That looks good.
im not big on drug use in the game, for many reasons including a personal distaste of them, but I approve of this.
you missed shrooms, but theyre rare afaik. adderall and hard opiates are still in. mutagen might be slightly harder to use now too, since drugs are a source of needles. and, sewer fumes are a ‘drug’, if you count sniffing condensed blackwater as an acceptable recreational activity.
tobacco and liquor should be a seperate mod though. or at least alcohol. its such a useful thing, so useful an endgame strat relies upon it, and it spawns in glass bottles, which themselves are amazing.
pedit:
for the sake of above mentioned parents i will clarify.
alcohol is a potent enough fuel source, both for burning and as a metabolic agent. with the help of an electronic implant, rather a series of them, you can drink the booze, which get filtered by an artifical liver, which burns it off to make ‘bionic power’, which then can be used for any number of things. a bionic implant to remove the toxic effect of drinking so much exists, and ironically it is cheap to use, resulting in a net gain of power. then you can use a bionic to rehabilitate your immune system and not get sick.
its unbalanced to the point where people have been documented to obtain over 30 thousand units of power to abuse this cheat. a basic power bionic stores 100 power, for reference.
glass bottles are used to store luquids in, such as water or acid, or fertilizer or nitrate or anything. they also can be turned into heat activated explosives and into water purification machines. or thrown to make noise
but drug use in cdda isnt a positive thing. it destroys your health stat over the long term, it consumes your time to aquire more, and it requires regular use or you end up with crippling withdrawl symptoms. its more of a hardship people take, to make the game more challanging