RimWorld

RimWorld

83 ratings
More Drug Stats
   
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Mod, 1.1, 1.3, 1.4, 1.5
File Size
Posted
Updated
727.075 KB
11 May, 2020 @ 3:51pm
4 May, 2024 @ 10:27am
4 Change Notes ( view )

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More Drug Stats

Description
About
So, you've started a new game with your 250+ mods and you're stuck on the Drug Policy screen again. Vanilla RimWorld already has its numerous nuiances with how its drugs interact, but now you have various alcohols, social drugs, medicines, combat drugs, etc. loaded in. Most of the drug descriptions don't really tell you enough information. You have no idea how to set up your drug policies without experimenting with these hundred or so drugs, scanning the wikis for information, or digging into the XML to figure out how they work. Surely your pawns in RimWorld's future have some form of the Internet to figure this information out already, right?

More Drug Stats makes this effort a lot easier by adding even more drug stats than what's in vanilla, exposing most of the critical statistics you need to make educated decisions on the various drugs in RimWorld and your mod lists. Figure out what kinds of drugs they are, their tolerances/addiction/overdose thresholds, benefits/risks, all in an organized matter.

Furthermore, this takes the pain out of manually creating a drug policy for hundreds of drugs by creating an automated and sane template, based on their stats.

Features
  • Adds even more statistics for each drug, available on the drug information dialog
  • Information can be used for populating drug policies, managing addictions, or figuring out the dangers before taking them
  • Compatible with any mod that adds new drugs and medicines
  • Add a new automated drug policy (called "Responsible (Auto)") that can be used as-is, or as a template to copy

History
This mod started out in RimWorld v1.1 as full drug stats system called "Drug Stats". Only a few weeks after it was released, Tynan added the vanilla drug stats into the May 2020 update. It had a lot of similar stats, so I retired this mod to prevent any conflicts.

Two years later, we're in the middle of v1.3, and I still thought there was a lot of useful data to expose here. So, I reworked the code to play nice with the vanilla stats, moved some stats and sections around a bit, fixed a few minor bugs, and added the automated drug policy. It is now called "More Drug Stats".

FAQ
Q: Does this work on modded drugs?

A: Yep. Any mod that adds a basic drug in a similar manner as vanilla will work here.

The more advanced drugs are usually medicines that do special things on ingestion, such as Android tiers' meds that do good things to androids and bad things to humans. These only have a limited set of extra information. I may add support for these in a future release.

Fortunately, most social/hard drugs follow the basic rules and worker classes.

Q: So, how do I use these stats to fix my drug policies?

A: The most important one for drug policies is the "Safe Dose Interval". It will calculate how long it takes for a single dose of a drug to fully pass out of the pawn's system, and it's never considered "safe" if it's possible to overdose or become addicted from the first dose.

It's still a good idea to check other properties of the drug, such as risks from using it, and whether they are tied to the same addictive chemicals.

Better yet, just copy the "Responsible (Auto)" drug policy, and use it as your template.

Q: I modified the automated drug policy, but it overwrote my changes when I reloaded! What gives?
A: It's going to do that, just in case you added in new drugs or messed with the numbers. Don't modify it!

If you want to tweak the numbers, copy the template first. As long as it's not called "Responsible (Auto)", the mod won't mess with your new template.

Q: Hey, I used your automated drug policy and my pawn still got addicted to alcohol! What gives?

A: Despite the extra checks on mood and recreation, there's still a (small) chance that a pawn will double or triple up on the same chemical. For example, with a bunch of mods, vodka, rum, whisky, tequila, sake, nigori, beer, chemshine, honey mead, wine, berry wine, apple cider, etc., etc., etc., are all using alcohol. In a rich colony that has access to a bunch of different kinds of alcohol, it's possible that the colonist is so pissy and annoyed that the typical dose from one of them isn't enough to keep them happy. Pay attention to the addictive chemical in each one (like Alcohol) and only pick one in your policy. (Make a copy of the automated template first!)

The other X factor is body size. If you're dealing with some smaller race, like an Ewok, and the drug is affected by body size, they may get drunker a lot sooner. The automated policy doesn't account for this. So, you might want to multiply the scheduled days a bit, or just cut them off from those kind of drugs entirely. Also, kids. Drugs are for adults, m'kay.

Other Resources
31 Comments
Hightech 5 May, 2024 @ 6:27pm 
thank you for 1.5
ramil319 4 May, 2024 @ 1:52pm 
Thanks a lot for the update!
SineSwiper  [author] 4 May, 2024 @ 10:29am 
Just did. The v1.5 update is up!
ramil319 26 Apr, 2024 @ 2:48am 
Hello, are you planning to update the mods?
BIG SOUP 1 Sep, 2023 @ 12:01pm 
Seems like an interesting mod, but I don't think the automated policy works - it's not generated when I enter a save or create a new one. Not sure if it's a cross-mod problem. The mod itself seems to work though and is great, I see a lot of fairly useful "hidden" stats now.
Kayo 3 Aug, 2023 @ 12:23pm 
Looks like it doesn't work for the Forsakens mod. Unfortunate.
g3 14 Nov, 2022 @ 9:43am 
love eggs
SineSwiper  [author] 14 Nov, 2022 @ 9:39am 
It does now.
g3 23 Oct, 2022 @ 2:45am 
does this work in 1.4
SineSwiper  [author] 4 Sep, 2022 @ 7:25am 
@xceled: I also wrote Xenobionic Patcher, which includes a bunch of surgery and health diff stats. Check that one out!