Enables the extraction of Neutroglycerin from Boomalopes and Boomrats that can be used to craft Neutroamine and ChemFuel.
• Adds Item: Neutroglycerin • Adds Recipe: Neutroamine x1 and x4 (to Drug Lab) • Adds Recipe: ChemFuel from Neutroglycerin (to BioFuel Refinery) • Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)
The mod is compatible with existing vanilla saves (doesn’t require a new game). See mods optional folder for additional features like the bulk recipe and explosive neutroglycerin.
Note: This mod will overwrite the vanilla B18+ feature of milking Boomalopes for ChemFuel directly.
Details: Neutroamine is unlocked as a crafting recipe together with the Drug Lab (no additional research required). It takes 2 buckets of neutroglycerin to refine one bottle of neutroamine.
Neutroglycerin is drained from Boomalopes and Boomrats, male or female, the same way you get milk or wool from other animals. It takes Boomalopes 4 days to produce 6 buckets of neutroglycerin. It takes Boomrats 2 days to produce 1 bucket of neutroglycerin.
Neutroglycerin can also be used to produce ChemFuel at the Refinery. It takes 7 buckets of neutroglycerin to make one batch of 35 ChemFuel.
About: The mod is not designed for large scale drug operations to prevent making trade of neutroamine entirely redundant. It’s not impossible to make profits on drugs this way though, but may require large herds to get good stocks out of it. For an average colony’s internal medicine needs and modest drug abuse a smaller herd (relative to colony size) should be sufficient. Let me know if this balance is off in some way.
Note that colonies that use Penoxycyline every five days and colonies with more than 20 pawns is not considered average in this context and the balancing is expected to be off for these colonies.
Language Support: This mod supports English. Other language support have been discontinued.
Mod Support: For immersion or similar reasons this mod provide additional content with the mods listed below; the fixes are applied automatically.
• Combat Extended by the CE Team. Immersion: The Chemical fullness term on animals is separated into SFX fullness and Neutroglycerin fullness. • Doomalopes by cucumpear. Expansion: Chemical extraction (from tamed Doomalopes and Boomalotters). Doomalopes provide 12 buckets of Neutroglycerin over 4 days. Boomalotters provide 4 buckets of Neutroglycerin over 2 days. • Elemental Boomalopes by Mehni. Expansion: Chemical extraction (from tamed Elemental Boomalopes). They provide the same amount as regular boomalopes. Mod not updated to 1.1 yet
Feel free to suggest other meaningful immersion fixes. But take note that I won’t go beyond the scope of the core of this mod (i.e. adding different chemicals etc.), and the other mod.
Optional Content: Some versions of the mod have an optional folder. I recommend a manual install if you want to dabble with these. From V1.1 and up these optional features are available in this mod:
• Clean Bucket: an alternative Neutroglycerin texture to the grimy bucket version • Volatile Neutroglycerin: if you prefer your neutroglycerin to be a fire hazzard
Copy and paste the extra content you want from their respective folders into the Main folder (the files inside have the same folder structure as they would had if they were in the mod by default). Steam subscribers can find this folder at ‘Steamsteamappsworkshopcontent294100765351437’.
Mod Conflicts: Let me know if you discover any conflicts so I may list them below:
• No known conflicts for V1.1 or V1.2
Note: I can’t help with conflicts due to outdated mods, use those at your own risk.
Manual Install: For an automatic installation ignore this and simply click the subscribe button. A manual install is recommended however for those wanting better control over when their game and mods is updated.
Download links for current and legacy versions, as well as install/uninstall instructions can be found in the original release post: • Ludeon forums[ludeon.com]
R3 might take a bit longer as a full balance update with vanilla is sorely overdue; I need to spend some time testing the numbers/production etc. I’m also taking into account previous feedback that have consistently expressed a desire for longer extraction interval for boomrats and reduced quantity from boomalopes.The changes I’m currently looking at is: 7 neutroglycerin (is now 5) for 35 chemfuel at the refinery, 2:1 rate (is now 1:1) for Boomrats which will equal 2,5 CF/d (is now 7 CF/d), 4:6 rate (is now 5:10) for Boomalopes which will equal 7,5 CF/d (is now 14 CF/d). The rates will still be a bit higher than vanilla, but this compensates for the extra workload and storage this process demands. I don’t plan to touch the neutroamine recipes so this means it’ll be a bit slower (or require more animals) to produce the same quantities as before.Criticism, suggestions, and other bounciness is welcome, however, take note that the numbers NEED balancing to be consistent with vanilla.
Thank you for the suggestion! :3 I can make it so that they produce neutroglycerin too as an immersion fix, but not different chemicals as that would lead to functions and features that goes beyond the scope of this mod and would be difficult to make available in the core mod as they would be built entirely around features found in a different mod.Besides, the original concept of neutroglycerin was that it could have a very broad and diverse use anyway depending on what chemical reaction triggered it. Thus it was an optional feature in the initial version of the mod (before ChemFuel) to use it for creating mortar shells among other. As such think about the chemical as being as flexible as the mortar shells, that are used to create explosive, incendiary, and EMP effects all from that one type of ammunition. The elemental variations of the boomalopes would with this logic simply have different chemical processes in regards to how they activate their neutroglycerin on death
Put stockpile zones for their food inside their room, then designate them to an animal zone that is limited to that one room only.Yeah, this mod will conflict with all mods that modify the boom animals. I forgot to mention it in the mod conflict section though so thanks for the reminder. I dunno when I find the time, but I intend to see if I can make a fix eventually.I released this mod because the available solutions for crafting neutroamine at the time was either too simple, or too elaborate. For those of us that have a ‘less is more’ approach to mods VG is not a suitable option.thanks, appreciated :3Anyone is allowed to build onto this mod if they want. I personally don’t do mods that changes vanilla behavior (in this case making boom animals volatile before death), and the amount of C# work to accomplish something like this is not insignificant either. Thanks for the suggestion tho.
Appreciate the reply mate, everything you’re saying IS happening, just only with the one boomrat I have. Boomalopes nothing. Its Not terrible, worst case is I just get more boomrats. I realy really like this idea, making them useful and their inherent danger, especially when their bio says they were engineered to produce chemicals. Its too easy in other mods to just grow it or whatever. Again, the boomrat didnt immediately say it, only AFTER all of its training was done, so idk. Only reason I mentioned trading for neutroglycerin is because I have the riot shield mod, and uscm mod, and they both have storage problems, as in they do not show up in lists so Its impossible to organize them. Either Way, next round when A17 comes out and I dont play for awhile bc none of my favorite mods work yet I’ll Play around. Maybe Its just other mods. Just strange how its working, just not with boomalopes.
Just wanted to say how great this mod is… Might I suggest a spoilage time for the base Neutroglycerin? As it stands now, you can get flooded with an abundance of Neutroglycerin buckets and it would add some balance to the crazy amount you end up with. It doesn’t have to be a crazy expiration timer or anything, but spoiling in 10 days with the ability to be refrigerated/frozen for longer keeping would be a nice addition. It would prevent the overflow from early game Boomalope taming. Also, there is a mod called ‘Animal Tab’ that modifies the animal tab to provide more information for things like Muffalo and Cows to display when they’re able to be milked and sheared for wool. I was wondering, would you be able to implement a similar function to cooperate with that mod to see when the Boomalopes are ripe for juicing? (‘Juicing the boomalope’ is a euphamism my settlers crudely make to each other.)