Chemfuel introduces an entirely new consideration to the logistics of drug production. This means that, while your colony can eventually begin to produce neutroamine independently, you must first obtain some neutroamine from another source. I chose Chemfuel as the ingredient - rather than Herbal medicine or Psychoid leaves - because these other possibilities are already part of the production chain for items requiring neutroamine (i.e., Medicine and Go-Juice), and I dislike the idea of having redundant base ingredients shared by multiple intermediates. Allows colonies to synthesize neutroamine from raw psychoid and smokeleaf, using one existing neutroamine as a catalyst. As such, the vanilla game mechanics (i.e., relying on herbal medicine and/or neutroamine/medicine purchased from traders) will remain unchanged in the early-to-mid-game. This mod also stands apart from most alternatives by requiring relatively advanced research to unlock the recipe. Published Neutroamine is an important item used for making medicine and drugs, but it cant be crafted. Thus, manufacturing your own neutroamine rather than trading for it isn't economically advantageous or disadvantageous to any significant degree it's just a different option. In this mod, the total Market Value of the ingredients is approximately equivalent to that of the neutroamine produced (Chemfuel x3 = 6.9 -> Neutroamine x1 = 6.0). This means that, economically, the player would be better off just selling the ingredients and buying neutroamine from traders, rather than producing it themselves. Other popular neutroamine mods use recipes in which the total Market Value of the ingredients is much greater than that of the neutroamine produced (in some cases by a factor of 10 or more). WHY USE THIS MOD, AS OPPOSED TO ONE OF THE OTHER 20+ NEUTROAMINE MODS? Cost: 10x herbal medicine, 10x psychoid leaves, 5x chemfuel for 5x Neutroamine My other mini-mods. You have to research Neutroamine Synthesis before. Also the flankers best friend in their arsenal. Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. Neutroamine synthesis (4000), prerequisites = Medicine production, Multi-analyzer 1 Pyrrhus 4:34pm Craftable Neutroamine craftable A Workshop Item for RimWorld By: AmUnRA Neutroamine craftable This mod just unlocks Neutroamine for crafting. Use the Mechanite Forge and start crafting your own Even let your colonists ascend to greater heights with Seraphium like the angels. Neutroamine is an item that cannot be crafted and must be sourced externally. This mod allows colonists to craft neutroamine at the drug lab. Useless on its own, many drugs require neutroamine as an ingredient.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |