RimWorld

RimWorld

206 ratings
Det's Battle Meds
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Mod, 1.4, 1.5
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1.088 MB
11 Dec, 2022 @ 11:46am
28 Apr @ 1:46pm
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Det's Battle Meds

Description


This mod introduces 4 new medical items, Herbal Powder, made with herbal medicine, Industrial Stimpacks, which can be crafted at drug labs and Glitter Stimpacks which can be found from quests or can be bought. It also adds industrial Adrenaline Shots that can also be crafted at drug labs.

I heavily suggest using Mehni's Pick Up and Haul with this mod: https://steamproxy.net/sharedfiles/filedetails/?id=1279012058

GitHub link, for non-steam players: https://github.com/DetVisor/Det-s-Stimpacks
Discord server (I'm still setting it up): https://discord.gg/SMymQRCgrZ



The 4 new items can all be found, crafted, or bought.

Herbal powder can be crafted with 2 herbal medicine at crafting spots.

Industrial stimpacks will spawn on most traders, both caravans and orbital traders, alternitavely, they can be crafted at drug labs after the Medicine Production research for 2 Neutroamine and 5 steel each.

Glitterworld stimpacks can be bought from exotic traders or can be found as quest rewards.

Adrenaline Shots can be made with 3 Neutroamine and 5 plasteel each.

The stimpacks and powder raise regeneration rate and lower pain, stats are listed under this:

Herbal Powder: 0.95 pain factor, 20% boost to natural healing. Lasts roughly 2 hours.

Industrial Stimpack: 0.85 pain factor, 80% boost to natural healing, 0.5 total bleed factor. Lasts 3 hours.

Glitterworld Stimpack: 0.50 pain factor, 300% boost to natural healing, 0.30 total bleed factor, 50 regeneration rate. Yes they can even regenerate limbs and organs. Lasts 6 hours.

Adrenaline Shot: 0.05 pain factor, 0.9 bleed factor, +10% to moving, +20% to breathing and +15% to blood pumping. Lasts 3 hours.

This mod should be compatible with CE.



All art and XML made by me.

Many thanks to:
Various friends for helping my smooth brain.
Zomuro for writing the descriptions.

[ko-fi.com]
64 Comments
Pseudo Neutre et Soft 7 Sep @ 3:50am 
+ glitterworld needs at least to be above the market price as a healer serum since you can buy them, great little mods anyways ! :lunar2019piginablanket:
5150 30 Aug @ 6:14am 
I agree with the comment to some extent. This is truly an amazing mod, but the Glitterworld Stimpack is too powerful, so I think it would be better to either remove the body regeneration feature or make it only available as a quest reward without changing the stats. Also, I feel that herbs aren't very useful in the late game, so I think the Herbal Powder item is a great addition. Slightly buffing it wouldn't be a bad idea either. I'm using a translation tool, so the sentences might be awkward or sound rude. I apologize for that
o.s.c.y.p. 18 Aug @ 10:04am 
Thank you for your response.
If I may make another suggestion: IMO, herbal powder feels underpowered compared to herbal medicine alone and stimpaks. How about increasing the duration of its effect to 6 or 8 hours? It would essentially still be a weaker healing factor boost, spread out over time, with a weaker pain reduction effect and no anti-bleeding.
DetVisor  [author] 13 Aug @ 7:11am 
Noted both of your suggestions.
o.s.c.y.p. 8 Aug @ 9:36am 
Also, I think the market prices of these meds need to be tweaked - they're stupid cheap compared to their production cost and competing chems (such as go-juice vs. adrenaline). Heck, to make Adrenaline, you need $45 worth of plasteel and $18 worth of neutroamine. Even discounting the 750 work unit labor cost, a market value of $12 for something that costs $63 of materials to make is crazy.

Industrial stimpaks cost $21.5 in materials, but are worth only $12.

Healing powder needs two herbal medicines worth $20, yet has a value of only $8.

With the recent buff to glitterworld stimpaks, they ought to be comparable to healer mech serum in price and utility.
o.s.c.y.p. 8 Aug @ 6:39am 
@DetVisor would it be possible to set the powder and stimpaks to be soft drugs, as a compromise?
Also, can't penoxycyline be used from inventory despite not being a hard or social drug?
DetVisor  [author] 2 Jul @ 12:13pm 
So that with Pick Up and Haul pawns can use them from their inventory.
Skeleton 2 Jul @ 7:32am 
My colonists are prohibited from using these by their ideology, but the ideology has drugs set to "medical and social". I had a doctor administer it to a patient instead, and now everyone hates the doctor and patient for using "hard drugs". That's when I looked at the in-game description and saw they were classified as hard drugs! Is there a reason for that? Could we have these as medical instead? It's in the name... Battle *meds*.
Nam 23 Jun @ 10:05am 
is it possible to look into why the glitterstims dont heal scars/regenerate organs with CE?
Killer Tamashi 17 Jun @ 4:32pm 
Only exotic traders? Or settlements that have access to exotic goods as well?