rimworld мод smokeleaf industry

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Smokeleaf Industry Reborn

rimworld мод smokeleaf industry

This mod is compatible with RimWorld versions 1.0, and 1.1.

Smokeleaf Industry Reborn is a mod that adds various new drugs, foods, medicines, building materials and more all based around smokeleaf cultivation and processing. All items added by the mod are based on real world applications of «smokeleaf» and it’s byproducts. Medicinal, recreational and industrial uses are all included. Research must be conducted in order to unlock the various items and their uses.
The original Smokeleaf Industry mod was created by steam user larSyn, for which they have announced discontinuation of support. I have unofficially taken over maintaining this mod, and will continue to offer support, bug fixes, and many upgrades to this new mod. Below is a list of all the changes I have made thus far.

Tolerance/dependence
I have done a complete overhaul of the addiction system for all smokeleaf products. Pawns now build tolerance to smokeleaf (as a drug) instead of specific methods of consumption, and become dependent on the drug, if they use too much. Some methods increase tolerance faster than others. Pawns will be able to get their fix from anything containing smokeleaf, instead of only cookies or joints, etc. They can even get high from eating smokeleaf butter or raw buds if they are getting desperate.
Dependent pawns who are suffering withdrawal will have a chance of going on a smokeleaf binge or an eating binge (or possibly even a smokeleaf brownie eating binge. dear lord)

Getting high
Depending on the method of consumption, the severity of the initial high will differ. For example, smoking a joint will result in ‘(euphoric)’ which is level 2 for severity. Smoking an entire cannagar will result in ‘(completely wrecked)’ which is level 4 for severity. Consuming repeatedly (by any method) will further increase the severity of the high, to the point that a pawn may be greening out. Severity will dissipate over time, and completely wear off in roughly 1 day for the most extreme highs.
The benefits and negatives of being high have been overhauled as well, to offer what I believe to be a more accurate reflection of how smokeleaf would impact a pawn. Smokeleaf is extremely effective for mild pain, and increased consumption will help more with severe pain. There is no longer negative impact to consciousness or moving speed.

Methods of consumption
Some methods of consumption are more ‘socially acceptable’ than others. For example, a pawn will be more likely to experiment with a joint than to go straight to the chemfuel hash oil.
Pawns will also have higher thoughts of themselves depending on the method of consumption. Despite getting high, a pawn that needed to resort to eating smokeleaf butter is going to feel crappy about eating butter. A pawn that manages to get their hands on a cannagar is going to feel like royalty.

Research
The research tree has been revamped to make access to smokeleaf items more accessible. Depending on a classic/tribal start, you will start with some basic research already completed. CBD has been lowered from ‘Smokeleaf pharmacology’ and locked behind ‘Industrial smokeleaf processing’ instead. This, I feel, better reflects a gradual understanding of the medicinal benefits of smokeleaf.

Recipes and Market Value
Many recipes have been adjusted to be more balanced, both on ingredient requirements and work needed. Some recipes were extremely strong, some needed major help. Now all items from this mod follow RimWorld’s standard method for determining market value (ingredient cost + work*0.216). The prices of everything will seem more reasonable when it comes to buying and selling. Rest assured, any efforts your pawns make working with smokeleaf will be profitable.
Some single item recipes have been removed, also a few bulk recipes. The cost of core herbal medicine and industrial medicine have also been slightly tweaked. Did you know that in core RimWorld you are always better off buying medicine than making your own? Making medicine costs more money in materials alone, without even factoring in the work needed! I changed this, which I think will encourage players to make their own medicine while also considering smokeleaf medicine as a good alternative.
All recipe and price changes have been made in the spirit of balance.

This mod is compatible with everything that doesn’t alter the original smokeleaf joint (or related recipes). This mod is not compatible with the original Smokeleaf Industry mod, or my ‘One Drug’ mod (both obsoleted by this mod). This mod is meant to be the successor to the original. Any mods that are patched for original Smokeleaf Industry will not be functioning with this mod, since this is technically a new mod. Integrated mods are listed below.

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Smokeleaf Industry Reborn

rimworld мод smokeleaf industry

This mod is compatible with RimWorld versions 1.0, and 1.1.

Smokeleaf Industry Reborn is a mod that adds various new drugs, foods, medicines, building materials and more all based around smokeleaf cultivation and processing. All items added by the mod are based on real world applications of «smokeleaf» and it’s byproducts. Medicinal, recreational and industrial uses are all included. Research must be conducted in order to unlock the various items and their uses.
The original Smokeleaf Industry mod was created by steam user larSyn, for which they have announced discontinuation of support. I have unofficially taken over maintaining this mod, and will continue to offer support, bug fixes, and many upgrades to this new mod. Below is a list of all the changes I have made thus far.

Tolerance/dependence
I have done a complete overhaul of the addiction system for all smokeleaf products. Pawns now build tolerance to smokeleaf (as a drug) instead of specific methods of consumption, and become dependent on the drug, if they use too much. Some methods increase tolerance faster than others. Pawns will be able to get their fix from anything containing smokeleaf, instead of only cookies or joints, etc. They can even get high from eating smokeleaf butter or raw buds if they are getting desperate.
Dependent pawns who are suffering withdrawal will have a chance of going on a smokeleaf binge or an eating binge (or possibly even a smokeleaf brownie eating binge. dear lord)

Getting high
Depending on the method of consumption, the severity of the initial high will differ. For example, smoking a joint will result in ‘(euphoric)’ which is level 2 for severity. Smoking an entire cannagar will result in ‘(completely wrecked)’ which is level 4 for severity. Consuming repeatedly (by any method) will further increase the severity of the high, to the point that a pawn may be greening out. Severity will dissipate over time, and completely wear off in roughly 1 day for the most extreme highs.
The benefits and negatives of being high have been overhauled as well, to offer what I believe to be a more accurate reflection of how smokeleaf would impact a pawn. Smokeleaf is extremely effective for mild pain, and increased consumption will help more with severe pain. There is no longer negative impact to consciousness or moving speed.

Methods of consumption
Some methods of consumption are more ‘socially acceptable’ than others. For example, a pawn will be more likely to experiment with a joint than to go straight to the chemfuel hash oil.
Pawns will also have higher thoughts of themselves depending on the method of consumption. Despite getting high, a pawn that needed to resort to eating smokeleaf butter is going to feel crappy about eating butter. A pawn that manages to get their hands on a cannagar is going to feel like royalty.

Research
The research tree has been revamped to make access to smokeleaf items more accessible. Depending on a classic/tribal start, you will start with some basic research already completed. CBD has been lowered from ‘Smokeleaf pharmacology’ and locked behind ‘Industrial smokeleaf processing’ instead. This, I feel, better reflects a gradual understanding of the medicinal benefits of smokeleaf.

Recipes and Market Value
Many recipes have been adjusted to be more balanced, both on ingredient requirements and work needed. Some recipes were extremely strong, some needed major help. Now all items from this mod follow RimWorld’s standard method for determining market value (ingredient cost + work*0.216). The prices of everything will seem more reasonable when it comes to buying and selling. Rest assured, any efforts your pawns make working with smokeleaf will be profitable.
Some single item recipes have been removed, also a few bulk recipes. The cost of core herbal medicine and industrial medicine have also been slightly tweaked. Did you know that in core RimWorld you are always better off buying medicine than making your own? Making medicine costs more money in materials alone, without even factoring in the work needed! I changed this, which I think will encourage players to make their own medicine while also considering smokeleaf medicine as a good alternative.
All recipe and price changes have been made in the spirit of balance.

This mod is compatible with everything that doesn’t alter the original smokeleaf joint (or related recipes). This mod is not compatible with the original Smokeleaf Industry mod, or my ‘One Drug’ mod (both obsoleted by this mod). This mod is meant to be the successor to the original. Any mods that are patched for original Smokeleaf Industry will not be functioning with this mod, since this is technically a new mod. Integrated mods are listed below.

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Smokeleaf Industry

rimworld мод smokeleaf industry

rimworld мод smokeleaf industry

Smokeleaf Industry is a mod that adds various new drugs, foods, medicines, building materials and more all based around Smokeleaf cultivation and processing. All items added by the mod are based on real world applications of «smokeleaf» and it’s byproducts. Medicinal, recreational and industrial uses are all included. Research must be conducted in order to unlock the various items and their uses.

Note: Many aspects of the vanilla smokeleaf joint have been changed.
Most importantly, the smokeleaf joint recipe now requires smokeleaf buds that can be obtained by trimming your plants. Trimming and rolling are unlocked after researching Smokeleaf Cultivation.

Activate the mod in the mod menu in-game.
Load order shouldn’t matter, but, if you have Architect Sense installed, put Smokeleaf Industry after it.
If you want to install mid-game, make sure you have no bills for making Smokeleaf joints set first. If you have Vegetable Garden Project, remove any hemp fabric you might have first, and then activate SI. (There have been reports of things not working properly when added midgame, add at your own risk.)
If you want to uninstall, remove anything related to the mod from your game before you uninstall. Should be ok, but no guarantees and not recommended.
Steam Mod ID: 1140051385

None, but, if you have Architect Sense installed, put Smokeleaf Industry after it.

Probably not compatible with any other mods that alter or depend on the vanilla smokeleaf joint recipe. Should be good with everything else.
If another mod alters the same values with xpaths, the mod lower in the order will overwrite the other.
If another mod replaces the joint ThingDef, this mod will overwrite it.
If you find any incompatibilities, please post them in the Bug Report discussion.

*Patches are now included in the main mod thanks to ModCheck.*
-Vegetable Garden Project

First, thanks to all the veteran modders posting in the Ludeon Help forum. I have been a serial lurker there for the past few months, and with all their unknowing help I was able to start learning how to mod Rimworld.
Thanks to Fluffy for Architect Sense, and bringing some order to the menus.
Thanks to dismar for Vegetable Garden, AshbornK9 for Project Fallout and dburgdorf for all his various mods.
I spent a considerable amount of time reading through the files for these mods (and the Core files) and learned quite a bit.
Thanks to Marnador for the awesome font.
Thanks to Nightinggale for the very useful ModCheck.
And, special thanks to Tynan for such a great game.

Источник

Подпишитесь, чтобы загрузить
Smokeleaf Industry

rimworld мод smokeleaf industry

rimworld мод smokeleaf industry

Smokeleaf Industry is a mod that adds various new drugs, foods, medicines, building materials and more all based around Smokeleaf cultivation and processing. All items added by the mod are based on real world applications of «smokeleaf» and it’s byproducts. Medicinal, recreational and industrial uses are all included. Research must be conducted in order to unlock the various items and their uses.

Note: Many aspects of the vanilla smokeleaf joint have been changed.
Most importantly, the smokeleaf joint recipe now requires smokeleaf buds that can be obtained by trimming your plants. Trimming and rolling are unlocked after researching Smokeleaf Cultivation.

Activate the mod in the mod menu in-game.
Load order shouldn’t matter, but, if you have Architect Sense installed, put Smokeleaf Industry after it.
If you want to install mid-game, make sure you have no bills for making Smokeleaf joints set first. If you have Vegetable Garden Project, remove any hemp fabric you might have first, and then activate SI. (There have been reports of things not working properly when added midgame, add at your own risk.)
If you want to uninstall, remove anything related to the mod from your game before you uninstall. Should be ok, but no guarantees and not recommended.
Steam Mod ID: 1140051385

None, but, if you have Architect Sense installed, put Smokeleaf Industry after it.

Probably not compatible with any other mods that alter or depend on the vanilla smokeleaf joint recipe. Should be good with everything else.
If another mod alters the same values with xpaths, the mod lower in the order will overwrite the other.
If another mod replaces the joint ThingDef, this mod will overwrite it.
If you find any incompatibilities, please post them in the Bug Report discussion.

*Patches are now included in the main mod thanks to ModCheck.*
-Vegetable Garden Project

First, thanks to all the veteran modders posting in the Ludeon Help forum. I have been a serial lurker there for the past few months, and with all their unknowing help I was able to start learning how to mod Rimworld.
Thanks to Fluffy for Architect Sense, and bringing some order to the menus.
Thanks to dismar for Vegetable Garden, AshbornK9 for Project Fallout and dburgdorf for all his various mods.
I spent a considerable amount of time reading through the files for these mods (and the Core files) and learned quite a bit.
Thanks to Marnador for the awesome font.
Thanks to Nightinggale for the very useful ModCheck.
And, special thanks to Tynan for such a great game.

Источник

Подпишитесь, чтобы загрузить
Smokeleaf Industry

rimworld мод smokeleaf industry

rimworld мод smokeleaf industry

Smokeleaf Industry is a mod that adds various new drugs, foods, medicines, building materials and more all based around Smokeleaf cultivation and processing. All items added by the mod are based on real world applications of «smokeleaf» and it’s byproducts. Medicinal, recreational and industrial uses are all included. Research must be conducted in order to unlock the various items and their uses.

Note: Many aspects of the vanilla smokeleaf joint have been changed.
Most importantly, the smokeleaf joint recipe now requires smokeleaf buds that can be obtained by trimming your plants. Trimming and rolling are unlocked after researching Smokeleaf Cultivation.

Activate the mod in the mod menu in-game.
Load order shouldn’t matter, but, if you have Architect Sense installed, put Smokeleaf Industry after it.
If you want to install mid-game, make sure you have no bills for making Smokeleaf joints set first. If you have Vegetable Garden Project, remove any hemp fabric you might have first, and then activate SI. (There have been reports of things not working properly when added midgame, add at your own risk.)
If you want to uninstall, remove anything related to the mod from your game before you uninstall. Should be ok, but no guarantees and not recommended.
Steam Mod ID: 1140051385

None, but, if you have Architect Sense installed, put Smokeleaf Industry after it.

Probably not compatible with any other mods that alter or depend on the vanilla smokeleaf joint recipe. Should be good with everything else.
If another mod alters the same values with xpaths, the mod lower in the order will overwrite the other.
If another mod replaces the joint ThingDef, this mod will overwrite it.
If you find any incompatibilities, please post them in the Bug Report discussion.

*Patches are now included in the main mod thanks to ModCheck.*
-Vegetable Garden Project

First, thanks to all the veteran modders posting in the Ludeon Help forum. I have been a serial lurker there for the past few months, and with all their unknowing help I was able to start learning how to mod Rimworld.
Thanks to Fluffy for Architect Sense, and bringing some order to the menus.
Thanks to dismar for Vegetable Garden, AshbornK9 for Project Fallout and dburgdorf for all his various mods.
I spent a considerable amount of time reading through the files for these mods (and the Core files) and learned quite a bit.
Thanks to Marnador for the awesome font.
Thanks to Nightinggale for the very useful ModCheck.
And, special thanks to Tynan for such a great game.

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