[Mod Request] Randomised drug creation and testing

Started by Duncan, December 21, 2016, 08:17:26 PM

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Duncan

Now that there is the possibility of administering drugs to animals and prisoners, I thought it might be fun to add in a drug testing and experimentation mod.

Add in a set of drug plants that grow naturally and can be farmed, say around 10 different types. (xml)
Add in recipes to combine each of these plants at a specialised chemistry workbench in pairs and maybe also in threes. (xml)
Create a system that randomises the effects of the resulting drugs based on the world seed (c#)

This would result in the following gameplay (example): the player finds two of the plants growing wild on the map and mixes them together to create 'substance 12'. The player the administers this substance to the colony cat. The cat immediately goes berserk and has to be put down. Then the player gets another plant from a trader and mixes it with one of the natively found plants to make 'substance 7'. Testing it on a recently tamed pig shows the drug has a euphoric effect. The player then starts administering daily doses to a prisoner for a period of time. These tests show that the drug is addictive.

And so on. Randomising based on the world seed would mean that the player would need to test drugs separately for each colony and would not be able to use the results of previous games.

I could do this myself and may even do so at some point, but it wont be soon so if anyone wants to run with this feel free.

Adalah217

This is a really neat idea! I have no idea how to make items whose effects depend on the world seed though. Is that possible?

Dr.Gonzo

in general the idea of "experimental drugs" is brilliant. But i see problems in adding many new plants to the game. i would highly disslike a confusing amount of extra plants. Use ingredients which are already implementet. 4 example, insect jelly, chemfuel, psychoide, neutramine, herbal medicine and already existing drugs. So the experimentation would be the dosing and testing of the drug, and its effects must be linked to the world seed like already mentioned. But the biggest problem would be the incapability of selling a randomly generated drug. how to add "randomly generated worth" to the "randomly generated drugs"?

Duncan

True, you wouldn't really need to add in a bunch of new plants. Random worth is not a problem, but if the player has not identified what the drug does it should sell for almost nothing. People aren't going to pay for a drug you randomly mixed.

A more difficult  problem is having the drug unidentified but identifiable through testing. I am coming at this from a roguelike background. None of this is impossible though, just requiers some c#.

ambivalence

bump, sounds great. when more plants needs there's always a possibility to use Vegetable Garden as the prerequisite.