RimWorld

RimWorld

42 ratings
Autoinjectors
   
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Mod, 1.1, 1.2
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830.591 KB
26 Sep, 2020 @ 9:02am
28 Sep, 2020 @ 5:49pm
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Autoinjectors

Description
Are you sick and tired of needing pawns to be willing or able to take drugs? Are you annoyed with having all your pawns go into simultaneous mental breaks because they were just too far from your beer?

Well I have just the thing for you! The Autoinjectors mod!!

This mod adds a new set of implants, IV Autoinjectors, which automatically apply a dose of a given drug once a certain threshold is met. For example, if you create a flake IV Autoinjector and equip a pawn with it, the moment that pawn's mood drops below the extreme break threshold, the implant will automatically apply a dose of flake and remove itself.

So, lets walk-through the process of the mod. First, you research Drug Extraction, a simple prerequisite for the mod. Then you research specific drug categories to make extracts from. The extracts are unusable crafting items which are used to craft the autoinjectors. Then you research IV autoinjection and then craft the Implants!

Here's an overview of the implants;

-Ambrosia, Smokeleaf, and Beer autoinjectors: Applies a dose of the given drug the moment a pawn drops below the major mental break threshold.

-Morphine: Made from large amounts of psychite tea and leaves, removes pain, the implant applies a dose of morphine the moment a pawn goes into pain shock.

-Flake and Yayo: Applies a dose of the given drug the moment a pawn's mood drop below the extreme mental break threshold.

-Wake Up: Applies a dose of wake up the moment the pawn's rest hits 0.

-Go juice: Applies a dose of go juice as soon as a pawn enters pain shock.

The mod also adds handheld and advanced IV autoinjectors; which have refined versions of the drug, meaning more cost, more benefit, less downsides, but much, much faster addiction.

Should be compatible with save games, any other mod, and royalty!

Enjoy!!

If you'd prefer autoinjector implants to be permanent, download this instead: https://github.com/BF-anri/Permanent-autoinjectors
Just place it steamapps/common/rimworld/mods and you're good to go!
56 Comments
Amber 29 Oct, 2024 @ 11:13pm 
the mod seems to work well for me and i have an enormous modlist
rjoaquinw 9 Apr, 2024 @ 2:53pm 
i hope you can uptedate this mod i relly liked it
Thundercraft 14 Mar, 2024 @ 10:57pm 
Still planning to update the tag to reflect it working for 1.3?
Maybe an update for 1.4 or 1.5?
Anri  [author] 8 Jun, 2022 @ 8:35pm 
+Bestari
Still working on it, just very busy at the moment. When I have a little more free time it shouldn't take me too long.
Bestari 6 Jun, 2022 @ 3:29am 
Hey are you still working on 1.3 or have you discontinued the mod?
adamok5002 16 May, 2022 @ 9:12pm 
just an idea, but wondering if you can "borrow" some code from the mod that adds jump pack implants and perhaps make some form of rechargable injector implant/bionic. perhaps it takes the place of a bionic arm with slightly worse stats and only gives the effect of the standard drug with the upside of well, not needing to do surgery to recharge your soldiers
Pasaway 30 Jan, 2022 @ 1:01pm 
Thank you. This mod is really cool and I really want to skip my super soldier having a pain stopper and use an auto-injector so they can hulk up after being hurt and go on a rampage.
Anri  [author] 30 Jan, 2022 @ 8:58am 
+pasaway working on 1.3 at the moment, and while the original intention was that they couldn't be installed for balancing reasons, when I update it for 1.3 there will be an option in mod settings to allow the player to chose instead.
Pasaway 29 Jan, 2022 @ 8:31am 
I figured it out. Auto-injectors can't be installed on bionic arms.
Pasaway 29 Jan, 2022 @ 7:52am 
I am unable to install auto-injectors. They are not coming up on the operations menu.