RimWorld

RimWorld

388 ratings
[1.5] Chemicals & Neutroamine R1
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
682.727 KB
17 Sep, 2016 @ 12:20pm
11 Apr @ 11:10am
18 Change Notes ( view )

Subscribe to download
[1.5] Chemicals & Neutroamine R1

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 x1 and x4 (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 4 days to produce 8 buckets of neutroglycerin and Boomrats 2 days to produce 1 bucket of neutroglycerin.

Neutroglycerin can also be used to produce ChemFuel at the Refinery. It takes 6 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 might be possible to make profits on drugs this way, but will probably require large herds to get sufficient stock. For an average colony's internal medicine needs and modest drug abuse a smaller herd (relative to colony size) should be sufficient. Constructive arguments are welcome if you believe this balance is off in some way.

Note that colonies above Rimworlds softcap (more than 20 pawns) is not considered average in this context and the balancing is expected to be off for such massive colonies.

Balance Design (Technical):
Broadly speaking, across all the mods this mod is compatible with, the amount of Nitroglycerin that can be extracted from each 'boom' animal is generally based on the amount of ChemFuel you can milk from the original version, with some exceptions (e.g. Boomrats). For example the vanilla version of the Boomalope can be milked for 11 ChemFuel per day, while the Nitroglycerin you can extract from a Boomalope with this mod can on average be converted to 11.67 ChemFuel per day.

ChemFuel rates are generally kept slightly higher than the original rate due to the extra conversion step; in addition the workload for the animal handlers are also kept lower.

Intervals between Nitroglycerin extraction is roughly based on the animals metabolism, or in other words, how much nutrients is required relative to its bodysize. This is why a Boomrat (0.2:0.22 ≈ 1:1) will refill their chemical sacks twice as fast as a Boomalope (2:0.86 ≈ 1:½). Thus 4 Boomrats consume similar amount of nutrients and provide the same amount of Neutroglycerin as 1 Boomalope.

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

Mod Support:
For immersion or similar reasons this mod provide additional content with the mods listed below; the fixes are applied automatically. I also generally try to make these backwards compatible, if possible.

• Boomaphants by TheGoofyOne. Expansion: Neutroglycerin extraction (from tamed Boomaphants). Boomaphants provide 12 buckets of Neutroglycerin over 4 days.

• Doomalopes by cucumpear. Expansion: Neutroglycerin extraction (from tamed Doomalopes and Boomalotters). Doomalopes provide 9 buckets of Neutroglycerin over 3 days. Boomalotters provide 2 buckets of Neutroglycerin over 4 days.

• Elemental Boomalopes by Mehni, continued by Timmotus. This mod have native compatibility. Output for each variation is comparable to regular Boomalops and Boomrats. (Note: currently incompatible with 1.4)

• Vanilla Animals Expanded — Australia by Oskar Potocki and Sarg Bjornson. Expansion: Neutroglycerin extraction (from tamed Boombats). Boombats provide 2 buckets of Neutroglycerin over 5 days. (Note: outdated, but seems to work with 1.4)

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 V1.1 and up these optional features are available in this mod:

• Clean Bucket: an alternative Neutroglycerin texture to the grimy bucket version
• Volatile Neutroglycerin: if you prefer your neutroglycerin to be a fire hazzard

Copy and paste the extra content you want from their respective folders into the Common folder (the files inside have the same folder structure as they would had if they were in the mod by default). Steam subscribers can find this folder 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

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 for current and legacy versions, as well as install/uninstall instructions can be found in the original release post:
Ludeon forums[ludeon.com]
240 Comments
Rib Licker 12 Jul @ 9:11am 
Just wanted to pop into the page to say that this is probably my favorite mod out of everything on the workshop. It's so intuitive and well-designed that I'm a bit shocked something similar hasn't been implemented into the base game all these years later.

Anyway, thanks for making the mod that broke my modded playthrough cherry, so-to-speak.
Angelica 21 Nov, 2023 @ 4:59pm 
I miss my old choice for neutro growing plants, but I would always end up with unreal amounts even if I plant a small area of it. A game should be played for fun. If it is fun to have enough neutro to drown a thrumbos then play that way. I'm choosing this mod and commenting because the extra step and the dangers of keeping living warheads add that little bit of balance I want. Thank you for creating an aditional option to sending out a caravan every 7 days to buy everything in a 400 mile range, or easily farming a huge plot of plants to have infinate supply.

I like the middle ground this mod provides. Thank you again.
ShadowTani  [author] 18 Jun, 2023 @ 3:00am 
@Zencerd as stated above, it's compatible with existing saves. If you experience any conflicts with some other mod just let me know, but I'm fairly certain you shouldn't have any problems. :3
Zencerd 17 Jun, 2023 @ 3:29pm 
can i add this mid save?
Geojak 15 Nov, 2022 @ 11:49am 
thx for the long explanation. i modded your mod for myself to use the vanilla milkable since i am trying to avoid any assemlbies that arent 100% necessary for maximum Rimthreadded interplay.
ShadowTani  [author] 14 Nov, 2022 @ 3:12pm 
@Geojak as previously mentioned, the logic is that you're extracting the chemical from their body blisters (e.g. with a syringe) and are thus not milking them. In short, the decision was made with immersion in mind.

It makes more sense that the resource is acquirable from any boom animal regardless of age or size with extraction. Using the milking comp instead while considering immersion would make the vanilla logic that smaller boom animals aren't suitable for milking more appropriate. This would mean removing boomrats as an alternative chemical source among other. I suspect this wouldn't be desirable.

I could throw immersion out instead, but you have copies of this mod already doing just that, so I prefer to leave this as an alternative for those who, like me, do care about it.

With that said, I could put a patch into the optional folder that make the boom animals milkable instead. It would certainly be the simplest solution for making this mod interact with Animal Genetics.
Geojak 14 Nov, 2022 @ 7:16am 
i love this mod, but i got a qeustion. why do you introduce your own milkable comp? why not use the vanilla milkable comp on the boomalope and change the chemfiel to neuroglycerin in the xml?

does the source code do anything extra i missed?
ShadowTani  [author] 4 Nov, 2022 @ 7:44pm 
@andydig the two mods don't conflict, but since this mod uses its own custom type, extraction, instead of milking or shearing (as the logic is that the chemical is extracted from the boom animals blisters) then Animal Genetics don't recognize it and won't apply. Thus even if you still will have a yield of Neutroglycerin, you can't breed for a better (or worse) yield.

An immersion fix will be complicated since the fix must be done in C# and, as is typical for Mlie's projects, the Animal Genetics (continued) don't provide any source code (working with a decompiler is a bit of a pain). And additionally, the fix would not be me including or preserving this mods features with another mod, it would be applying that mods features onto this one, which is a bit less appropriate maintenance wise (it would be better if the fix was on Animal Genetics side).

I might look into a fix when I have time though, can't promise anything.
ShadowTani  [author] 3 Nov, 2022 @ 9:48am 
Mod have now been updated to R2; aside from a small output rebalance according to changes in 1.4 vanilla Boomalope output (11 ChemFuel over 1 day instead of 20 ChemFuel over 2 days) the mod now also have immersion fixes for Boomaphants and (finally) Vanilla Animals Expanded — Australia (I'm finally getting proper health care again, so my vertigo isn't as bad as before).
ShadowTani  [author] 3 Nov, 2022 @ 9:39am 
@andydig That's a good question, I will have to test it and get back to you :3