Neutroamine

Started by Lizardo, October 22, 2016, 06:01:46 PM

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Lizardo

It would  be good to be able to produce Neutroamine on the drug workbench.

Anything that is manufactured should be able to be reproduced if you have the materials and energy.
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Lizardo

Maybe some mixture of herbal medicine and the psychotic plant?
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FisherEx

Quote from: Lizardo on October 22, 2016, 06:01:46 PM
It would  be good to be able to produce Neutroamine on the drug workbench.

Anything that is manufactured should be able to be reproduced if you have the materials and energy.

Tynan said no to this to make trading essentially needed. But you can have mods.

Lizardo

He's wrong then. 

It's more interesting for the player to develop multi level manufacturing and to sell high value products than it is to arbitrarily limit what can be produced.

It's necessary to give some thought to what shapes the external economy.
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Scaphismus

There's a cool mod that makes tamed Boomrats and Boomalopes produce Chemicals, much like other animals produce milk.

The Chemicals are then used to make Neutroamine.

I feel like it's fairly balanced, since keeping a herd of boomers is pretty risky, potentially even disastrous.

pfhorrest

I disagree, in fact I think neutroamine is way too readily available from traders and cargo pods. It used to be that medicine was very hard to come by, now every game is flooded with cheap medicine.

Andy_Dandy

Quote from: Lizardo on October 22, 2016, 06:01:46 PM
It would  be good to be able to produce Neutroamine on the drug workbench.

Anything that is manufactured should be able to be reproduced if you have the materials and energy.

Or maybe it's better to be dependant on traders for some products here and there too?

Lizardo

The whole point of manufacturing is that things become available.  Colonies need to be able to progress up the manufacturing food chain. 

So what if the traders become redundant.  But they wouldn't if an economy was actually developed. There's always something worth selling or buying because you'd generally specialize making the best thing you can sell and simply buy everything else.

Crippling colony manufacturing just to make the traders viable makes no sense.  Things need to be allowed to become obsolete as the game progresses.
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JesterHell

Quote from: Lizardo on October 31, 2016, 01:27:22 PM
He's wrong then.

It's more interesting for the player to develop multi level manufacturing and to sell high value products than it is to arbitrarily limit what can be produced.

It's necessary to give some thought to what shapes the external economy.

Right and wrong are relative to the goals, desires and values of the individual assessing the work, if the dev decides to remove player manufacturing altogether that's not anymore "wrong" then his stance that there are no "true" aliens in a sci-fi colony management game.

While I personally agree in that I think that given time the player should be able to reach glitterworld tech levels but that is just my subjective value of fun and not some inherently correct value which is what your post implies by stating that "He's wrong then".

DirectorBright

Even if Neutroamine was manufacturable, you'd still need to visit the trader to get things like plasteel and gold for the multianalyzer and the deep core drills and other late game constructs.
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Lizardo

Raw materials are a different matter.  Plasteel in fact should be a manufactured item. 

If you have the knowledge, materials, and power, you can manufacture anything.

As far as goals go, this isn't a game per se, it's a toy. There isn't a goal of end game other than when you get bored with it.  The development goal then should be to have lots of things to research, accessories to build, and multi levels of manufacturing possible to achieve.   

What should be considered is the ability to create new things.
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Gizamaluke

What about if you made it really a lot of work to harvest and manufacture it in the first place?
In that way it would be easier to get it from traders and cargo pods but it was still manufacturable. (Like buying meat in the shops right now - sure you could kill the animal yourself but why do that when it's easier to pay someone else to do it)

My idea would be to put it as an offshoot to Devilstrand research and have it so you have to make loads of Devilstrand to make one bottle of neutroamine. That way we have the option but its a hard option. I like the Boomalope option that is available in the mod but i would rather it was something grown and harvested.

Jstank

Quote from: pfhorrest on November 01, 2016, 02:11:41 AM
I disagree, in fact I think neutroamine is way too readily available from traders and cargo pods. It used to be that medicine was very hard to come by, now every game is flooded with cheap medicine.

That may be true but the real meds are glitterworld meds now. You can not perform surgery with out them in Alpha 16 essentially. Also you can make regualr meds at the bench. Good luck getting a good stockpile of glitterworld meds from traders because they are super rare.
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TheMeInTeam

Quote from: FisherEx on October 30, 2016, 10:40:28 PM
Quote from: Lizardo on October 22, 2016, 06:01:46 PM
It would  be good to be able to produce Neutroamine on the drug workbench.

Anything that is manufactured should be able to be reproduced if you have the materials and energy.

Tynan said no to this to make trading essentially needed. But you can have mods.

In principle, if you make something "essentially needed", the needed aspect of that something needs to be consistently attainable if the player invests in it.

In the very early game, the reliance on trade for this causes some broken mechanical interactions.  However, there are other ways to fix that than making neutro an option for manufacture.  For example Luci isn't resulting in broken early-mid game interactions because it isn't mandatory to offset RNG death.  If neutro/penoxy is also not mandatory to offset super early RNG death, the dependence on trade/trade being delayed not being lethal makes it more reasonable.

So there are a few ways Tynan can handle this (including ones not mentioned yet) but leaving as is wouldn't be ideal.

CrazyEyes

Quote from: Jstank on February 10, 2017, 01:01:48 PM
That may be true but the real meds are glitterworld meds now. You can not perform surgery with out them in Alpha 16 essentially. Also you can make regualr meds at the bench. Good luck getting a good stockpile of glitterworld meds from traders because they are super rare.

It's true that glitterworld meds are now essentially required for surgery. However, since they're only useful for surgery (or arguably some infections) you don't need a big stockpile of them. Unless you have a mod like EPOE or are running an organ harvesting ring you're probably not performing a whole lot of operations.

Neurotamime's primary purpose in the game is to function as a money sink. The big problem with Rimworld's economy is actually that you can manufacture just about anything you need. So while there are plenty of ways to make money off of traders, there's virtually nothing to spend that money on.

Neurotamime's use as an ingredient in most drugs and in standard medicine means you have something to spend money on that can be used to increase your colonists' quality of life. Drugs provide stat boosts in a pinch, and generally keep your people happy - and happy people are harder workers (or at least not throwing tantrums all the time). Standard medicine, while you wouldn't want to use it during surgery, is great for treating injuries your pawns receive in raids. Higher quality treatment means less recovery time, meaning your pawns are back to work sooner. In the hands of a skilled doctor it's good for treating infections too, provided you catch it early and the pawn gets plenty of rest.

So, no, I don't think it should be craftable in vanilla, because making it craftable would negate the primary reason it's in the game. Colonies need more incentives to spend money on things, not more ways to generate wealth from nothing.
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