RimWorld

RimWorld

[1.0] RimCuisine 2: Smokes and Shrooms Expansion
65 Comments
Hazardous 24 Jun, 2020 @ 7:07am 
does the tobacco in this mod have compatibility with tobacco from VGP drugs/medicine? I don't want duplicate recipes and plants
Tyrant 9 Jun, 2020 @ 1:04pm 
do these drugs have a policy i am unable to find them on the policy tab
Mlie 21 Apr, 2020 @ 1:02pm 
Made an update of this for RimWorld 1.1 after contact with Crustypeanut.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2069579592
Hope this helps anyone!
Thatlldopig 16 Apr, 2020 @ 10:25pm 
So you do not need the base mod to run this one?
Von Steinmetz 11 Apr, 2020 @ 11:52am 
Works with 1.1 for me
Thatlldopig 9 Apr, 2020 @ 12:59am 
Can this run without RC2? I would like to only download this to incorporate with VGP.
Enregór 18 Mar, 2020 @ 5:11pm 
F
Cegorach 11 Mar, 2020 @ 11:41am 
@Sigurd you could just straight up remove that from Pelador's Medical Supplements
Warbeard 11 Mar, 2020 @ 9:42am 
This might be asking too much, but when you do get around to the new version; would you consider a patch to override the opium stuff in Pelador's Medical Supplements with your Dreamflower/zopoid stuff?

I mean, his stuff works fine and similarly, but it's jarring to go from "smoke leaf, yayo, wakeup, go-juice" to "opium pipe, morphine." Plus it is obviously redundant with your mod active.

mtg 8 Mar, 2020 @ 5:39pm 
does this work in 1.1 because core works in 1.1 or are we still waiting for an update?
Crustypeanut  [author] 2 Mar, 2020 @ 6:37am 
It was a design choice. I might expand upon it in the update. Jungles and Swamps make good sense tbh
don_tomlinsoni 2 Mar, 2020 @ 6:23am 
How come magic mushrooms only grow in temperate environments? If the humans bothered to bring squirrels to the rim I imagine someone would have brought some cubensis, which also grow in jungles, swamps and even arid shrubland
Frydendahl 25 Feb, 2020 @ 9:23pm 
@Crustypeanut I made a small patch myself to add pipe tobacco (identical stats to cigars, just can be made in the crafting spot as well as the drug lab). I just couldn't figure out how to make the pawns hold the pipe correctly 😅

I can send you the files if you want, although I'm not sure how useful the old .XML will be when updating for 1.1.
Crustypeanut  [author] 24 Feb, 2020 @ 2:57pm 
I'll add medieval tobacco in the 1.1 overhaul. Expect it.. someday. But its in the works!
Frydendahl 18 Jan, 2020 @ 12:51am 
I'm just gonna add to the medieval cigar/cigarette request, alternatively is it possible to make a pipe to smoke tobacco low-tech?
Shadow Wolf 26 Dec, 2019 @ 4:49pm 
Can we make cigars and cigarettes without the drug lab for our medieval games?
Mina 24 Nov, 2019 @ 1:24pm 
so i researched intermediate agriculture and i don't have the option to plant the dreamflower plant for some reason even though i reasearched what I needed to research?
The Drink 15 Nov, 2019 @ 12:50am 
Can you make it so cigarettes and cigars can be produced without the need of the drug lab/ drug research.
Cheesy McFleezy 9 Nov, 2019 @ 9:32pm 
Are you able to make it possible to double-click in order to select multiple plants? I can't seem to grow magic mushrooms and they're rather hard to see.
2Dfruity 31 Oct, 2019 @ 8:01pm 
I got sunshine in a bag. Cute mod! I like how blue sky kinda sounds like krokodil. It'd be cool if people got hooked and had to get limbs amputated or something.
Crazy Craig 13 Oct, 2019 @ 4:18am 
Because I can't seem to grow it anywhere
Crazy Craig 13 Oct, 2019 @ 4:06am 
What environment do you need to be in ti grow tobacco and shrooms?
E.B Farnum 29 Sep, 2019 @ 1:59pm 
Is zope only growable in hydroponics?
Diabolical damsel 15 Sep, 2019 @ 8:49am 
the one thing i feel like is missing in this that i really enjoyed having with VGP was having to craft herbal medicine instead of just harvesting it
Crustypeanut  [author] 10 Sep, 2019 @ 12:52pm 
Yeah they're fixed now. I realized it wasn't as minor of an error as I had originally thought and went in there and fixed it lol.
Izzatguy 3 Sep, 2019 @ 7:25pm 
Yep i get those exact two red logs in my startup window too
Crustypeanut  [author] 31 Aug, 2019 @ 7:21am 
@maal Hahahaha yup! Dey eat da shrooms and dey git da high!
Crustypeanut  [author] 31 Aug, 2019 @ 7:20am 
Its a one-time error, just load the game and keep playing. Nothing bad'll happen and it won't happen again, only on load up. Its caused by me removing the addiction hediffs from those two items as they weren't meant to be addictive, but random spawns would spawn with 'em.
Sir Doggy Jvla 30 Aug, 2019 @ 3:14am 
from what I see it seems to come from hospitality ?
Sir Doggy Jvla 30 Aug, 2019 @ 3:14am 
The ChemicalDef RC2_Shrooms has no addictionHediff. Remove the ChemicalDef or add an addiction hediff. Otherwise this will cause random groups and raids to not spawn. This is a misconfiguration in [1.0] RimCuisine 2: Smokes and Shrooms Expansion.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckChemicalDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.ModBaseHospitality:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Sir Doggy Jvla 30 Aug, 2019 @ 3:14am 
The ChemicalDef RC2_Floxacine has no addictionHediff. Remove the ChemicalDef or add an addiction hediff. Otherwise this will cause random groups and raids to not spawn. This is a misconfiguration in [1.0] RimCuisine 2: Smokes and Shrooms Expansion.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckChemicalDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.ModBaseHospitality:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


I got this issues coming from ur mod
Zyzyx 29 Aug, 2019 @ 12:25pm 
Hey I can't grow tobacco, I'm in tropical
Maal 28 Aug, 2019 @ 11:33am 
My dog seem to have a massive mushroom tolerence body modifier that cause all sorts of issue to it. Is it because he eat wild magic mushroom?
Patryk Sage 26 Aug, 2019 @ 7:45pm 
Thanks for the quick response!
Crustypeanut  [author] 26 Aug, 2019 @ 12:31pm 
Its a harmless one-time error, just ignore it.
Patryk Sage 26 Aug, 2019 @ 12:27pm 
I keep getting this error I was wondering if anyone else is?

The ChemicalDef RC2_Floxacine has no addictionHediff. Remove the ChemicalDef or add an addiction hediff. Otherwise this will cause random groups and raids to not spawn. This is a misconfiguration in [1.0] RimCuisine 2: Smokes and Shrooms Expansion.

The ChemicalDef RC2_Shrooms has no addictionHediff. Remove the ChemicalDef or add an addiction hediff. Otherwise this will cause random groups and raids to not spawn. This is a misconfiguration in [1.0] RimCuisine 2: Smokes and Shrooms Expansion.
Crustypeanut  [author] 24 Aug, 2019 @ 9:38pm 
So it needs 75 of any raw grain, 1 neutroamine, and 25 coffee or tea leaves. Note that it doesn't mean 75 nutrition, just 75. And that recipe makes 3.
Kaellen Havarok 24 Aug, 2019 @ 9:37pm 
Ah, thank you.
Crustypeanut  [author] 24 Aug, 2019 @ 9:36pm 
Wheat grains won't work because they're not 'human food' until they're processed.
Kaellen Havarok 24 Aug, 2019 @ 9:34pm 
Minor question about the Soldier Pills, it says 25 ingredients, but I've got a bunch of raw food ingredients and such, which is usually what Ingredients are. I have 25 wheat grains and the Neutroamine too. Is there something special for ingredients I need, or a special grain? Cause it won't let me make them.
Crustypeanut  [author] 24 Aug, 2019 @ 8:59pm 
Those are both a one-time error that you don't have to worry about. Originally, both Floxacine and Shrooms had an addiction type, but with a 0% chance. However, I was not aware at the time of creation that those addictions could still spawn on raiders/visitors/etc, and they would get stuck because of the 0 fall rate of the addiction.

This most recent patch completely removes those addictions. It will give an error, but it is 100% harmless and will only happen the first time you load a game with the new patch. After you save it, it'll be gone for guud.
Ender 24 Aug, 2019 @ 8:53pm 
The ChemicalDef RC2_Shrooms has no addictionHediff. Remove the ChemicalDef or add an addiction hediff. Otherwise this will cause random groups and raids to not spawn. This is a misconfiguration in [1.0] RimCuisine 2: Smokes and Shrooms Expansion.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckChemicalDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.ModBaseHospitality:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Ender 24 Aug, 2019 @ 8:53pm 
I have these 2 errors in the debug log.

The ChemicalDef RC2_Floxacine has no addictionHediff. Remove the ChemicalDef or add an addiction hediff. Otherwise this will cause random groups and raids to not spawn. This is a misconfiguration in [1.0] RimCuisine 2: Smokes and Shrooms Expansion.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckChemicalDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.ModBaseHospitality:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Crustypeanut  [author] 24 Aug, 2019 @ 5:00pm 
Updated the mod! Changes include tobacco growing in temperate biomes, zope being a little safer to use, and tobacco products being a lot better to use! (But with risks associated with long-term use)
Crustypeanut  [author] 24 Aug, 2019 @ 12:40pm 
@Klaus So I checked, and Zope has a 1% chance for a 'large overdose'. So I think you got super unlucky. However, I do think I made zope a bit too dangerous (skag is supposed to be the super dangerous one), so while I do want zope to be.. not good.. I'll make its bad effects a little weaker overall.
Crustypeanut  [author] 23 Aug, 2019 @ 8:34pm 
@Pamparam Hm... I swore when I looked into that I chose tropical because it seemed like most tobacco was from the tropics. However, it does seem like it grows well in temperate biomes according to wikipedia. I'll change it in the near future to allow temperate forests/swamps.
Pamparampampamparam 22 Aug, 2019 @ 10:24am 
Is tobacco not able to be grown in temperate climates? They grow in Virginia, North Carolina, and Kentucky, which I'd say are temperate as far as the game would be concerned.
Wrath 21 Aug, 2019 @ 1:17pm 
nvm re read the description xd
Wrath 21 Aug, 2019 @ 12:33pm 
Cigars both cost more to make and take longer but the overall value is less
Crustypeanut  [author] 21 Aug, 2019 @ 3:33am 
I'll double check the numbers when I get a chance.