NT Pharmacy Reborn¶
A Barotrauma mod: craft pills with arbitrary composition, built around the game's real data.
Neurotrauma Pharmacy Reborn.
What it is¶
NT Pharmacy Reborn is a from-scratch reimagining of NT Pharmacy. None of the original's code remains; only the idea of pill crafting and some of the art carried over.
The key difference from the original is that ingredients have no assigned roles. In the original the player decided what served as base, binder, active ingredient and filler. Here there is no such distinction: at load time the mod reads every item's data from the game and determines its effects, recipes and skill requirements on its own.
What that means in practice:
- any item with a real effect when used on a character can go into a pill, not just items from a predefined list;
- new items from other mods are picked up automatically, with no update to NT Pharmacy Reborn;
- recipes, recipe chains and ingredient substitutions run on the game's real recipes rather than a list hand-written into the mod.
Dependencies¶
Lua For Barotrauma (LuaCsForBarotrauma) — required. The mod will not load without it.
Neurotrauma — optional, but the mod only shows its full range with it. Without Neurotrauma you get the game's vanilla chemistry and whatever other active mods provide. Both variants are supported: the original Neurotrauma and its C# fork, Neurotrauma CS.
Conflict: the mod is incompatible with the original NT Pharmacy. Do not enable them together.
Sections¶
- Apothecary — the machine and all crafting mechanics
- Reference — exact numbers, curves and tables
- Storage and delivery — bottles, auto-injector, dye
- Questions and limitations