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Smokeleaf Industry Reborn (Continued)
   
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Mod, 1.6
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15.966 MB
3 Aug @ 6:44am
10 Aug @ 3:54am
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Smokeleaf Industry Reborn (Continued)

Description
Smokeleaf-Industry-Reborn (Continued)

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.

Tolerance/dependence

The addiction system for all smokeleaf products had an overhaul. 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 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 'Stoned on smokeleaf (euphoric)' which is level 2 for severity. Smoking an entire cannagar will result in 'Stoned on smokeleaf (completely wrecked)' which is level 4 for severity. Smoking/consuming repeatedly (using any method) will further increase the severity of the high, to the point that a pawn may be greening out. Being high 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 and moving speed.

Here is a list of the changes you can expect your pawn to see if they get high:

- Decreased pain
- Increased joy (chemical and/or gluttonous)
- Decreased chance of mental break (switches to increased chance if greening out, though)
- Decreased work speed
- Decreased learning rate
- Increased hunger rate
- Increased tiredness
- Increased chance of an eating binge at more severe levels
- Chance of vomiting when 'greening out' (cannabinoid hyperemesis syndrome), as well as other minor mental breaks due to increased likelihood of panicking.

These changes increase in severity depending on how high your pawn gets.

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 raw buds is going to feel ♥♥♥♥♥♥ about this. A pawn that manages to get their hands on a cannagar is going to feel like royalty.

Pharmacology

There are 5 pharmacologic smokeleaf items you'll be able to see in game, and now each of them have their own rather distinct purpose in game.

- CBD: Slightly less effective alternative to regular medicine.
- Infused Medicine: Slightly less effective alternative to Glitterworld medicine.
- Smokeleaf lotion: Reduces pain, aids in movement and manipulation.
- Smokeleaf pills: Aids in prevention and recovery from illnesses, and reduces pain.
- Smokeleaf tincture: Reduces pain, and helps pawns get a better night's sleep.

All smokeleaf social drugs are great to help ease pain, reduce mental break threshold, and increase mood.

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.

Source[github.com]

Special thanks to:
IarSyn For making this awesome mod!
Ogliss For making his code available on Github!
10 Comments
Niralys 10 Aug @ 2:10pm 
@ShadowRon thanks a lot for the fix! everything works now ^^
Fat_Thumbs 10 Aug @ 7:57am 
Thanks for this, one of fave mods gonna add it now
ShadowRon  [author] 10 Aug @ 3:58am 
@Niralys That was my fault. I recently edited the butter and forgot to add some stuff. It should be working now. For those who care, i moved it from the food category to manufactured.
Niralys 9 Aug @ 5:35pm 
First of all thanks a lot for this mod, doing currently a run with it and so far loving it!
one bug i might have found is about the butter:

- is not possible to haul / store it in any storage - not even the stockpile zone will work as it just not appear in the storage's filter.

- any cooking recipe that use it work, is just the hauling / storaging part of it that is not.

Just FYI on this as you might be already aware of it or could be just an issue from my side, thanks again for working on this mod!
ShadowRon  [author] 8 Aug @ 4:34am 
Quick update. Last version i removed the ability to eat or use smokeleaf butter and changed a certain texture. The texture will change soon, it still is incorrect.

There will be a small update in the near future, which will mainly focus on updating some values and refactoring some code. More on this when i post the update.

There is still one bug regarding to tamed predators that when they get "baked". They will try to hunt a wild animal, which will result in the tame "crashing". You can fix this by stopping the mental state by using dev mode. At the moment i don't know how to fix this, but eventually it will get worked out.
C0mrade 7 Aug @ 11:42am 
LETS GO
Kenny Dave 7 Aug @ 3:08am 
Thank you ShadowRon :)
Latex Santa 3 Aug @ 10:46am 
@ShadowRon
Thank you very kindly for the update. I'll figure out a use for it.
Of course there will be the obligatory Drug Lords playthrough.

But there might also be a Crazy Survivalist Borg Xenotype that starts on the sea ice with nothing and has to build up to something.

So why not gather steel from recycled weapons, armor, slag, mechs, and turn it into hydroponics to grow the smokeleaf to process into construction materials and trade away for more resources?

This. I'll use it for this. Thank you.
ZX Zero 3 Aug @ 9:01am 
Time to make a hippie colony! :steamthumbsup:
ShadowRon  [author] 3 Aug @ 6:47am 
First release. This mod continues the work of Ogliss .

Most small bugs should be fixed, but a few still remain.
* some missing textures
* animal behavior in some rare cases
* changed values so production could be slower/faster since last version of Ogliss

Updates coming soon!