RimWorld

RimWorld

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MIM - WH40k Drugs and Consumables
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.922 MB
14 Jun, 2024 @ 12:43pm
5 Jul @ 10:54am
20 Change Notes ( view )

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MIM - WH40k Drugs and Consumables

In 3 collections by emitbreaker
MIM WH40k Compatibility List
374 items
MIM WH40k Mod Collection
47 items
MIM WH40k Mod Collection 1.6 Migration Completed
31 items
Description
Summary
A standalone expansion for WH40k themed drugs and consumables.

This mod adds Warhammer 40,000: Roleplay and its sequels / supplements inspired drugs and consumables to the game, most likely with no certain dependency with specific mod or DLC.

You can find all new research under Imperium (MIM) tab.

Currently contains
  1. Beverages: Normal drinks for mood or Alcohols
  2. Foods: Mainly rations which gives neither food poisoning nor metal horror infection.
  3. Medicine: Drugs but don't have addiction.
  4. Medicus Ministorum: Special medicines and consumables, including Glitterworld+ tier medicine
  5. Drug - Social: Less addictive or less harmful drugs mainly for mood.
  6. Drug - Hard: Seriously addictive or significantly harmful drugs mainly for combat purpose.
  7. Drug - Psychic: Giving psylink level or psycast ability, etc.
  8. Combat Poison: A consumable that gives time limited ability, in exchange of 30% toxic buildup.

Beverages
Amasec


Recaf


Tanna


Foods
Ration Pack (IG)


Ration Pack (AA)


Medicine
De-Tox


Panimmune


Clear


Hyperexia


Karrikian red-eye


Holdfast


Leatherwort


Sandstone


Dryas



Imperium’s Fervour


Medicus Ministorum
Aletheias Root
Requires Ideology to use.


Azure Cap


Deadfall


Rhodopis Juice
Requires Ideology DLC to use.


Medicus Ministorum


Drugs - Social
Obscura


Sisk ash


Glimmer


Drugs - Hard
Frenzon


Slaught


Deluvial tincture


Night Dust


Scav-Glysten


Scraper-Ripper


Truth Revealed


Zumthorian Greyve


Slam


Barrage
Each time your pawn uses this drug, they will get 1 increased level of aftermath once the positive effect has gone. Stack up to 10 - which means your pawn will surely die if they don't have any other way of increasing their consciousness more than 100%.


Haze


D-Dust


Rose


Scab


Spur


Combat Poison
Basically, these drugs give toxic buildup when consumed, then gives ability to attack enemies with toxic damage for a limited time.
Burnscour Rain


Silver Anathema


Spinebark Sap


Drugs - Psychic
Requires Royalty DLC to use.
Spook


Geist


Blue Fire


Rez


Buy me a coffee if you wish[buymeacoffee.com]
21 Comments
emitbreaker  [author] 8 Jul @ 9:15am 
@FortuneSeeker That's because of my laziness ;(
FortuneSeeker 5 Jul @ 11:21pm 
@emitbreaker Much appreciated. Thought that mod was abandoned after being a year with no updates when noticed this and went "Well, it's clearly saying "WiP", my fault for not noticing, so I must not complain and figure something out'". Glad I was wrong
emitbreaker  [author] 5 Jul @ 10:54am 
@FortuneSeeker Fixed!
emitbreaker  [author] 5 Jul @ 8:16am 
@FortuneSeeker Oops. Will fix it.
FortuneSeeker 30 Jun @ 4:03am 
1.6 migration done, yet tanna and recaf still give +85% and +90% to fall rest rate instead of being x85% and x90%. Had to patch it manually on my end
Jimmy 7 Oct, 2024 @ 10:36pm 
is it possible to make each drug toggleable? Would be very fun for playthroughs
PekingJoint 19 Sep, 2024 @ 9:24am 
This is a great mod, two questions however 1. is there a retexture planed? I know that this is still work in progress and textures are more of concern once the coding has been optimised . 2. will the consumption of some drugs be made more lore friendly? for example last time i tested obscura was eaten, lore wise however it is smoked or injected.
emitbreaker  [author] 10 Aug, 2024 @ 7:33am 
@Nathan That's already included in GrimWorld mod so I didn't put it to this mod.
Nathan 9 Aug, 2024 @ 9:11pm 
no corpse starch?
emitbreaker  [author] 5 Aug, 2024 @ 3:25am 
@fat cat That sounds more like Dark Mechanicum. Will consider it but not from this mod I think.