vanilla, but this compensates for the extra workload and storage this process demands. I don't plan to touch the neutroamine recipes so this means it'll be a bit slower (or require more animals) to produce the same quantities as before.

Criticism, suggestions, and other bounciness is welcome, however, take note that the numbers NEED balancing to be consistent with vanilla.
ShadowTani  [author] Dec 7, 2018 @ 2:14am 
@Detective Caveman you're right, thanks for the heads up. This mod offered the conversion to chemfuel before vanilla had boomalope chemfuel milking and I simply forgot to compare the conversion rates after the fact. I will simply increase the neutroglycerin cost of making chemfuel at the refinery though, this way any nerf won't affect neutroamine production as well. I will add this change in revision 3, but as I'm working on a few other improvements as well I probably won't release that before later next week.
Detective Caveman Dec 7, 2018 @ 12:56am 
This is the best "make your own neutroamine" mod in the workshop and I thank you for making it. It has one problem: it lets boomalopes produce way more chemfuel than in vanilla. In 1.0 boomalopes can produce 12 chemfuel every 2 days, or 6 CF/d. In your mod, they produce 10 neutroglycerin every 5 days and it takes 5 NG to make 35 CF, for a rate of 14 CF/d. That's more than twice the normal yield!

Please consider adding a third option, along with the explosive neutroglycerin and the batch production, that nerfs boomalope chemfuel production. One method is to make boomalopes produce 2 neutroglycerin every 2 days, which is only a slightly higher yield than vanilla. It makes them equal in yield to boomrats, so I'd nerf those down to 1 every 6 or 7 days.

Thank you again for making this mod.
Roostergod Dec 5, 2018 @ 2:14pm 
thanks you very much, the section says B19 so i assumed that they hadn't been brought over to 1.0.