RimWorld

RimWorld

DIY Neutroamine
30 Comments
Other_Olly  [author] Sep 28, 2021 @ 9:51pm 
This version does not work properly in 1.3. For an updated version, go here: https://steamcommunity.com/sharedfiles/filedetails/?id=2614183304
PHCGamer Jul 20, 2021 @ 12:02pm 
Does this work in 1.3?
Tumble Trash᠌ ⁧⁧ Official Aug 13, 2020 @ 9:06am 
this works for 1.1?
Lizy_Sticks Mar 26, 2020 @ 9:11pm 
still works ?
jusjac Mar 26, 2020 @ 5:01pm 
I've been using it in a drug empire run and there have been no problems in 1.1 just fyi
KDart Mar 23, 2020 @ 10:29am 
I wish I knew how to mod because I'd help but alas I am a dummy.
Other_Olly  [author] Mar 18, 2020 @ 11:25am 
Blah. I will probably update this, but I don't know when. Sorry.
It would be fine if someone else wants to do it.
The Bard of Hearts Mar 3, 2020 @ 11:48pm 
Is a 1.1 update in the plans for this mod, by chance?
IIFriggII Oct 18, 2019 @ 5:17am 
added it to a rimworld magic safegame with roughly 30-40+ mods on top of that.
seems to work fine, so should be pretty compatible i guess :)
tyvm
Other_Olly  [author] Feb 8, 2019 @ 9:39pm 
@Natalo77: I'm not sure what you mean by "hard" incompatibilities. This mod is pretty simple; it adds one new job and one associated research project. At present, I do not know of any mods that conflict with it, but if another mod were to remove neutroamine, psychoid leaves, smokeleaf leaves, the drug lab, or the psychite refining research project, it would probably break this mod.
Natalo77 Feb 5, 2019 @ 2:51am 
Any hard incompatabilites?
Other_Olly  [author] Nov 9, 2018 @ 1:34pm 
@Klaus: I've posted a lower yield version that you may prefer to this one.
Other_Olly  [author] Nov 9, 2018 @ 1:11pm 
There you go, patient and faithful mod subscribers. Please let me know if there are any issues with the update.
KDart Oct 26, 2018 @ 4:04pm 
I think this is the best Neutroamine mod out there. Here's hoping for an update!
Lucky Oct 26, 2018 @ 10:13am 
i gess forget about that 0.19 huh? Are you still working on this btw? becuse i like this Neutroamine mod more then others.
Other_Olly  [author] Sep 3, 2018 @ 1:50pm 
I will try to get to this soonish, but I am in the process of moving, so it may be a while. Can anyone tell me if the mod is still working?
thorman123456789 Sep 1, 2018 @ 3:53pm 
b19?
Ascension_X Aug 29, 2018 @ 12:06pm 
Update for 0.19 coming??
Other_Olly  [author] Apr 7, 2018 @ 5:22pm 
That would be relatively easy, yes. I will consider posting a low yeild version sometime next week.

In the meantime, you can make your own using the direct download. Just change the file called DIYNeutroamine_Recipe.xml so that the line that currently says "<Neutroamine>5</Neutroamine>" says "<Neutroamine>1</Neutroamine>" instead.

If you need help installing downloaded mods, see the Rimworld Wiki: http://rimworldwiki.com/wiki/Installing_mods
Big Money Apr 6, 2018 @ 8:59pm 
Is it easy to just switch up the requirements for the craft ing? If so can you please make a version were its 20 healroot and 10 psychoid leaves to make 1? I feel this is a tad op
Spider_Psycho Feb 19, 2018 @ 1:15am 
@Other_Olly I've got it working now. I think another mod was interferring because it wasn't configured right
Other_Olly  [author] Feb 18, 2018 @ 7:35pm 
@Spider_Psycho All you should need to do is subscribe to the mod and turn it on, then start up your existing game. Are you having trouble?
Spider_Psycho Feb 18, 2018 @ 2:55am 
How do I apply this mod retroactively? Can it be? I don't really want to have to restart my colony
ireth92 Jan 27, 2018 @ 1:18pm 
Thanks!
Other_Olly  [author] Jan 27, 2018 @ 11:46am 
@ireth92 : Done.

@armageddon_junk and @ExplorerRowan : Thank you for your kind words. Like Rowna, I rarely grew psychoid before I started using this mod, and I like that it gives that crop another purpose.
ireth92 Jan 27, 2018 @ 11:07am 
Could you share a direct download, please?
ExplorerRowan Jan 26, 2018 @ 3:00am 
I like this. It gives me a reason to plant psychoid, since in most games I would rather break crackheads' addictions than deal with feeding it.

The crafters' time is too valuable to waste on feeding you yayo, "Sparkles". Deal with it.
Armageddon_Junk Jan 20, 2018 @ 3:44pm 
@Other_Olly I just appreciate your logic in this mod. Down to the ingredients, it feels like it should have been in the game. Kudos from me!
Other_Olly  [author] Jan 19, 2018 @ 6:31pm 
@armageddon_junk Hooray! I'm glad you like it. It's certainly not the first mod that allows the player to manufacture neutromaine, but it fits my games better than the others. I've been pleased that it seems to appeal to so many other people, too.
Armageddon_Junk Jan 19, 2018 @ 5:53pm 
This mod is an absolute savior. I've lost entire colonies and had to go back to saves made before disaster so many times because I lacked the ingredients to craft good enough first aid to recover my people sufficiently after attacks and mishaps. :steamhappy: