RimWorld

RimWorld

53 ratings
Addictol (continued)
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Mod, 1.4, 1.5, 1.6
File Size
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588.208 KB
25 Apr, 2024 @ 9:12am
12 Jun @ 6:07pm
2 Change Notes ( view )

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Addictol (continued)

In 1 collection by GanjaMan [NL]
Ganja's Continuation Project
12 items
Description
Adds a balanced way to remove addictions from a pawn. Does not remove the luciferium addiction.

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Continuation of Addictol
Original mod by Wild and Cyber https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2454250644

unsubscribe from old mod to avoid issues using this one.

for questions or bugs please go to my Discord[discord.gg]under the "Rimworld" category or create an issue on my Github[github.com]

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Original Description:
If using the MedPod mod, GeodesicDragon's MedPod Patch may be required until fully integrated.


Side Effects

Injecting addictol introduces the "addictol detoxification" effect, causing the patient to go unconscious for around a day and spend the following day slowly walking around vomiting.

Research

Producing addictol requires researching addictol production, found after drug production.

Recipe

Addictol can be made at the drug lab with 2 medicine and 4 neutroamine, requires an intellectual level of 8.

Traders & Quests

Addictol can also be found in the inventory of exotic traders and as a quest reward.

This work is licensed under a Creative Commons Attribution 4.0 International License.[creativecommons.org]
11 Comments
GanjaMan [NL]  [author] 12 Jun @ 6:07pm 
Updated to 1.6!
Logan Anarcho-Capitalist 18 Apr @ 7:28pm 
I understand the former commenters point, but holy frick did tynan make drugs unrealistically punishing. Its low cost functions to counteract the ridiculousness. Thx. Heck realistically people can even quit hard drugs with some smokeleaf.

Still taking other drug mods to make drugs more realistic/balanced
MasonNasty 19 Feb @ 2:44pm 
I love the mod but the balancing of its market value doesn't feel lore-friendly. $100 is too cheap value for the power of the item.
But you can't increase that without increasing the ingredient cost otherwise a money exploit would happen.
Really, you need a sub component that has this higher market value which can be required to craft the item.
OR, disable crafting of addictol entirely, make it only found from exotic goods traders and quests, then jack the value of it up to like 500-800 (about the value a neurotrainer would be)

Then the mod would feels totally balanced and lore-friendly :D
Regardless, thanks for creating this.
Nishe 21 Nov, 2024 @ 8:44pm 
GanjaMan [NL]  [author] 4 Nov, 2024 @ 10:15pm 
@Edward what drug mods are you using? maybe i can look to add them to the addictol
Edward 4 Nov, 2024 @ 3:36pm 
Doesn't seem to work on any modded addictions :(
deadmanreaper13 6 Sep, 2024 @ 3:51am 
just to note, the mod Gulden Biome adds a drug called Ylxir, and its addiction is not cured by Addictol.
Gas Town War Boy 7 Aug, 2024 @ 2:28pm 
dope, ill let you know if I run into any problems or if it works with em
GanjaMan [NL]  [author] 7 Aug, 2024 @ 10:13am 
i'm not sure, i haven't tested it on drug mods, if you could let me know if it works with yours i'll add them to the description
Gas Town War Boy 7 Aug, 2024 @ 2:22am 
does this work with addictions added by other mods? Like drug mods?