RimWorld

RimWorld

Sleepy's Pharmaceuticals
60 Comments
Sleepy068  [author] 13 Feb @ 9:39pm 
Hey everyone, new patch, just lots of balance adjustments, tweaks and made the suggested changes to Eureka that @Twilight made below (excellent idea). I've added 1 new drug, Luckydip as I was able to make a rather unique effect for it, it might need some value balance adjustments in the future but I'll see how it feels for now. Let me know if you have an issues.
Sleepy068  [author] 18 Jan @ 5:58pm 
hey @Twilight, oh yeah that's a great idea, especially for Eureka (muse should get a bonus due to the increased workspeed bonus but I'll have to double check that). I'll look into that straight away, should be an easy add.
Twilight 18 Jan @ 2:40pm 
Any thoughts to either adding a new drug that includes a hacking speed (Ideology) buff? Or perhaps could be incorporated into an existing one like Muse or Eureka. Give a little more situational\utility uses for things like the quests for your colony relics.
mikester112 25 May, 2024 @ 1:21am 
Haha, no problem, I actually got the answer to my question already from seeing it in-game.
Sleepy068  [author] 24 May, 2024 @ 11:19pm 
Hi @mikester, sorry I didn't receive or notice a notification about your comment, yes, non-exotic drugs like resinoak can be found on traders but it isn't too common in my experience as traders usually only have a large supply of a handful of drugs at a time. So they might have one but just not the one you want. They'll usually only be found on the raiders if they have an addiction to one of the drugs but you can definitely get the drugs in random cargo pod drops.
mikester112 19 May, 2024 @ 7:19am 
Can the non-exotic drugs be found on traders and raiders?
Sleepy068  [author] 7 Apr, 2024 @ 10:44pm 
Hi @Timou, I don't know too much about RimPy sorry but it might be worth unsubscribing and resubscribing to this mod to see if it resyncs the stuff on RimPy's end. Otherwise it looks like it might fix itself when RimPy rechecks the mods dependencies. As long as it isn't causing you any issues, or isn't too annoying, you should be able to safely ignore it.
Timou 7 Apr, 2024 @ 12:31pm 
Thank you but Biotech dependencies are still marked in RimPy. Is it ok?
Sleepy068  [author] 6 Apr, 2024 @ 8:25pm 
Hi @Timou, definitely not, good spot! Sorry, not sure how or why I put that code into the dependencies section, fixed now. This mod isn't dependant on any DLC so you're good to play exactly how you want.
Timou 6 Apr, 2024 @ 4:43pm 
Biotech dependencies?
Smiley Face Killer 1 Oct, 2023 @ 10:01pm 
Oh no, I don't think it's your mod causing the conflict. I play with a massive list of mods lol
(like 850~ mods, CE + now Zombieland) so it's for sure my fault. I simply meant that since I caused (more than likely) an issue with Remedies with a conflict (again, more than likely) I'm just super glad I have this one at least. Because I love medicine mods, it just makes the game feel better to me.

I mean feel free to look obviously, it might be between the two of them, I would have no idea honestly because I couldn't figure it out without going nuclear which meh I'll just stick with your mod solo cause it does the job darn well
Sleepy068  [author] 1 Oct, 2023 @ 9:17pm 
Hi @SmileyFaceKiller, thank you very much for the kind words! I'll look into Remedies and see if there is some kind of conflict there, if there is, I'll see what my mod can do to play nice with it.
Smiley Face Killer 1 Oct, 2023 @ 1:51pm 
Just droppin in to say that I love this mod, I love medicine mods
I used to use this and Remedies, but I was getting issues with that mod big time, idk if it was a conflict (probably was)

I just wanted to say thanks for updating it and thanks for a good medicine mod
Sleepy068  [author] 1 Jun, 2023 @ 11:31pm 
Should be all fixed, I used the opportunity to balance some of the exotic drugs a little more so never a hassle, notes in the patch notes as always and the excel has been updated haha :P
Sleepy068  [author] 1 Jun, 2023 @ 11:05pm 
@Twilight, keep them coming, nothing annoys me more than when I realise I made those types mistakes haha, thank you very much i'll get that patched up.
Twilight 1 Jun, 2023 @ 6:06pm 
Absolutely minor, but the jobstring for the Amoxiclite recipe is "Making salicylic acid". Had a quick double take when I happened across a pawn setting up to make Eureka.
Sleepy068  [author] 27 May, 2023 @ 1:10am 
Haha thanks @Twilight, should be all fixed now.
Twilight 26 May, 2023 @ 12:37pm 
@Sleepy068 - Might need to tweak the permissions on your sheet, the link prompts to request access. Believe you would want something like "Any one with this link can view".
Sleepy068  [author] 26 May, 2023 @ 11:57am 
Stats added at the top in the mod introduction, I'll stand corrected, it was a good idea to do so @Evil Betty & @CTH2004, it allowed me to further adjust certain areas that weren't as balanced as I had hoped and even correct a couple of errors and inconsistencies between the 1.3 and 1.4 versions, so I've also pushed an update with those changes.
CTH2004 26 May, 2023 @ 8:01am 
yeah (:

it's not like I'm a min-maxer or anything... (Oh, great, I forgot that one psycoid plant... now they have to sleep!) (:

also, of course, if it get's slightly outdated, that's where we come in, to remind you (:
Sleepy068  [author] 25 May, 2023 @ 11:28pm 
Narr no worries at all, if such a document will help you in game I'll make one, it'll probably help with balancing add on mods anyways, now that the mod doesn't change so much, it'll likely be more static too.
CTH2004 25 May, 2023 @ 2:42pm 
I know it would help me, but It's better for you to do what you feel like is a good idea. If you do something you don't want to, the quality will show that!
Sleepy068  [author] 24 May, 2023 @ 4:13pm 
@Evil Betty, honestly, because I constantly balance the drugs in this mod and I'd be twice as time consuming if I had to then redo each graphic every time I made a changed. A more generalised approach helps make it somewhat clear on the effects but allows me to make slight changes here and there to keep the mod as balanced as possible. I did start off with a document that recorded all the stats but I ended up removing it as I was constantly making balance changes and constantly forgetting to update it, I didn't use it to make adjustments to balance like I would a weapons mod, so it did get neglected a bit.

Would such a document help you?
TheCentralScrutinizer 24 May, 2023 @ 3:44pm 
I know it's convention...but why would you spend all of that time making the cute little graphics but not provide a table of the actual effects?
CTH2004 21 May, 2023 @ 8:36am 
great! Can't wait!

and, what I mean is if you play it enough, you physicly don't have enough time (:

and, the clarktech-vs-archotech makes sense (:
Sleepy068  [author] 21 May, 2023 @ 7:47am 
Honestly, there is likely no real difference between Archotech and Clarketech, other than their origin. Which is why I use Clarketech, so I don't step on the toes of rimworld's Archotech too much as it has a background and a colour scheme, which other mods have already tackled very well (I'm also a big fan of isaac arthur's youtube channel haha). It does give me the flexibility to do what I want though.
Trust me, playing the game a lot makes modding so much easier and better! You feel like you're adding more for you (which others sometimes enjoy too), which makes the game even better and pushes you even further, helps with balance too as I am always using what I add.
Design, balance and vanilla style additions are critical for me, enough so I've scrapped work on mods i spent weeks building because they just didnt live up to that standard (Sleepy's Materials). I play with only a dozen mods not including my own. I'll do my best to keep the stock feel alive.
CTH2004 21 May, 2023 @ 6:59am 
well, we shall wait!

One thing though, if you play Rim World a lot, it makes modding harder as you loose time (:
Also, what would be the difference between Glittertech and Clarktech? Clarktech is "so advanced it seems like magic", so is it more advanced than Archotech? Along that lines, maybe Archotech meds, made by archotechs, to help their organic population live

(Some archotechs keep humans, wether as pets, slaves, "children", or as a kinda protector (The humans might be like an immune system, and/ or the archotech is protecthing them))

also, always remember, Quality over Quantity!
Sleepy068  [author] 21 May, 2023 @ 12:22am 
Hi @CTH2004, thanks for the kind words, you too @Twilight, absolutely makes the effort worthwhile when others enjoy my mods. To answer your question, yes, I have been thinking of more glitterworld and clarketech level drugs that could be introduced. It'll mean I can be less realistic then the modern style drugs I added here and add even more niche capabilities. It'll be a second volume though, its very important content I add is in batches so no one feels overwhelmed by what is added (or bloated). I have a maybe a dozen mods in the works so far haha but ill likely be working on such an addon soon (I play Rimworld a lot and its hard not to want to add stuff nowadays).
CTH2004 20 May, 2023 @ 8:07am 
do you think you might ever make addons? Maybe more hard drugs, but as an addon? Or more tiers of medicine, the ability to craft glitterworld, ect?

Just a thought!

Also, @Twilight, I know, right!
Twilight 28 Apr, 2023 @ 2:06pm 
Great work, still criminal on how few people have discovered\downloaded this mod!
Sleepy068  [author] 28 Apr, 2023 @ 7:47am 
Recent balancing patch, another to follow, I always play with my mods and little else, and I have noticed a few bits here and there that could use some tweaking.
Sleepy068  [author] 1 Nov, 2022 @ 10:16pm 
Hi @UltimateOddball, thank you for the kind words! No reason I can't look into it, leave it with me and I'll see what I can do, doesn't sound like it'd be too hard to make a patch for.
Ultimate Oddball 1 Nov, 2022 @ 7:00pm 
Loving the mod so far, great job with it! It really adds a nice variety to the medicine and recreational drugs. I was wondering if you plan on adding support for Drug Response (Continued) by Mlie to use your painkillers as pain response? The drugs work for malady response, but not for responding to pain.
Sleepy068  [author] 28 Oct, 2022 @ 2:20am 
Dont forget to like the mod if you enjoy it guys! Helps my mods be seen and hopefully make other players games even more enjoyable.
Sleepy068  [author] 27 Oct, 2022 @ 11:16pm 
Hey @Twilight, its fixed, update pushed.

I intend to add addiction genes but it'll take a couple of days to draw all the icons (i want the same style as stock of course and as a patch so no conflict with non-DLC owners) so ill do that in due time.
Sleepy068  [author] 27 Oct, 2022 @ 10:14pm 
Hey Bud, looks like it is on my end as I get the errors too with just this. I'll work out whats wrong get a patch out right away.
Twilight 27 Oct, 2022 @ 8:45pm 
@Sleepy086 - When starting a new game and using the Xenotype editor the UI messes up and errors start spamming when scrolling down to the Drugs section of the genes. The errors look like a drug addiction gene is trying to be dynamically created but there is a missing icon.

I also posted to the Vanilla Framework bug thread as I wasn't sure if the gene creation was being attempted by this mod or if the Framework tries to make genes for all registered drugs\chemicals.

https://gist.github.com/HugsLibRecordKeeper/4beabbe3d2a9d0f37c35ce956066897e
Sandwich² 25 Oct, 2022 @ 2:02am 
wow this mod is actually epic, deserves more ratings
[R0A] JadeTigerPlays 24 Oct, 2022 @ 1:01am 
@Sleepy068 Thank you for the quick patch :)
Zerotheliger 23 Oct, 2022 @ 11:17pm 
hey keep it up im glad to see a big drug mod for rimworld! we need more drugs. what mods do you yourself personally use along side this?
Sleepy068  [author] 23 Oct, 2022 @ 10:18pm 
Hey @JadeTigerPlays, should be fixed for 1.4 now, 1.3 had it the old style so it shouldn't need any adjustments. Thanks for the report and your patience.
Sleepy068  [author] 23 Oct, 2022 @ 3:16pm 
Hey @JadeTigerPlays, aww yep i know what that is, new change with 1.4 with how sounds work, ill fix it as soon as I am home from work. It shouldnt cause any lasting issues and the error is harmless and just prevents the sound of the puffer playing (albeit annoying)
[R0A] JadeTigerPlays 23 Oct, 2022 @ 7:53am 
I'm getting a red line on starting Rimworld -

SLP_Ingest_Puffer sound is missing resolved grains and will not work properly. Report about it to Sleepy's Pharmaceuticals devs.
Sleepy068  [author] 6 Oct, 2022 @ 3:30am 
Assessment complete, the mod should now function with 1.4. Some biotech preparations have been made but I suspect more changes due to some suggestive XML code in 1.4 (these changes wont be game breaking, mainly ThoughtDef stuff).
Please report any issues you have.
Sleepy068  [author] 6 Oct, 2022 @ 12:35am 
I'm currently assessing if anything in 1.4 will break this mod by using the unstable branch, any problems will be fixed in the next few hours. I'll continue to monitor for 1.4 Official and Biotech release for any potential issues.
Sleepy068  [author] 4 Sep, 2022 @ 11:14pm 
Haha thanks @m2rsh, makes it even more worth it if others enjoy the content.
far out 4 Sep, 2022 @ 11:38am 
Good looking mod, definitely will use it in my drug runner modpack.
Sleepy068  [author] 5 Aug, 2022 @ 11:53pm 
Small balance patch due this weekend, i've been playing a bit lately and I've noticed just some aspects where things could be just a tiny bit better or better balanced. Your feedback is always appreciated.
PennywiseNibbles 25 Jun, 2022 @ 11:44pm 
This what ive been looking for
Sleepy068  [author] 22 Jun, 2022 @ 2:43am 
Patch is out, lots of new drugs that I feel nicely fill the remaining slots I felt were empty. I am about to consider the mod feat complete, I'm really happy with the content that is available and can't really see what else would be a useful addition that wasn't just repetition. I'll mainly focus on balance changes from here, the last patch had a lot of balance changes and I expect a few more in the future as I get the content to the perfect point.