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CNL - Craftable Neutroamine and Luciferium
   
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27 Aug, 2018 @ 8:49pm
29 Aug, 2018 @ 2:10pm
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CNL - Craftable Neutroamine and Luciferium

Description
Allows pawns to craft neutroamine and luciferium after researching the according techs.

Both researches are in the "Spacer" era, so come on relatively late (similar to bionics).

Producing neutroamine causes a net decrease in market value, but offers the flexibility of self-reliance.
Recipes:
Create neutroamine batch: 10x Neutroamine = 40x Psychoid Leaves, 5x Herbal Medicine; 1200work.
Create neutroamine: 2x Neutroamine = 8x Psycoid Leaves, 10x Strawberries; 600work.

Producing luciferium offers a significant gain in market value (roughly doubling of value), and takes a significant amount of time, too.
Create luciferium: 1x Luciferium = 25x Psychoid Leaves and 5x Neutroamine; 1000work.


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12 Comments
RedRuM 21 Oct, 2018 @ 7:02am 
seconded for an update
Six 19 Oct, 2018 @ 9:23pm 
This is a terrific mod, any plans for a 1.0 update?
Molay  [author] 11 Sep, 2018 @ 11:22pm 
Happy to hear someone enjoys it :)
PSY 11 Sep, 2018 @ 6:51pm 
Nice. I had a similar mod for B18 and was looking for a B19 version
Molay  [author] 29 Aug, 2018 @ 2:13pm 
Slightly readjusted recipes. Batch neutroamine production back to 5 herbal medicine, but crafting time reduced. Bigger loss of market value, significantly faster than the other production method (40%).
There was no reason for luciferium to be produced in bulk. Now produces 1 luciferium. Crafting time slightly lowered in proportion, from 6000 for 5 to 1000 for 1 luciferium. Slightly increased psychoid leaves requirement.
Molay  [author] 29 Aug, 2018 @ 5:58am 
Alright I took a closer look and significantly reworked the recipes. Creating neutroamine at a market value loss now, Luciferium roughly doubles in market value. Worktimes increased, recipes adjusted, which tones down luciferium quite a bit (it was mistakingly creating much more than a doubling in a market value before!). Cheers to Selfarion for the nudge. Feedback welcome.
Molay  [author] 29 Aug, 2018 @ 5:03am 
Those recipes cause luciferium to be manufactured at an immense loss of value, though. It was one of the intents that it can be used as a trading option and ready supply if you feel like going for the drug colony feeling. I feel that those very high costs will be prohibitively expensive and essentially make luciferium inpractical.

I've not looked at the other mod, but I do like the option of recipes, and bumping the cost up slightly is perhaps a wise move - instead of producing neutroamine at a roughly equal-value formula, producing it at a value loss of some 30-50% makes sense, considering it is now craftable and that alone is very valuable.

Thanks for your feedback!
Selfarion 29 Aug, 2018 @ 3:20am 
I think that the recipe is very easy if compare with Craftable Drugs where
Neutroamine (x5) = Psychoid Leaves (x30), Strawberries (x20) и Herbal Medicine (x5)
Luciferium (x5) = Neutroamine (x50), Devilstrand (x25), Medicine (x5) and Componentт (x1)
Yes we have increased work time but anyway may be do more harder recipe?
Selfarion 29 Aug, 2018 @ 3:09am 
Looked in the mod files:
10 neutroamine = 20 PsychoidLeaves + 5 MedicineHerbal (1300 work)
5 luciferium = 40 PsychoidLeaves + 15 Neutroamine (2000 work)
Molay  [author] 28 Aug, 2018 @ 11:18am 
The regular meds recipe has not been altered, yes. When manufacturing neutroamine you extract some compounds of the herbal medicine, to further refine it into medicine you'll have to increase its potency with more herbal meds, or something like that. I'm no rim-chemist ;)

(Note that effectively it adds 1 herbal medicine and 4 psychoid leaves to the medicine recipe if you craft neutroamine yourself instead of buying it)