More Drugs Mod

Started by luciferianwolf, May 06, 2023, 03:08:53 AM

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luciferianwolf

CONTENT WARNING: SENSITIVE SUBJECT (DRUG USE)

Hey! I'm a long-time rimworld player, and I'm planning to do a realistic drug mod. I don't have prior modding experience, except tweaking some things in RimWorld game files.
I think my mod would be very great and realistic, because I'm fascinated with psychopharmacology and also have high functioning ASD.
Also sorry for incorrect language. I'm good at speaking english compared to a typical Polish person.
I have extreme theoritical and practical psychopharmacological knowledge - both with recreational drugs, and drugs used in psychiatry such as quetiapine, almost all SSRIs etc.
The drug information comes from my vast knowledge, erowid, psychonautwiki, and personal experience
First, here is some drugs I WON'T ADD
- SSRI's: Too complicated to program.
- Hallucinogens (except Datura extract): Too complicated to program
- Nootropics (except modafinil): Too much work

Here is some drugs I WILL ADD
- Ephedrine (decreases rest, decreases slightly rest fall rate gives minor mood boost, but also decreases mental break threshold. Increases things like blood pumping and other health parameters. Lasts 4 hours)
- Methamphetamine (like Amphetamine/Wake-up but with +26 mood bonus, stronger rest bonus, slower rest fall rate small chance for a psychotic wandering, more work and learning bonus that with Wake-up/Amphetamine. Lasts less than 24 hours. And stronger bodily buffs)
- Datura extract (Gives instant mental break, decreases rest and rest fall rate, mental break threshold, last 3 days? When to use it? When You are playing in god mode[in dev mode] and You are bored)
- Codeine (Mood boost +9, slightly decreases rest, slightly decreases pain. Lasts about 3 hours)
- Morphine (Mood boost +18, decreases rest stronger than codeine, increases rest fall rate, decreases pain stronger than codeine. Lasts about 3 hours)
- Heroin (Mood boost +27, decreases rest stronger than morphine, increases rest fall rate stronger than morphine, decreases pain stronger than morphine. Lasts about 3 hours)
- Oxycodone (Mood boost +36, decreases rest stronger than heroin, increases rest fall rate stronger than heroin, decreases pain stronger than heroin. Lasts about 8 hours [assume it's the extended releasse]. Really expensive)
- MDMA (Mood boost +45, satisfyies rest need, and decreases rest fall rate but weaker than amphetamine or methamphetamine, also no work bonus, strongly increases social impact. Expensive and frequent use leads to brain damage.)
- Haloperidol (Mood decrease -7, decreases rest, increases rest fall rate, work and learning is slower. Manipulation and other bodily functions decreased. Why to use it: If Your colonist with combat implats is about to go on extreme mental break, You give it to them, so when the mental break happens, they will be less of a threat. Lasts 20 hours)
- Haloperidol Decanoate (see above, but works 4 weeks)
- Alprazolam (very slightly decreases rest, strongly decreases mental break threshold, boosts mood by +8, very slightly decreases rest fall rate. Learning and work is slightly slower. Lasts 6 hours.)
- Clonazepam (very slightly decreases rest, strongly decreases mental break threshold, boosts mood by +8, but at the same time decreases mood by -1, because Clonazepam is postsynaptic 5-HT1A antagonist, reducing serotoninergic transmission. Very slightly decreases rest fall rate. Learning and work is slightly slower. Lasts 20 hours.)

Here is some drugs I WILL CHANGE
- Amphetamine: This drug already exist in game and is called "Wake-up". The only thing that needs changing is giving it a +13 mood bonus.
- Cocaine/Yayo | Flake/Crack : Mood boost needs to be changed to 19


WORK IN PROGRESS - I WILL PROBABLY FINISH IT IN OVER A YEAR. CONSTRUCTIVE CRITICISM WELCOME