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Still taking other drug mods to make drugs more realistic/balanced
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.