Neutroamine
Neutroamine
A synthetic precursor chemical. Useless on its own, many drugs require neutroamine as an ingredient.
Base Stats
- Type
- Crafted resources
- Stack Limit
- 150
- Mass
- 0.02 kg
- HP
- 50
- Deterioration Rate
- 1
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
- defName
- Neutroamine
Neutroamine is an item that cannot be crafted and must be sourced externally. It can be combined with herbal medicine and cloth to create standard medicine, or synthesize various drugs with it at a drug lab, such as Penoxycyline and wake-up.
Acquisition[edit]
Neutroamine cannot be crafted, instead the primary source is trade with orbital traders and Outlander settlements and caravans.
Alternatively, it can also be acquired, albeit unreliably, through:
- Looting raiders that attack your colony.
- Raiding other faction bases.
- Cargo pod event.
- In ancient dangers.
Usage[edit]
Neutroamine is used in the following crafting recipes:
| Product | Ingredients | Type |
|---|---|---|
| Drug - Hard Drug | ||
| Drug - Hard Drug | ||
| Drug - Medical Drug | ||
| Medical Items - Medicine | ||
| Drug - Serum | ||
| Drug - Serum |
Neutroamine will deteriorate when left outside.
Analysis[edit]
Neutroamine has only one use, to be used in crafting but can not be crafted by the player. It is therefore advisable to calculate for which recipes it is worth buying neutroamine and for which you should rather buy the end product instead. Consider the following table. If the "profitability" is above 1 it means selling the product is worth more than selling all of its ingredients and buying the ingredients is better than buying the product.
| Item | Amount of neutroamine |
Other ingredients |
Work to make | Relevant skill |
Market value |
Sell price multiplier |
Profitability |
|---|---|---|---|---|---|---|---|
| – | 0 ticks (0 secs) | – | 6 |
1 | 1 | ||
| + |
600 ticks (10 secs) | Intellectual | 53 |
1 | 1.606 | ||
| + |
700 ticks (11.67 secs) | Crafting | 18 |
1 | 0.878 | ||
| + |
1,320 ticks (22 secs) | Crafting 3 | 80 |
1 | 2.319 | ||
| – | 600 ticks (10 secs) | Intellectual | 18 |
1 | 1.5 | ||
| + |
720 ticks (12 secs) | – | 60 |
1 | 3.077 | ||
| – | 900 ticks (15 secs) | Intellectual | 35 |
1 | 2.917 |
These are the key insights:
- The medicine recipe loses money. Even if cloth and herbal medicine are grown rather than purchased, a proper comparison is the cost of buying
1 medicine and selling
3 cloth and
1 herbal medicine vs buying
2 neutroamine. Assuming no trade price improvement, this works out to
-16.5 silver for selling cloth and herbal medicine and buying medicine vs
-16.8 silver for buying the neutroamine. This doesn't really change with trade price improvements since then you'll be better of crafting the cloth into valuable items for sale. It might, however, be useful to have a small stockpile of neutroamine if proper medicine is needed urgently. - For all other recipes it's generally better to buy the ingredients instead of the product. Especially when some ingredients are already at hand.
- The best way to make profit out of neutroamine is wake up. It takes no additional ingredients and even with no trade price improvement it nets
4.2 silver for every wake up crafted out of bought neutroamine.
With extra bioferrite at hand, crafting voidsight serum is the most profitable. Since you still need to buy the neutroamine, crafting the bioferrite into something else is preferable, however.
Gallery[edit]
Trivia[edit]
The use of neutroamine as an intermediary element to synthesize a different drug is inspired by the use of methylamine to create methamphetamine in the show "Breaking Bad". [1]
Version history[edit]
- 0.15.1279 - Added.
References[edit]
- ↑ "It was inspired by methylamine (I watched Breaking Bad)." - Tynan Sylvester, Reddit comment.



