RimWorld

RimWorld

Addictol [See Description]
71 Comments
lovett1701 13 Apr, 2024 @ 9:08pm 
Are you gonna update?
Zanklev™ 12 Apr, 2024 @ 2:54am 
Is this working for 1.5 and Anomaly?
CHEPI31 9 Apr, 2024 @ 3:47pm 
It seems that this mod only removes the additions, but not the dependencies, the game has two ways... I wish there was a way to remove the dependencies...
Sevenredsuns7 24 Nov, 2023 @ 8:19pm 
Gran, In one of the Polarisbloc mods there's an item that does exactly that, it makes it so that the person taking it doesn't have withdrawal symptoms while weaning them off the drug
Gran Trasero 1 Nov, 2023 @ 6:30pm 
It may be a faux-pas to ask in the page for/about any similar mods that are not this one but, well...

I don't want a mod that allows "instant" curing of addictions. Are there any mods that feature any addiction treatments that are more used as- I can't figure out how to put this but like for tapering off? Drugs that do not actually provide the desired effect of a substance but prevent the worst of withdrawal symptoms?

Or lesser forms of things? Like the equivalent of nicotine gum? I am fairly certain these exist for opioids and meth IRL.
Wild  [author] 23 Sep, 2023 @ 12:15pm 
Yes but it requires some minor C# tweaking, I have looked into it but I'm yet to wrap my head around Rimworld's "If client has X mod --> Add this to the code", without some kind of dependency check it would throw errors at everyone that doesn't have Vanilla expanded. I'll try and have another look at it see if it makes any sense again.
Catch Lightning 23 Sep, 2023 @ 3:19am 
Is there a way to make this work with modded addictive drugs like Active Mechanites or Featherdust from Vanilla Expanded?
Damon_Vi 19 Jul, 2023 @ 11:05am 
goated mod author!
pgames-food 19 Jul, 2023 @ 9:34am 
(hi i think when the mod first came out it added a cool feature, at a fair bit of cost - maybe my group of colonists got lucky and only 1 or 2 had addictions, and that they are more prevalent in newer versons?) - but if another version was to come out, which still needed at least (some) glitter meds, but with a really short detox effect, like an in game hour or something, maybe that could be cool :)
Wild  [author] 19 Jul, 2023 @ 8:33am 
In-line with feedback the following changes have been made;
- Addictol now requires 4 Neutromine and 2 Medicine (Not Glittermeds) to craft.
- Both addictol and it's research project are now industrial level.
- Removed medical skill requirement, now only requires 8 in intellectual.
- Crafting addictol now trains the intellectual stat, crafting speed should also scale with the intellectual skill level.

It's highly likely a 2nd addictol will be added in the future that comes with spacer-tech requirements but without the detox effect.
Wild  [author] 19 Jul, 2023 @ 8:28am 
@Torres In testing I couldn't find any errors myself, any error logs would be appreciated.
Torres 19 Jul, 2023 @ 1:19am 
nah I unisntalled this long ago, doesn't seem to be working anymore it's easier to just use the MedPod mod.
Damon_Vi 18 Jul, 2023 @ 8:32pm 
i agree with torres, swap the glitterworld meds with like 1-5 ambrosia, 20 psychoid leaves, 3 industrial meds, and 10-20 neutroamine a-pop.
IHateTheIRS 27 Mar, 2023 @ 11:04am 
make it cost 4 human hearts 5 human brains and 300 glitterworld medicine for 1 of these
Torres 5 Mar, 2023 @ 9:38am 
I mean for 5 glitter meds I expect an instant addiction removal tool, bit too much mate, this should be 3 normal meds, some mid-high skill and maybe some rare ingredient like ambrosia or something.
xXIronGerbilXx 4 Mar, 2023 @ 8:39pm 
@Torres thats what I thought too lol
Torres 15 Feb, 2023 @ 12:03pm 
Christ almighty 5 glitter meds to craft ...
Ganja | Ham Mafia | 9 Feb, 2023 @ 8:40am 
dang, maybe consider a seperate version that allows removing luciferium addiction, for people that want/need it. (also make it cost a lot.)
Wild  [author] 9 Feb, 2023 @ 7:52am 
No, we figured it'd be too OP.
Ganja | Ham Mafia | 9 Feb, 2023 @ 7:34am 
does this work against luciferium addiction?
Seanbeag 2 Jan, 2023 @ 5:45am 
Thanks. I wanted this so bad I was trying to make a mod for it myself.
Gebirgsjäger 8 Dec, 2022 @ 5:52pm 
Certainly! I realized the pawn I was attempting to help has a genetic dependency on go-juice as a 'Hussar'; a result of the Biotech DLC. Consequently, Addictol cannot cure this. Using the character editor though I was able to simply remove the dependency with a click of a button so all was not in vain.
Wild  [author] 8 Dec, 2022 @ 5:35pm 
Good to know, thank you :)
Gebirgsjäger 8 Dec, 2022 @ 4:34pm 
Awesome! Thank you very much. I decided this was definitely worth having anyways and went ahead and subscribed already. Thank you for this contribution.

Works perfectly fine with the Open World multiplayer mod.
Wild  [author] 8 Dec, 2022 @ 3:10pm 
Yes, but the mod has never been tested with multiplayer.
Gebirgsjäger 7 Dec, 2022 @ 10:38pm 
I entered a portion of the map where a war was occurring and waited out two factions artillery shelling one another until they finally broke formation and clashed. Toxic grenades, fires, explosives, etc shattered both. Once the factions cleared the area I rushed in to save the remaining children. One just barely died, but the others which survived it added them as guests when they could walk.

I found that the pawns I saved had rough lives apparently because they are addicted to various substances and have dependencies that will kill them if they dont, such as; https://prnt.sc/AFYAN88uH99k (Primarily a Go Juice Dependency, otherwise a Syrrium addiction)

Is this a mod that will allow me to cure this and give them a fresh start? I would test it but in order to do that I host a multiplayer server and everyone on it would have to download it after I figure out the files.
Tert75 23 Nov, 2022 @ 10:09pm 
Hello, thank you for assisting me. it's a lot of them so i'll have to put them in multiple posts, if it's to much to go through and you don't want to i completely understand, if you are still okay with me posting them.
Wild  [author] 23 Nov, 2022 @ 1:54pm 
Just tested and the addictions don't return in my own save so in all likelihood it's a mod you have. You're welcome to save and post your modlist here, it can be found in LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ModLists (Hold the Windows key and press R, type "%appdata%" into run and go back one in file explorer.
Tert75 23 Nov, 2022 @ 1:14pm 
Hello, i'm really liking this mod but i'm having an issue and i was wondering if it's come up before. I have a good amount of mods installed so i understand that it's probably that but it seems that the addiction comes back whenever i load a game. It will function as intended while the game is going but whenever i load a saved file the addiction comes back. At the point in the game my colony is at Glitter meds are not a huge issue so retaking the drug when i load isn't a huge hit to my stockpile but it's still not working as intended. I was wondering if you have run into this issue before, if not i'll go through and fiddle with mods to see what's causing the issue.
Wild  [author] 16 Nov, 2022 @ 6:51pm 
Are they traits or do they show up in the health tab?
Foe-Hammer 12 Nov, 2022 @ 10:55am 
Doesn't seem to work on royal jelly addiction with the Vanilla Factions Expanded - Insectoids mod, any chance you could add compatibility for it?
Wild  [author] 6 Nov, 2022 @ 8:59am 
Fixed :)
Sushi Aki 5 Nov, 2022 @ 8:12pm 
Thanks for your time a effort. Have a great evening.
Wild  [author] 5 Nov, 2022 @ 7:12pm 
The local mod is fine but upon uploading to the workshop it breaks, it's late here so me and Cyber will have to work on it tomorrow.
Wild  [author] 5 Nov, 2022 @ 6:33pm 
If anyone needs the 1.3 and earlier version it can be found here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884998914
Wild  [author] 5 Nov, 2022 @ 6:15pm 
The new LoadFolders method seemed to want to use the old 1.3 files despite there being a fresh new 1.4 dll to use. It's been scrapped and the mod is 100% 1.4 and should hopefully load the new fixes fine. Shoutout to Aelanna for their help, a ≤1.3 will be uploaded soon.
Zephos 4 Nov, 2022 @ 9:21pm 
I added this to an existing save on 1.4 and they do the surgery as instructed but the addictol remains and the effect doesn't start, causing a loop of them trying to administer it over and over.
Wild  [author] 4 Nov, 2022 @ 7:56pm 
That was the plan anyway :)
Vororo 4 Nov, 2022 @ 7:55pm 
Good alternative to putting them in the dark room for months. :steamthumbsup:
Wild  [author] 4 Nov, 2022 @ 5:03pm 
Cyber has graciously fixed the code and addictol now also uses LoadFolders, meaning it still works on 1.2 & 1.3. Thx for your patience.
Sushi Aki 2 Nov, 2022 @ 10:48am 
Just the mod I've been looking for. I'll put my 2 addicted pawns in cryptosleep caskets until there's a fix.
Sinoptick 25 Oct, 2022 @ 6:14pm 
Thx, w8 4 your fixes, and I’ll try to cure some of my pawns 😅
Wild  [author] 25 Oct, 2022 @ 3:56pm 
Nope, new update broke it. It'll take a little bit to fix.
Sinoptick 25 Oct, 2022 @ 3:42pm 
Soooo
Are you woke up already ?
Wild  [author] 22 Oct, 2022 @ 8:21pm 
It likely still works, just need to test and update the version. Will do when I wake up.
DTD_Hiro 22 Oct, 2022 @ 6:42pm 
seconding a hope for 1.4. Great mod.
Sinoptick 21 Oct, 2022 @ 4:27pm 
What about 1.4 ?)
DisKorruptd 19 Aug, 2022 @ 12:50pm 
I rather hope the addictol has an addiction chance not counterable with addictol (like it has in Fallout)
Morndenkainen 20 May, 2022 @ 11:36am 
I really like this mod. The fact that it makes your pawn useless for 2 days and costs a ton is a pretty good tradeoff considering how nasty addictions can be to break and what kind of havoc they can unleash on your settlement.