RimWorld

RimWorld

[A18] Balanced Neutroamine Production
FlawlessDiamond  [developer] 16 Apr, 2017 @ 1:29pm
New Mod Ideas
Here you can share ideas for mods that you would like to use and I can try to make them!
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Showing 1-15 of 23 comments
TKD_Fishbord 16 Apr, 2017 @ 5:38pm 
orbital strikes
FlawlessDiamond  [developer] 16 Apr, 2017 @ 5:40pm 
Originally posted by hermosabrady:
orbital strikes

Mods that add that already exist, And I'm not good with complex additions like that, I can only really do XML :P
Stylian 16 Apr, 2017 @ 5:47pm 
Hmm... maybe you could add a "Hardcore" version of this, which removes the recipe for making meds and actually REQUIRES herbal meds to refine it. It would make it quite harder.
FlawlessDiamond  [developer] 16 Apr, 2017 @ 5:50pm 
Originally posted by Greeceball (Stelios):
Hmm... maybe you could add a "Hardcore" version of this, which removes the recipe for making meds and actually REQUIRES herbal meds to refine it. It would make it quite harder.

Great idea! I'll get right to work!
Stylian 17 Apr, 2017 @ 6:52am 
I got another idea. So, imagine how cool it would be if we had another new plant: The luciplant! It drops luciferium herbs which you require 100 of (Stackable up to 300) to make 1 luciferium, it takes 5 days to grow and yields only 2 luciferium herbs. It also requires lvl 20 growing. Sound good?
FlawlessDiamond  [developer] 17 Apr, 2017 @ 7:38am 
Originally posted by Greeceball (Stelios):
I got another idea. So, imagine how cool it would be if we had another new plant: The luciplant! It drops luciferium herbs which you require 100 of (Stackable up to 300) to make 1 luciferium, it takes 5 days to grow and yields only 2 luciferium herbs. It also requires lvl 20 growing. Sound good?

Actually I've been brainstroming luciferium production for a while, And I don't think being entirely plant based is the way to go with luciferium, As its mechanite based, But I do think using plants for part of it is a good idea. I've considered the idea of modifying Devilstrand so it drops a thread that can be sown into Devilstrand cloth, But you can use Devilstrand for luciferium aswell. But I really need to think a lot about this before I start work on it. If you have any other ideas on how to balance it, Just post them here :)
Space 17 Apr, 2017 @ 7:17pm 
I like the devilstrand idea, maybe have a devilstrand thread refining research that comes off of devilstrand that allows you to combine some neutotromine with the devilstrand to make luciferium. Something like that, I dunno but good job with the mod!
FlawlessDiamond  [developer] 17 Apr, 2017 @ 7:38pm 
Originally posted by Spacecouch:
I like the devilstrand idea, maybe have a devilstrand thread refining research that comes off of devilstrand that allows you to combine some neutotromine with the devilstrand to make luciferium. Something like that, I dunno but good job with the mod!

Again that has the issue that the mechanites that are required are nowhere in that recipe, To keep this as close as possible to vanilla it must require mechanites. Well to be fair I don't exactly remember how mechanites and luciferium are related... But I know they are... Plus it really needs to be difficult to get luciferium, It's a very powerful drug if you can get a large supply of it. Definetely will need more brainstorming before anything is done with this.
Pomerinke 18 Apr, 2017 @ 1:16am 
Perhaps you could add an option to "refine" components to produce luciferium on the drug production table. You could also require other stuff involved as well. Something gathered from a plant, or require nuetroamine. That would keep it closer to the vanilla backstory.
Stylian 18 Apr, 2017 @ 6:10am 
Oooh i got an idea. So you know the machining table? You could add a recipe that makes Luciferium Mechanites, which have an EXTREMELY high failure rate (They're very difficult to craft) and cost 300 plasteel, 20 mechanite components and 100 steel, along with 10 gold, 30 neutrotamine and 20 refined devilstrand (Since, y'know, nanobots are hard to make and you need tons of material in just the right way) Now, you may ask, how to get mechanite components? Easy, just 4 components, 10 steel, 2 plasteel and 5 gold for one. Also, for 1 refined devilstrand you need 20 devilstrand. You refine it at a tailor's bench and said talior needs 20 Skill level and it takes about 4 hours for 1 refined devilstrand to be completed. Also, the Mechanite Components are crafted at the electric smithy. The mechanite components could look like mechanical worms and the refined devilstrand, like synthread, but with that devilstrand red. 1 bill to make luciferium mechanites gives you 20 of them, and 10 is for 1 luciferium, along with 20 devilstrand, 10 steel and 1 medicine, along with 30 luciherbs. (To make it consumable, and the steel and devilstrand is to add the "paint" and the body of the drug). Now you may ask, how are luciherbs acquired? Simple. A plant that has double the grow time of devilstrand, which yields 1 luciherb per harvest and also requires lvl 20 to plant, with research that is spacer-level and costs 6000 normally. This took longer than expected to write lol, i had a "IDEA!" moment and developed this quite a lot from my original idea. Does this sound balanced, or overly hard? I think it's overly hard lol.
Last edited by Stylian; 18 Apr, 2017 @ 6:13am
Stylian 18 Apr, 2017 @ 6:17am 
2nd idea: Neuro-Enhancing beer! Have you ever wished your colonists could get drunk without hangovers and reduced mental capacities? If you answered yes, then this is for you. It costs 1 beer, 5 mechanite components and 10 neutrotamine to make 1 of this magical beer. Sell price is 100 silver and your colonists can be addicted to it. (Mechanite components sound like a really good idea in my head, and i'm gonna have it as a framework for most of my other ideas).
FlawlessDiamond  [developer] 18 Apr, 2017 @ 6:34am 
Originally posted by Greeceball (Stelios):
Oooh i got an idea. So you know the machining table? You could add a recipe that makes Luciferium Mechanites, which have an EXTREMELY high failure rate (They're very difficult to craft) and cost 300 plasteel, 20 mechanite components and 100 steel, along with 10 gold, 30 neutrotamine and 20 refined devilstrand (Since, y'know, nanobots are hard to make and you need tons of material in just the right way) Now, you may ask, how to get mechanite components? Easy, just 4 components, 10 steel, 2 plasteel and 5 gold for one. Also, for 1 refined devilstrand you need 20 devilstrand. You refine it at a tailor's bench and said talior needs 20 Skill level and it takes about 4 hours for 1 refined devilstrand to be completed. Also, the Mechanite Components are crafted at the electric smithy. The mechanite components could look like mechanical worms and the refined devilstrand, like synthread, but with that devilstrand red. 1 bill to make luciferium mechanites gives you 20 of them, and 10 is for 1 luciferium, along with 20 devilstrand, 10 steel and 1 medicine, along with 30 luciherbs. (To make it consumable, and the steel and devilstrand is to add the "paint" and the body of the drug). Now you may ask, how are luciherbs acquired? Simple. A plant that has double the grow time of devilstrand, which yields 1 luciherb per harvest and also requires lvl 20 to plant, with research that is spacer-level and costs 6000 normally. This took longer than expected to write lol, i had a "IDEA!" moment and developed this quite a lot from my original idea. Does this sound balanced, or overly hard? I think it's overly hard lol.

I think that's all a great idea, But could make luciferium production an annoyance even in late game, I do like the mechanite component idea though. More thought is still needed, But I just think that takes a massive amount of resources for not much at all, And I think the way of getting mechanite components should be from dissasembling mechanoids. Thank you for the great suggestions :D
FlawlessDiamond  [developer] 18 Apr, 2017 @ 6:35am 
Originally posted by Greeceball (Stelios):
2nd idea: Neuro-Enhancing beer! Have you ever wished your colonists could get drunk without hangovers and reduced mental capacities? If you answered yes, then this is for you. It costs 1 beer, 5 mechanite components and 10 neutrotamine to make 1 of this magical beer. Sell price is 100 silver and your colonists can be addicted to it. (Mechanite components sound like a really good idea in my head, and i'm gonna have it as a framework for most of my other ideas).

Sounds like it would be very helpful! I'll do some experimenting with that.
LilCatGaming 13 May, 2017 @ 2:36am 
How about the Nopethrower!
Recipe: 10 components, 200 steel, 100 wood, 5 nopeium*
required station: Machining table
*found occasionally in mountains, like other ores.
hope you like it! _ _
\_( ;.; )_/
FlawlessDiamond  [developer] 13 May, 2017 @ 11:30am 
Originally posted by ignitor9000:
How about the Nopethrower!
Recipe: 10 components, 200 steel, 100 wood, 5 nopeium*
required station: Machining table
*found occasionally in mountains, like other ores.
hope you like it! _ _
\_( ;.; )_/


What does it do...?
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