How to Make Neutroamine in RimWorld: Vanilla Truth + Trade Planner
How to Make
Neutroamine in RimWorld
Can you craft neutroamine in vanilla RimWorld? No. Core defs still treat it as a bought resource, not a colony-made chain. This page turns that into a fast trade plan, a code-backed recipe chart, and a reserve tool for medicine, penoxycyline, wake-up, go-juice, and Hussar upkeep.
Quick Solution
What to do right now- Stop nonessential use. Pause wake-up, extra go-juice stash, and vanity medicine bills.
- Check hidden stock. Shelves, hospitals, caravans, pack animals, and stray lab benches hide small stacks all the time.
- Buy from the right seller. Exotic first, bulk second, nearby outlander settlement if you are still pre-comms.
- Buffer on purpose. Neutroamine is only 0.02 kg each and stacks to 150.
Neutroamine thing def has stats, category, mass, and value -
but no recipeMaker. The drugs use it. You do not synthesize it in vanilla.
Emergency neutroamine policy 1. Pause optional bills using neutroamine. 2. Confirm the stack is not hiding in shelves, hospital stock, or caravans. 3. If comms are online, prioritize orbital exotic or orbital bulk. 4. If comms are not online, caravan to the nearest outlander settlement. 5. Buy finished medicine or penoxycyline if that solves the real emergency faster. 6. Restock above your buffer target so the next shortage stays boring.
Best Neutroamine Sources
Trader stock verified from Core defs| Trader type | Stock | Speed | Setup | Reliability |
|---|---|---|---|---|
| 100-500 | Fast | Comms + beacon | Great | |
| 100-200 | Fast | Comms + beacon | High | |
| 50-200 | Fast if nearby | Caravan | High | |
| 70-160 | Visit-based | None | Medium | |
| 100-400 | Fast | Comms | Emergency |
The 100-500 exotic roll comes from TraderKinds_Orbital_Misc.xml under Orbital_Exotic, not a wiki estimate.
Resource Facts
Game def numbers that actually matter-0.18/day.DrugProduction.
Industrial medicine needs DrugProduction + MicroelectronicsBasics + a HiTechResearchBench.
Mod Options
When you want to change the vanilla economy on purposeNeutroamine Refining
Light-touch route. Best if you only want a chemfuel-style conversion without rebuilding the whole game.
Neutroamine Refinery
Dedicated production chain. Better if you want the colony to feel industrial instead of trade-locked.
Craftable Uncraftables
Broad recipe unlocker. Useful if neutroamine is not the only trade lock you want gone.
Survival Tips and FAQ
The blunt answers players actually needNo. The item def exists, but there is no craft recipe for neutroamine itself.
Orbital exotic goods. One good roll can solve the entire shortage.
Penoxycyline becomes a steady neutroamine tax. Buy the finished drug when that is the cleaner solution.
This is a trade-buffer problem, not black magic. Buy ahead and stop running on the minimum.
Code-Verified Reserve Planner
Enter your colony demand window, and the page will calculate exact neutroamine needed from the same Core def costs used in game. This planner stays vanilla-first: it measures what to buy and buffer, not a fantasy recipe that does not exist.
Planner Inputs
Use your actual colony schedule, not vibesUsed for penoxycyline coverage and go-juice dependency planning.
Lets the planner show how much you still need to buy.
Each dose uses 2 neutroamine and lasts about 5.56 days.
Planner assumption: 1 go-juice dose every 5 days per dependent.
Each medicine uses 1 neutroamine, 1 herbal medicine, and 3 cloth.
Wake-up uses 2 neutroamine per dose.
Separate this from dependent supply so theater does not eat life support.
Planner Output
What to buy, store, and restock againstUsage Breakdown
| Use | Units | Neutroamine |
|---|
Estimated Trader Contacts
| Seller | Stock range | Contacts needed |
|---|
What the Game Code Actually Says
The article research gave the search intent. These cards lock that advice back to the Core XML under /game/Data/Core/Defs,
so the page is anchored in actual game data instead of recycled forum memory.
Core Def Summary
Vanilla behavior, recipe sinks, and research gatesItems_Resource_Manufactured.xml:184-206It defines market value, mass, stack limit, and category. There is no
recipeMaker block on the neutroamine def itself.
Items_Resource_Manufactured.xml:51-89costList is 1 herbal medicine + 1 neutroamine + 3 cloth and it requires MedicineProduction.
Penoxycyline.xml:32-41 and Penoxycyline.xml:60-63Costs 2 neutroamine; the immunity hediff decays at
-0.18/day, which is about 5.56 days.
WakeUp.xml:41-50 and GoJuice.xml:55-66Wake-up costs 2 neutroamine. Go-juice costs 2 neutroamine + 1 yayo.
ResearchProjects_1.xml:368-438 and ResearchProjects_3_Microelectronics.xml:196-221Wake-up, Go-juice, and Penoxycyline branch from
DrugProduction; medicine adds MicroelectronicsBasics and a HiTechResearchBench.
XML Proof Snippets
Paths + lines for the exact values used on this pageNeutroamine item def
Source: /game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Manufactured.xml:184-206
defName = Neutroamine label = neutroamine stackLimit = 150 MarketValue = 6 Mass = 0.02 thingCategories = Manufactured No recipeMaker block exists here.
Drug and medicine cost lists
Sources:
Items_Resource_Manufactured.xml:71-89,
Penoxycyline.xml:32-41,
WakeUp.xml:41-50,
GoJuice.xml:55-66
MedicineIndustrial = 1 Neutroamine + 1 MedicineHerbal + 3 Cloth Penoxycyline = 2 Neutroamine WakeUp = 2 Neutroamine GoJuice = 2 Neutroamine + 1 Yayo
Trader stock ranges
Sources:
TraderKinds_Orbital_Misc.xml:5-51,
TraderKinds_Orbital_Misc.xml:321-359,
TraderKinds_Orbital_Misc.xml:533-568,
TraderKinds_Caravan_Outlander.xml:5-37,
TraderKinds_Base_Outlander.xml:5-48
Orbital_BulkGoods = 100-200 Neutroamine Orbital_Exotic = 100-500 Neutroamine Orbital_PirateMerchant = 100-400 Neutroamine Caravan_Outlander_Bulk = 70-160 Neutroamine Base_Outlander_Standard = 50-200 Neutroamine
Penoxycyline duration math
Source: /game/Data/Core/Defs/Drugs/Penoxycyline.xml:60-63
severityPerDay = -0.18 1 / 0.18 = 5.555... So one dose covers about 5.56 days.
Latest RimWorld Tips and Strategies
More shortage solvers and production tools from the same site stack.
Orbital Exotic