RimWorld

RimWorld

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The Abyss Above [Drug Module]
   
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Mod, 1.1
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788.072 KB
22 May, 2020 @ 11:04pm
31 May, 2020 @ 7:44pm
3 Change Notes ( view )
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The Abyss Above [Drug Module]

Description
"Have you ever wondered what's up there, beyond the bright white dots at night? What kind of mysteries, monsters, and treasure lurks just beyond that black curtain? Well wonder no longer. 'The Abyss Above' seeks to answer some of those questions, and adds items, drugs, creatures, and threats that fill the void up above, while attempting to stay realistic in it's own way."

[This mod is a work in progress! Expect more features to be added over time!]

Glitterworld Drugs
• Faustasone
- Luciferium is the "devil's bargain," Faustasone is the "reaper's due."
• Fortiguine
- A glitterworld medication that uses nanomachines to combat disease and infections.
• Zellium-B58
- A powerful painkiller made from the bodies of the dead.

Urbworld Drugs
• Cardinal Dust
- A powerful euphoriant with a secret recipe.
• Holloways
- A non-addictive glitterworld street-drug mood enhancer used by the wealthy.

Plants
• Cardinal
- A plant whose seed pods can create one of the most intense highs in the galaxy.

[------- Most Recent Update -------]
+ Added Zellium-B58
+ Added a separate research tab
+ Added a distinction between Glitterworld and Urbworld drugs

[------- Planned Features -------]

Drugs
• Combat enhancing drugs
• Possibly another tier of medicine

Plants
• Re-Do the cardinal plant sprite (it's really ugly right now, sorry guys)
• A late-game plant that you can grow neutroamine from.

Buildings
• A hi-tech drug workbench with faster production times, and glitterworld drug recipes locked behind it.

[------- Misc. -------]

If you have any issues or bugs related to this mod, please report them in a forum post below along with a log. I believe it should work with basically anything, but I haven't tested it extensively.

If you have any suggestions or ideas for drugs/medications, I'd like to hear them in the comments below.
13 Comments
bearhiderug 8 Apr, 2023 @ 2:14pm 
Thankyou
Mlie 23 Nov, 2021 @ 2:01am 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamproxy.net/sharedfiles/filedetails/?id=2599504692
Hope it helps!
5katz 9 Nov, 2021 @ 1:01pm 
this -seems- to work in 1.3 without issue, at least i haven't had any
「The Queen In Yellow」  [author] 8 Sep, 2020 @ 11:30am 
@Wi-Fi Mero
Yes, college just has me bogged down right now which is why I haven't updated this recently.
Wi-Fi Mero 6 Sep, 2020 @ 7:52am 
Will this get a 1.2 update?
GarbageDay 29 May, 2020 @ 9:10am 
From the wiki "In 1.1.2647 it has been changed to no longer work without the Royalty DLC. Previously mods could add research requiring techprints, even without the DLC." seems like a dick move but whatever.
「The Queen In Yellow」  [author] 28 May, 2020 @ 9:08pm 
@TDF The Demon Furo
Yes, it does. I utilise the techprint mechanic as another way to balance some of the drugs, and as the dev of Rimworld has stated, that code can't be used in a mod unless it requires Royalty.

@jesus christ it's & Frying_Dutchman
I'll see if I can get something with those kinds of effects working. It won't just be DMT though.

@mynameactually
That's a good idea. I'll toy around with balancing a drug that uses corpses to be made.
TDF The Demon Furo 28 May, 2020 @ 10:45am 
Does this really need the dlc?
AAA 25 May, 2020 @ 1:41pm 
Second DMT. A way of synthesizing an LSD analog would be cool too. Improves existing good moods, worsens existing bad moods, long-lasting mood effect depending on whether the trip was good or bad. Ought to enhance manipulation, perception, mood change rate, et cetera.
Frying_Dutchman 24 May, 2020 @ 3:16pm 
Can you make DMT a possibility? The acacia tree could be used from vegetable garden extra trees.