RimWorld

RimWorld

Sky High On Go-Juice
18 Comments
Stray 13 Jul @ 2:15pm 
mfs really be demanding 1.6 updates on mods when they should be clearing out their atrociously long modlists (i say this as a 400+ mod player)
Jdalt40  [author] 13 Jul @ 8:04am 
Gunns, I am not your personal modder, I make these mods for myself lmao

Adding this to every single one of my mods indicates you are grassless, please devour grass immediately.
gunns22 13 Jul @ 7:51am 
@Jdalt40

1.6 has been out for a couple days now. High time you got around to a 1.6 update for each of your mods, eh?
HauthyPiyces 27 Apr, 2024 @ 1:42pm 
just one more they said,
just one more raid,
in the end there is noone to judge me ever again
Tye-Wynd 24 Apr, 2024 @ 2:32pm 
It'd be nice if the effects stacked too, but probably with declining returns as Billy's hediff would be something similar to:
Yayo High (x1,000,000,000)
+∞ Moving (Calculators can't go that far up in numbers)
~x0% Pain (Calculators can't go that far down into decimals)
~x0% Sleep Fall Rate (Same as pain)
(provided he somehow survived the overdose)
Billy would just ascend from the 1 billion yayo he snorted since the mood buff would equal out to 35 billion (1 yayo = 0.05 kg)

Just for fun, if the withdrawal effect stacked the same way as high, and Billy were to be unable to find any Psychite, provided the addiction doesn't immediately kill both of his kidneys;
-35,000,000,000 mood
-20,000,000,000% Consciousness (He is dead)
-20,000,000,000% Moving (He is disabled)
-20,000,000,000% Manipulation
+30,000,000,000% Sleep Fall Rate (Have fun hibernating for the next year)
300% Social Fight Chance Factor (Isn't added or multiplied by default)
Bozo 23 Nov, 2023 @ 11:07am 
now I need no overdose mod
Syrett 19 Nov, 2023 @ 3:05pm 
now this is fun
BBBBilly 11 Oct, 2023 @ 11:11pm 
great work
ProfileName 13 Sep, 2023 @ 12:50pm 
Ah. Sad. Alright.
Jdalt40  [author] 13 Sep, 2023 @ 9:53am 
Modded drugs also aren't affected by this mod
Jdalt40  [author] 13 Sep, 2023 @ 9:53am 
Unfortunately that it out of scope for this mod which is an extremely simple change of removing the max severity of a drug
ProfileName 13 Sep, 2023 @ 6:49am 
I'd suggest (for whatever reason) to also add points for the (base game/dlc) drugs to have more and more and more potent effects. Like, 8 hours, then 24 hours, then 48 hours...
And you know, a way to clear effects (maybe not all of it, but portions of it) in the case some of the side-effects aren't really good. (modded drugs)
mayonnaise 27 Jul, 2023 @ 1:58pm 
oh shit i didnt know you were still making mods (or even playing Rimworld)
good shit bro
Jdalt40  [author] 25 Jul, 2023 @ 5:19am 
Amazing, godspeed pawn
Blacksmith 24 Jul, 2023 @ 11:48pm 
Yeah I was meaning the auto bong one for other vanilla drugs. It works fine and fast.
Had a pawn in it only for a few moments and his high duration was up to 1k hours
Jdalt40  [author] 24 Jul, 2023 @ 10:05am 
Actually if you're talking about that autobong mod, it should work fine if it works the way I think it does.
Jdalt40  [author] 24 Jul, 2023 @ 10:03am 
Devil's bong? If that's a modded drug, no drugs other than vanilla drugs will be stackable
Blacksmith 23 Jul, 2023 @ 10:14pm 
Gonna use this with devil's bong and see if it stacks super high