RimWorld

RimWorld

76 ratings
Farmable Neutroamine
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
454.388 KB
14 Apr @ 2:33am
1 Change Note ( view )

Subscribe to download
Farmable Neutroamine

Description
Continued mod
A good and old mod all the way back from version 1.0 made by nanonator102.
Huge thanks to nanonator102 for the mod.
Original mod.

Have always used the original mod, so will keep updating the mod until I hear from nanonator102 and take it down if he asks me to.
Hope you people like it, so plz let me know what you think and if there are any problems.

Original Description

Farmable Neutroamine supports versions 1.0 to 1.4!
G'day everyone!

Have you ever wondered how all these traders are getting their neutroamine? They grow it of course! This mod adds a new plant called neutroaleaf which can be grown both in soil and in hydroponics systems. Neutroleaf requires at least a level 12 grower, so don't expect your amateurs to be growing it anytime soon. Once researched, the neutroaleaves harvested from the neutroaleaf plant can be refined at a drug lab to make neutroamine, at a rate of 5 neutroaleaves for 1 neutroamine (There is also recipes for 5x and 10x crafting).

Downloads:
Github: https://github.com/nanonator102/Farmable-Neutroamine

If you have any issues with the mod please ensure that your settlement has the prerequisites to use everything in the mod. You need a level 12 grower and to research neutroaleaf planting and refining. If you have any compatibility issues please confirm the exact mod(s) causing issues with this and I will look into it.

Updates
14-04-2024
Updated to version 1.5

My other mods
See all my mods here

22 Comments
kongkim  [author] 22 Jun @ 3:37am 
For the people that say mechs cannot harvest the Neutroamine.
I been looking trough the code, and all seem right and nothing new has changed, so must be a conflict with another mod. As said, remember mech only have 10 skill normal and this require 12.
Adambaked 18 Jun @ 11:05am 
@kongkim All good, I'll try find a mod that ups their skill, thanks:steamthumbsup:
kongkim  [author] 18 Jun @ 9:56am 
@Adambaked No ide how to fix it at the moment, but can take a look at it at some point, but unless you use mods to change it, the planter mech has 10 skill. and they require 12.
Adambaked 18 Jun @ 9:34am 
Will there ever be mech compatibility from the biotech DLC? Since my mechinator has 2 planting and my harvester has been doing all the work since thats the point of mechinator start (pretty please let my mechs plant:steamhappy:)
kongkim  [author] 2 Jun @ 11:47pm 
@Phoxly No ide, never used the mod, and there are no special here its only basic xml and work when farming normal.
Phoxly 31 May @ 9:33pm 
Even the drones with 15-20 skill
Phoxly 31 May @ 9:33pm 
Rimfactory drone's don't seem to be able to farm neutroaleaf. https://steamproxy.net/sharedfiles/filedetails/?id=2037491557
kongkim  [author] 31 May @ 3:53am 
@Salted_Edge [G.J. Gardener] No ide, but will guss that the mod you have need to be loaded last.
Salted_Edge [G.J. Gardener] 31 May @ 3:30am 
I have a mod that uncaps pawn manipulation but it doesn't seem to affect the work it takes turning neuroleaves into neutromine. Is there a load order or specific code that i need to modify?
Kastaf 25 May @ 11:22pm 
My colonists randomly stop sowing neuroleaves, i can forcee them to do, no growing period issues, perfect temperatures, the same field as they sowed before many times. All other crops (vanilla and mod) are sowed normal.