How to Get Neutroamine in RimWorld
RimWorld 1.6.4871 (Steam rev598) · Supply guide
How to Get Neutroamine
when you can’t craft it
You cannot craft Neutroamine in the base game or official DLC on this build. Buy it from traders that list it, keep the stacks indoors, and leave enough for industrial medicine and any drugs you actually schedule.

Buy
Where to buy Neutroamine
Two early routes skip microelectronics entirely: wait for a visiting caravan, or walk your own caravan to a non-hostile Outlander settlement. Once you have allied Outlanders and a powered comms console, you can also request a bulk goods caravan instead of waiting on RNG.
| Seller | Stock range | What you need |
|---|---|---|
| Outlander settlement | 50–200 | A caravan and a non-hostile faction. |
| Outlander bulk goods caravan | 70–160 | Visiting caravan, or request one from allied Outlanders. |
| Tribal shaman merchant | 25–100 | Shaman trader only. Ordinary tribal bulk, war, and slaver caravans skip it. |
| Orbital bulk goods trader | 100–200 | A visiting ship, powered comms console and trade beacon. |
| Orbital exotic goods trader | 100–500 | Biggest listed range. You cannot request ships. |
| Orbital slave ship | 100–400 | A visiting ship and orbital trade setup. |
| Empire settlement · Royalty | 50–200 | Non-hostile relations and a Knight/Dame or higher negotiator. |
Those numbers are generation ranges for the trader type, not a guarantee for the next visit. Outlander combat suppliers, Outlander exotic caravans, and orbital combat suppliers never list Neutroamine. Confirm the type before you count on a delivery.
Watch
Watch the supply guide
Trader picks, orbital trade, the medicine bill, and budgeting about 60 days of demand.
Trade ships
Prepare for a visiting ship
- Research microelectronics, then build and power a comms console plus an orbital trade beacon.
- Park silver and any goods you mean to sell inside the powered beacon’s range.
- When a trade-ship notification shows up, send a colonist to the console and open a seller that stocks Neutroamine.

Craft
Recipes that spend Neutroamine
Industrial medicine costs 1 Neutroamine, 1 herbal medicine, and 3 cloth per unit. Unlock medicine production (it needs drug production, microelectronics, and a hi-tech research bench), then staff the drug lab with Crafting 4 and Intellectual 4.

| Product | Ingredients per unit | Plan around |
|---|---|---|
| Penoxycyline | 2 Neutroamine | One dose every 5 days. Stops new malaria, sleeping sickness, and plague. Does not clear infections you already have. |
| Wake-up | 2 Neutroamine | Needs Wake-up production research. Inputs sit at 12 base value; the finished dose is 35. Margin depends on your traders and labor. |
| Go-juice | 2 Neutroamine + 1 Yayo | Needs Go-juice production research. An active dependency gene means you keep dosing or the pawn crashes. |
| Voidsight serum · Anomaly | 2 Neutroamine + 10 bioferrite | Serum lab + serum synthesis. Lasts 15 days. Better study efficiency, worse mood. |
| Mind-numb serum · Anomaly | 2 Neutroamine + 30 bioferrite | Serum lab + mind-numb serum research. Lasts 2 days. Blocks mental breaks and inspirations; −5 percentage points consciousness. |
Finished industrial medicine sits at 18 silver base market value; the three ingredients add up to 20.5. The gap alone does not decide buy-versus-craft. Weigh the trader’s live prices against herbal medicine and cloth you already hold, plus labor and how soon you need the kits.
Neutroamine stockpile planner
Enter what you plan to craft. Penoxycyline and active Go-juice dependency each budget one dose every 5 days, counting the first dose on day one of the window. Stock already in the freezer is not subtracted. Extra combat Go-juice has its own field so scheduled doses stay untouched if you want them to. Silver math covers Neutroamine only: 6 base market value times your buy multiplier. Use the trader’s real unit price and leave slack for late caravans.
Ingredients needed
Set a demand to see the split.
Storage and reserves
Store it indoors
Leave Neutroamine outdoors and it deteriorates. Indoor shelves are enough; keep stacks clear of fire. Each unit weighs 0.02 kg, and a normal stack holds 150.
Reserve dependency doses
One pawn with an active Go-juice dependency gene on a five-day schedule needs 12 doses across a 60-day year. Crafting that line costs 24 Neutroamine and 12 Yayo. Pad for late traders. The gene turns on at age 13 and needs Biotech.
Common supply problems
Why is there no “make Neutroamine” bill?
Vanilla has no production recipe. Research unlocks drugs that spend Neutroamine; it never unlocks a way to synthesize the ingredient. You need a production mod for a craft bill.
Why does my Penoxycyline stock run out early?
Dose on a 5-day schedule, not the full theoretical buff length. Four pawns across 60 days need 48 doses when you count the opening dose. That craft line spends 96 Neutroamine.
Does Odyssey add production?
Not on this build. Odyssey adds gravship travel and the Traders Guild. Raid loot can drop Neutroamine, but loot is a bonus, not a substitute for traders.
Does 6 silver mean I can buy it for 6?
No. Six is base market value, not the sticker price. Read the unit price in the trade window, then divide by 6 to set the calculator’s buy multiplier.
Why is my supply disappearing indoors?
Look at drug-lab and serum-lab bills. Medicine, Penoxycyline, Wake-up, Go-juice, and the listed serums all eat Neutroamine. Cap optional bills so they cannot chew through the reserve you need for scheduled doses.