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RimWorld

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[1.6] Chemicals & Neutroamine R1
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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17 Sep, 2016 @ 12:20pm
15 Jul @ 12:42pm
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[1.6] Chemicals & Neutroamine R1

Description
Enables the extraction of Neutroglycerin from Boomalopes and Boomrats that can be used to craft either Neutroamine or ChemFuel. Also affects Boomshrooms if you have Odyssey. Odyssey is not required however.

• 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)
• Replaces ChemFuel for Boomalopes and Boomshrooms with Neutroglycerin

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.

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.

For those with the Odyssey expansion the Boomshrooms will also be a source of Neutroglycerin. You get only 2 Neutroglycerin per harvest, but this is still better than the 8 Chemfuel you'd normally get (as 2 NG equates to nearly 12 CF). As discussed in the technical section this is to compensate the extra conversion step so it should be fair in terms of balance.

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 20 pawns is not considered average in this context and the balancing is expected to be off for more 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 and haulers should also be lower due to the less frequent need to drain them.

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.

• Elemental Boomalopes by Mehni, continued by Timmotus. This mod have native compatibility. Output for each variation is comparable to regular Boomalops and Boomrats.

• 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.

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.

Outdated / Discountinued:
This mod have immersion fixes with these mods, but they have been outdated for a good while and may be discontinued. This is a reference for users who choose to remain on older versions of Rimworld among other. Also, let me know if they get updated.

[Not updated since 1.4] Boomaphants by TheGoofyOne. Expansion: Neutroglycerin extraction (from tamed Boomaphants). Boomaphants provide 12 buckets of Neutroglycerin over 4 days.

[Not updated since 1.4] 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.

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.
250 Comments
ShadowTani  [author] 15 Jul @ 1:16pm 
It's now updated, hopefully the inclusion of the Boomshrooms isn't too controversial. Please enjoy! :3
ShadowTani  [author] 15 Jul @ 8:32am 
The update is coming, but until then: the 1.5 version should be compatible with the 1.6 version. I just don't slap the tags on before doing a proper test once the DLC hits - particularly important this time as new animals and animal mechanics had been introduced - however, I haven't found any issues so far. Yesterday went to reproducing and reporting an unrelated bug though, so sorry about that. Another delay factor this time is that I'll also be including the boom shroom as a neutroglycerin producer to make it consistent and immersive with its lore (that the boom animals take their genetics from it). The update should be done later today.
evilempiregodamn 15 Jul @ 12:20am 
16
penis character 14 Jul @ 8:27pm 
any plans for 1.6?
Frank The Duck 29 Apr @ 2:06am 
Wonderful! Thank you.
ShadowTani  [author] 28 Apr @ 4:19pm 
@Frank the Duck, thanks for letting me know. The problem was that the the Vanilla Expanded Animals had been merged sometime during 1.4, so the original call to Vanilla Expanded Animals Australia no longer were valid. Since I don't use Vanilla Expanded and you were the first to ask about it I just hadn't become aware about it before now. It should be fixed now. :3
Frank The Duck 26 Apr @ 12:33pm 
While I have no modding experience with Rimworld, I wanted to ask if you have any idea why the boombats from Vanilla Expanded don't work anymore and does it have to do with the fact Boombats do chemfuel as Milk instead of as Animal Product?
ShadowTani  [author] 5 Mar @ 1:35am 
@Strike should be recipe bills for it on the drug lab (no research required, beyond the drug lab itself). If you don't see any bills for it at that workbench then there might be a new mod conflict I'm not aware about.
Strike 2 Mar @ 11:34am 
Great idea, but there is no neutroamine recipe for me :(
Richard Peterson Ennis, P.I. 19 Aug, 2024 @ 4:59am 
THANK YOU.

This is literally everything I ever wanted from a farmable neutroamine mod to the point where I literally wished it would just exist in this exact form.

Growing neutroamine as a plant feels too cheap, and the game already puts way too much focus on farming (medicine, drugs, paints, shitloads of food, textiles) and next to no focus on animals.

This is a mod that should legitimately just be vanilla. It gives you a reliable source of a crucial material while shinning a light on a heavily underutilized part of the game.