RimWorld

RimWorld

Drug Implants
22 Comments
angus_jo 18 Jul @ 2:49pm 
1.6 would be nice <3
alonto 13 Jul @ 6:06pm 
I love this mood!
Questions: is the go-juice implant supposed to be this difficult? The only way I found to handle it is to remove legs until it reaches 100%
For the smoke leaf implant, can you make it so it doesn't work on pyrophobia mental break? Having it change to sad wander is actually a worse mental break.
Vartarhoz 12 Oct, 2024 @ 9:01am 
These doesn't seems to stop "drug dependency" genes.
TheBronzeWarrior 20 Aug, 2024 @ 2:50pm 
i suck at modding but you could go into the game files and look at the joywire
Dr Jimothy 21 Jul, 2024 @ 12:09am 
The fact that you looked into how an ambrosia implant could give mood boost intrigued me so I did a little bit of digging into how mood boosts could be applied with these, but am not a real rimworld modder. That said I do now know how to make my own mood-boosting traits from looking into Rimtraits - General Traits.
(all I've done is making some traits, genes and xenotypes in personal use modding. Please do not mistake me for a real modder or I will cry).

If you look at More Archotech Implants, there's an archotech joywire. The mod seems to contain a dll assembly, though.
Archotech++ for 1.5 adds the archotech cortex, which instead of using a dll assembly to be able to apply a mood effect just reduces mental break threshhold.

Personally I just abuse character editor to alter mood-boosting traits.
ryffelman 5 Jul, 2024 @ 7:25am 
Ah, thank you for the elaboration
kpeti  [author] 5 Jul, 2024 @ 1:37am 
@ryffelman The implant has the same effect as the drug meaning it multiplies the rate at which sleep falls by 0.8 meaning the pawn will be awake 20% more before having to sleep
ryffelman 4 Jul, 2024 @ 9:50pm 
Made a Wake Up implant and was under the impression that my colonist's sleep meter would no long er matter. is my understanding flawed?
Diznad1 20 Apr, 2024 @ 1:06pm 
ah cheers bruv
kpeti  [author] 20 Apr, 2024 @ 2:32am 
It works fine. It desables the need for ambrosia if the pawn has an addiction and since the vanilla ambrosia desnt do anything to a pawns stats neither does the implant. I have tried to make it give a mood buff but couldnt figure out how to do that
Diznad1 18 Apr, 2024 @ 1:44pm 
Ambrosia implant doesn't seem to work?
Diznad1 18 Apr, 2024 @ 12:17am 
nevermind, my friend forgor to enable it :skull:
Diznad1 18 Apr, 2024 @ 12:03am 
I can't seem to find where the research is for this?
JumboViking 12 Jan, 2024 @ 6:17pm 
just move the implant to the head and rename it to for example "flake rewireing". this just adds lore ig dont worry about balance so much. youre just rewiring their brain so that it functions normally as if its on something. youre just rewiring the pathways thats all. no need for addiction since youre not actually on it. if anything you should be immune to the drugs effects since it would now do nothing.
kpeti  [author] 3 Jan, 2024 @ 2:52pm 
I could not make it cancel the gene dependency but instead now it removes the pawns need for that certain drug (not in the biotech way but for vanilla addictions). So in paper they should never experience withdrawal simptoms from addictions. For this reason I added an alcohol and an ambrosia one. The ambrosia does nothing in itself just removes a pawns need for ambrosia.
TurtleShroom 3 Jan, 2024 @ 9:58am 
Might I suggest that you make it so that it does cause a permanent addiction? That would accomplish the same thing without breaking balance.
kpeti  [author] 3 Jan, 2024 @ 6:42am 
added a luciferium implant as well as some balancing
kpeti  [author] 3 Jan, 2024 @ 6:14am 
I forgot about luciferium. My bad
Pink Lion Gaming 2 Jan, 2024 @ 9:12pm 
What about a Luci Implant that requires 20 Luci or a Mech Serum or something to craft?
Pink Lion Gaming 2 Jan, 2024 @ 9:10pm 
Salt, I think you could just use Devmode to remove the dependency from the health tab once you've installed the implant for Wasters or Hussars.
pikakirby11 2 Jan, 2024 @ 7:13pm 
I'm going to surgically implant weed in my slaves
Karkino 2 Jan, 2024 @ 7:01pm 
it would be cool to have permanent wasters or hussars... sad:ChristmasRedCrab: