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FAQ

5. What to know so the results don't surprise you

The Apothecary substituted something I didn't put in

If a recipe is short a component, and either its own precursor or a substance with a comparable effect is present, the Apothecary substitutes it automatically — silently, with no prompt. This isn't a bug: that's how recipe substitution and substitution by effect work. If a result seems off, check what actually ended up in the 12 slots first.

The Target product field didn't work

The field compares the whole string: surrounding whitespace is trimmed and case is ignored, but a typo or extra characters break the match. Details are in Priority when material is scarce. If the name won't match, the item's raw identifier (hyperzine, combatstimulantsyringe, etc.) is more reliable — it doesn't depend on translation.

Debuffs started appearing as I scaled up batch size or ingredient count

That's expected, not a malfunction. Batch size and the total number of active ingredients in the 12 slots each independently raise debuff chance — see Batch size and Ingredient count. Small batches made from few ingredients get no debuffs at all.

Two pills look identical but behave differently

Pills stack by name, not by their real effect. If a stack ends up holding pills from different batches that share a name but not a composition (say, after manual renaming), they stay visually indistinguishable from each other. That's exactly what the PAU is for: its Analyze button reports the stack's real effects and warns separately if the stack turns out to be mixed — see PAU (pill analysis unit).

An ingredient failed its skill check — is it lost?

Depends on what it was. An active ingredient that fails its roll applies its own failure effect (if the game defines one) instead of being wasted for nothing. A combo recipe always fires as long as the ingredients are physically present — skill only affects the result's strength, never whether the recipe fires at all. See Skill.

6. Compatibility with other mods

The mod keeps no list of permitted ingredients — at load time it reads every item's data from the game and works out on its own what has a real effect. As a result:

  • new active ingredients, recipes and chains from other mods are picked up automatically, with no update to NT Pharmacy Reborn needed;
  • no special support is required for a given chemistry mod — if an item adds a self-use <Affliction>/<ReduceAffliction> effect or takes part in a <Fabricate> recipe, the Apothecary will see it.

The required dependency is Lua For Barotrauma (LuaCsForBarotrauma); the mod will not load without it.

Neurotrauma is optional. Both of its variants are supported — the original Neurotrauma and its C# fork, Neurotrauma CS — through a built-in compatibility layer. Without Neurotrauma you get the game's vanilla chemistry plus whatever other active mods provide.

If you're playing with Neurotrauma, load NT Pharmacy Reborn below it in the mod list, or the compatibility layer won't detect it.

Incompatible with the original NT Pharmacy — do not enable both mods at the same time, see Dependencies.

7. Known limitations / FAQ

Bare-inventory stacking. Outside a bottle, the PAU, or the injector, pills still stack by 16 — that's an engine/base-inventory limit, not the mod's. The larger stack only exists inside the Apothecary's own containers, see Pill bottles.

PAU. Holds a stack of up to 50 pills at once. Analyze and Update are both non-destructive — neither one consumes pills, so both are safe to use repeatedly.

Auto-injector. 3 slots of 3 identical pills each — up to 9 pills and 3 applications in a row. Strength is fixed at craft time, so no skill check happens at the moment of injection.