RimWorld

RimWorld

Jecs Tobacco and Cigarettes (Continued)
97 Comments
Lorebot 13 Jul @ 10:14pm 
awesome, only need to plant 1 type then :D Thanks!
Mlie  [author] 13 Jul @ 10:03pm 
@Lorebot Their tobacco leaves can be used in this mods recipes.
Lorebot 13 Jul @ 9:59pm 
The notes say you added a patch VGP Garden Medicine, how exactly did you change things? I'm still seeing tabacco from both mods as options for planting, do I need to play both types to use recipes from both mods?
Ghost 24 Dec, 2024 @ 10:38pm 
@Mile Holy moly, I am sorry, my files were modified by myself and it looks like I broke something and was blind (I tend to mess around with the mods local copies).
Again sorry for waisting your time, lol, I feel stupid XD
Mlie  [author] 24 Dec, 2024 @ 11:51am 
@Ghost Well, the recipies in the Drug Lab already are faster
Ghost 23 Dec, 2024 @ 9:40am 
@Mile, I see, well I could draw you something without a prob, but it would actually also make sence to have a faster version of the recepie in the drug lab workbench. Actually there are allready 2 many workbenches (at least in my 200 mods+ game lol). So yea the drug lab it is.
Mlie  [author] 22 Dec, 2024 @ 11:08pm 
@Ghost I meant what existing bench (vanilla or modded) it could be added to. I have no gfx skill so I cannot add new benches.
Ghost 22 Dec, 2024 @ 4:19pm 
I should add, enter "cigarette machine" in duckduckgo image search and you will see all kinds of.
Ghost 22 Dec, 2024 @ 3:52pm 
@Mile Since I am not the author I can only suggest. ;)

Those would make sence in terms of balancing:
There are several types, small machines that have the size of a big machbox (smaller ones use mechanical power) or bigger with the size of a coffee machine (those are electrical). All those kinds use either "empty cigarette casings" or some use just paper.

I suggest a electrical one that has the size of a coffee machine (you know the bigger coffee machines, automatic one which have the size of a microwave) those still do require an operator who puts in new tobacco papes and so on.

Fully automatic one or even industrial machines would break the games balance, or cigarettes have to be much cheaper. I mean you could reuse the nutritionpaste machine for a cig machine, but it might be overkill, but not unrealistic X)
Mlie  [author] 22 Dec, 2024 @ 1:41pm 
@Ghost What machine would be appropriate to add it to?
Ghost 22 Dec, 2024 @ 12:04pm 
@Mlie Thx for the work :). Any chance you could add a electrical crafting machine? You know manual crafting is taking very long (it does make sence), but it would be nice to have a realistic industrial solution, or maybe add the recepie to a existing workbench?
Mlie  [author] 7 Aug, 2024 @ 11:09pm 
@Craven Moorhead Continuation of what?
Cunning Linguist 7 Aug, 2024 @ 10:57pm 
Any chance of continuation?
Bunkurs 18 Dec, 2023 @ 6:16am 
@Mlie alright thank you
Mlie  [author] 18 Dec, 2023 @ 5:32am 
@Bunkurs You can probably use a mod like cherry picker to remove the hediff
Bunkurs 18 Dec, 2023 @ 4:09am 
is there a way to remove the bad effects of smoking? haha
Mlie  [author] 23 Oct, 2023 @ 1:31pm 
Updated the Dry Leaves addon for this mod
Mlie  [author] 9 Sep, 2023 @ 9:32am 
@ジャッキー・ザ・トキ 1.4/Defs/Drugs/Jecrell_Tobacco.xml
Should be a carcinoma defined
ジャッキー・ザ・トキ 9 Sep, 2023 @ 7:44am 
would you please tell me, where in the file can i find the specific thing to edit?
Mlie  [author] 9 Sep, 2023 @ 7:07am 
@ジャッキー・ザ・トキ I guess you can change it with patches or just edit you local files
ジャッキー・ザ・トキ 9 Sep, 2023 @ 6:54am 
The colonists get cancer basically when smoking, I want to change the time before death
Mlie  [author] 8 Sep, 2023 @ 10:57pm 
@ジャッキー・ザ・トキ Not sure what you mean. What medical conditions?
ジャッキー・ザ・トキ 8 Sep, 2023 @ 6:04pm 
Hey man, big fan.

I would like to ask, if you could please tell me how can i speed up the process of medical conditions.

Thanks
Mlie  [author] 30 Apr, 2023 @ 1:19pm 
arthurtlm 30 Apr, 2023 @ 10:03am 
the resistant and imunne genes have the cost of the hard drug genes and their textures are bugged
Mlie  [author] 26 Mar, 2023 @ 11:14am 
@somerandomguy_1 Should be fixed now
somerandomguy_1 26 Mar, 2023 @ 10:11am 
In the drug policy thing you can't seem to have pawns keep anything from this mod on em. Just lettin you know.
NeonPyromancy 15 Oct, 2022 @ 12:43am 
It seems if I had thought to look on their mod page I would've quickly been informed that this is a known issue Smart-Medicine is facing right now. though in my defense I hadn't slept for two days at the time. Regardless- thank you for taking the time to answer, and certainly thank you for your work continuing these mods across the workshop.
Mlie  [author] 14 Oct, 2022 @ 11:52pm 
@Nazerian No idea, perhaps ask on that mods page how it selects what drugs to use.
NeonPyromancy 14 Oct, 2022 @ 2:31pm 
Seems to have a problem with Smart Medicine's 'Stock-Up' feature: won't allow them to pick up cigarettes through the drug assignment either. Is that on my end? or is it just an incompatibility?
Mlie  [author] 18 May, 2022 @ 12:32am 
@Thatlldopig The patch does not remove anything as this would cause issues with exiting saves. It just makes it possible to use either crop in recipes
Thatlldopig 18 May, 2022 @ 12:12am 
I take it the patch you made overrides VGP tobacco with this one or vice versa? I stopped using this years ago because two tobacco crops seemed excessive lol.
OceanOfGaming 8 Mar, 2022 @ 9:34am 
cool man thank you very much
Mlie  [author] 6 Mar, 2022 @ 11:25am 
@OceanOfGaming Its done
OceanOfGaming 6 Mar, 2022 @ 7:05am 
cool when can i expect it?
Mlie  [author] 6 Mar, 2022 @ 5:11am 
@OceanOfGaming yes
OceanOfGaming 6 Mar, 2022 @ 3:48am 
can you make a patch for it?
Mlie  [author] 6 Mar, 2022 @ 3:14am 
@OceanOfGaming Because there is no patch for it in this or VGP
OceanOfGaming 6 Mar, 2022 @ 2:43am 
@Mile why cant we use the vgp garden tobacco?
Mlie  [author] 1 Nov, 2021 @ 11:26am 
@cAUTiON The mod works in my tests, please follow the instructions above under ”Reporting Issues” to find the cause to the problem
cAUTiON 1 Nov, 2021 @ 11:07am 
@Mlie you may want to look at this mod it takes a few mins to register i have smokeleaf in my stockpiles then my colonist start to make the item but it is 1 item they can make and it is only smokeleaf any modded item they will not make at all like snus or cigars even cigetretes please look at this mod and maybe find the bug why its not working properly thank you great mod btw.
Natzer 22 Sep, 2021 @ 6:27pm 
Not sure if I found a bug or not, but I seem to be having a problem kinda like what Lord_Anubis is/was having. I cannot craft anything other than a single cigarette/cigar/snus/ect. at a crafting spot (haven't tried a drug lab cause I'm not there yet). If I try to make a pack of any size, my pawns will not craft them, and when I right click the crafting spot I get no context menu. When I make a single one of anything, it works no problem, and I get the right click context menu. I saw that there might have been something with Complex Jobs so I tried both versions (legacy and the regular one) and neither changed anything, however, when I uninstalled Complex Jobs everything works as it should. I remember reading that this was updated with support for Complex Jobs so I'm not 100% sure what could be up.
Mlie  [author] 22 Sep, 2021 @ 1:24am 
@Lord_Anubis Fixed the author-tag now. Got it mixed up with another mod when I originally continued this long ago :)
Lord_Anubis 22 Sep, 2021 @ 1:14am 
Just realized I have jecs tobacco by bookburner. When I click workshop takes me to your page but no matter how many time I subscribe, unsubscribe i get version 1.0.4.0 by bookburner
Lord_Anubis 22 Sep, 2021 @ 1:05am 
Got the update for jecs as well as an update for complex jobs still not working. Tried complex jobs as well as the legacy version.
Mlie  [author] 21 Sep, 2021 @ 1:23pm 
@Lord_Anubis I see, that mod changes the Work-giver for drug-making.
Added a patch for it now, thanks for the report!
Lord_Anubis 21 Sep, 2021 @ 12:38pm 
Found the mod conflict.
If I take complex jobs out of list, mod works. Putting it back breaks something.
Mlie  [author] 21 Sep, 2021 @ 2:18am 
@Lord_Anubis I usually just add half of the mods, test if it works, if yes load half of the other mods, if not, remove half of the active mods
Lord_Anubis 21 Sep, 2021 @ 1:41am 
@Mile
Any idea what mods to start with?
Ive loaded this with all the drug mods I use no conflict. Not sure what other mods to try.
I have noticed that pawns wont touch products from this mod if bought from a trader either on the primary save. In my testing they go for it as soon as their produced.
Mlie  [author] 21 Sep, 2021 @ 12:46am 
@Lord_Anubis Please do step 1 and 2 so you can find out what mod its conflicting with. Your posted log has to many mods active to be able to do anything useful with.