RimWorld

RimWorld

Rimcense: Neolithic Soothe
63 Comments
Talvi Jam 25 Nov, 2024 @ 9:36am 
Waiting for 1.5 <3
Dybrav 19 May, 2024 @ 3:10am 
1.5?
Nagüevoná 27 Aug, 2023 @ 7:22pm 
The incense goes off as soon as you set it on :/ 2.5h in Rimworld time is nothing, mere seconds
velcroboy333  [author] 11 Jan, 2023 @ 11:40am 
OK, preliminary 1.4 update is out. I am still working on some advanced features yet. Note: I added a function to potentially make toxic incense. I'm thinking insect repellent...
velcroboy333  [author] 11 Jan, 2023 @ 8:55am 
You must have another mod that is enabling the gasBase that was removed in 1.4 from the base game. Otherwise it is quite broken in 1.4 by itself.

Plus side: I am working on this mod today. So, hopefully a proper updates soon.
EFX 11 Jan, 2023 @ 7:49am 
Could you push the line snippet to make this "compatible" with 1.4? :) Since I don't think 1.4 broke anything in this.
velcroboy333  [author] 7 Sep, 2022 @ 7:06am 
I started working on a universal incense holder a while back before I got super busy at work. When I do return to this mod, I plan to finish that. In the meantime, I'll try to find a solution to traders having too many sticks.
PbPretzels 4 Sep, 2022 @ 7:23pm 
Agree with the need to consolidate incense. Maybe a burner that can hold any kind of incense? Select the ones you want loaded kinda thing
pgames-food 21 Aug, 2022 @ 6:09pm 
(if a trader brought you 114 different scented sticks id imagine the scent would be overwhelming too) :)
MDiddy 12 Aug, 2022 @ 10:18am 
Highly HIGHLY suggest you make it not so stuffable, aside from your wood from your mod.
For instance, in a modded game with, lets say VE Architect, Medieval Overhaul, Alpha Animals, and More Archotech Garbage, that is 19 types of "woody". Your 6 incense, becomes 114 different incense for traders, stockpiles, et cetera. It's overwhelming.
velcroboy333  [author] 17 Jul, 2022 @ 8:13am 
Someone made an upscaled texture pack that includes this mod. Check it out here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836316191
FlakTaryd 23 Mar, 2022 @ 1:34pm 
Yeee! Lot of these plants like in tropical or arid climates, which gotta have tree sewing. Looking forward for the next update. ^^
velcroboy333  [author] 23 Mar, 2022 @ 1:24pm 
I like it! We'll look into adding those too.
FlakTaryd 23 Mar, 2022 @ 1:17pm 
Hell yee! As for dragon's blood, comes from the common rattan, Dracaena trees aka dragon's blood tree(Draco and Cinnabari). The resin is used as a anti-coagulant besides the latter. Ofc there is more than what I've listed as I've googled what ingredients is used for incense. Likewise, can call those trees Draco or Cinnabari.
velcroboy333  [author] 23 Mar, 2022 @ 9:08am 
So, it is on the to-do list to add incense from the Apothecary plants and several other modded plants. When I can get back to working on this mod, I will be adding those.
FlakTaryd 22 Mar, 2022 @ 6:05pm 
Being the one who uses incenses a lot, what about aromas such as Dragon's Blood, Myrrh, Patchouli, and Amber/Copal? Just suggestions but I think that would be quite interesting. And fun fact about frankincense (Boswellia) and myrrh (Commiphora), they were used as painkillers as they're an analgesic.
velcroboy333  [author] 4 Feb, 2022 @ 9:20am 
Those are good suggestions. Showing the radius is actually something I have planned for a future update. Kind of actually working on a complete overhaul. The burn duration of the sticks was calculated so they would be balanced against Psychic Emanator and not end up being better or even equal.

But when I get around to it, I can look at adding options to adjust for personal taste.
Wiseman05 4 Feb, 2022 @ 2:10am 
Honestly, I love the concept of this mod and I hope that when you find the time to pick up the project again, you'll work on it. I personally intend to use it in a hardcore tribal run to manage moods and trade (and maybe later on for a full-on party stoner run for funsies), but I do have some feedback for future versions if that's alright.

1. Would love to see if its possible to add settings in mod options for fuel consumption speed. If a full stack of 10 sticks lasted half a day, that would be fantastic. Or at least, having the ability to set how long it lasts would be great since I have to actually draft a pawn and make them stand in the cloud to get the full effect. 2. Perhaps show the radius of effect just to see where it will go, and to better plan rooms and stuff.

Hope that helps!
Vjmes 15 Jan, 2022 @ 12:24pm 
Thanks!
velcroboy333  [author] 11 Jan, 2022 @ 9:38pm 
It's definitely on the list todo. My time has been limited the last few months but I will get to it sooner or later.

@Vjmes, it should be about 2.5/stick. I'll do some tests and see what's up.
MercuryDoll 11 Jan, 2022 @ 8:10pm 
Feature request: adding lavender and possibly other herbs from Apothecary to make incense sticks out of.
Vjmes 27 Dec, 2021 @ 4:12pm 
Question; is it meant to be 2.5 hours to burn one stick or all 10 in the holder? Because a full holder only lasts 2.5 hours for me, wondering if that's correct.
DisKorruptd 12 Nov, 2021 @ 3:21pm 
Do these by chance cover the drug needs of that meme? that is, the ones that have a room needs thing
velcroboy333  [author] 29 Oct, 2021 @ 3:30pm 
-Incense holders can be placed on tables now.
-Added bulk recipes.
-Added Neolithic era production bench.
-Adjusted costs so neolithic is about the same as before production bench addition. Making ingredients/sticks at Drug Lab will cut the time in half.
NX 25 Oct, 2021 @ 7:36pm 
I had been wondering why iv never been able to figure out how to make this on my medieval playthrough. no drug labs! just make it craftable at the crafting spot, butcher spot, campfire, etc.
Wulfaskr 24 Oct, 2021 @ 2:06pm 
Many thanks :)
velcroboy333  [author] 24 Oct, 2021 @ 9:53am 
Someone mentioned that before and I forgot to come back to it. When I play, I use our Primitive Workbenches mod that adds a herbalist table. So, I forgot it was an issue. I'll look into a solution this week.
Wulfaskr 23 Oct, 2021 @ 11:19pm 
Seems weird that a Neolithic item requires Industrial Tech to produce.
Why the Drug Lab instead of the neolithic 'crafting spot'?
Drug Lab makes more sense as an tech upgrade option, maybe unlocking bulk production recipes or something.
Annabellee 18 Aug, 2021 @ 2:54pm 
Also can you add a bulk ingredient extraction
randomvortex 15 Aug, 2021 @ 12:25pm 
Awesome! looking forward to it :)
velcroboy333  [author] 15 Aug, 2021 @ 6:36am 
@randomvortex, yeah, it should be doable. I'll add to the to-do list.
randomvortex 11 Aug, 2021 @ 2:25pm 
Hey, really loving the mod so far! Any way to make these placable on tables? I tried to make a patch using bits of code from this mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2369150629 but my coding skills are near non existent, I know theres an issue with placing potted plants over furniture that makes them un-plantable, not sure if the same issue would apply to these or not, but it would be a cool feature to see in a future update :) Thanks again for the great mod!
velcroboy333  [author] 4 Aug, 2021 @ 8:48am 
Tobi, I think that may be related to the issues with Prim Tools a t the moment. See if that happens w/out Prim Tools. If it does, send me a log please.
Jarl Tobi 4 Aug, 2021 @ 12:31am 
ive noticed a bug with tragacanth trees if a pawn goes to cut it it just stands idle
Hydromancerx  [author] 26 Jul, 2021 @ 5:20pm 
@ALE199-ITA - We have other more exotic incense types that go beyond the Ideology Autobongs and Incense shrines.
Hydromancerx  [author] 26 Jul, 2021 @ 5:16pm 
Yay! Update!
velcroboy333  [author] 26 Jul, 2021 @ 5:09pm 
Updated for 1.3

-Improved code should see pawns gain the effects smoother.
-I also increased the rate of smoke, so they will output more over the course of the burn.
-Decreased the grow days for trees. Making it easier to acquire resources.
velcroboy333  [author] 20 Jul, 2021 @ 12:06pm 
@ALE199-ITA, finally getting to take a look at the new Ideology content, and it looks like these items function quite differently. The Ideology items are used specifically for rituals, where the items from this mod are for more passive, everyday use.

First round of my updates is mostly finished. Several mods I was waiting for the final 1.3/Ideo update. So, hopefully I can find the time to get the rest of my mods updated soon.
ALE199 17 Jul, 2021 @ 2:54am 
I fear this may get outdated by Ideology DLC which seems to be adding something of the sorts
velcroboy333  [author] 15 Jul, 2021 @ 8:29pm 
@созерцательm, the pawns need to be in the smoke to feel the effect. It is short lived, so if they leave the smoke, it wears off fast.
TurtleShroom 15 Jul, 2021 @ 10:23am 
Will there be a version of this for V1.3 ?
созерцатель 14 Jul, 2021 @ 7:10pm 
And about this mod. I haven't researched it yet, but I can build holders. And I bought some sticks from the trader, light them, but it seems they don't affect me in any way. Should I finish the research not only to have the ability to produce these sticks but also to have the ability to have mood/health buff?
созерцатель 14 Jul, 2021 @ 6:21pm 
That's very kind of you, I had no intension to ask about such a thing. As I see it now, I'll be happy if there is a compability with VGP series and "Vanilla Iron and Steel". "VGP Garden Gourmet" (a lot of cookware) and "VGP Garden Fabrics" (loom) in particular. And steel.. Well, you know..They don't know how to make a bed, but they know how to smelt.. Other my mod's are just one-item mods. For ex I use "Mit'z chiken coop mod", "medieval lighting and heat" or "autopsy table(continued)". But I absolutely can live with it. I mean that's not the issue with your mod and those mods, that's their issue with tribal start at all as they don't need any research. I always "ignore" them in my playthrouh till I have the feeling that my half-naked men with sharpened sticks can use it)) So.. the major thing is VGP and Steel. Thank you for your reply and for your work:knlcrown:
velcroboy333  [author] 14 Jul, 2021 @ 11:21am 
@ZX Zero, check out the mod Burn It For Fuel

Or LWM's Fuel Filter
ZX Zero 14 Jul, 2021 @ 11:07am 
I like this mod, but adding various types of wood can be problematic in medieval colonies because of refuellable using the wrong wood.
velcroboy333  [author] 14 Jul, 2021 @ 11:03am 
Would you share with me the mods that need to be patched to fall in line with our research system please? I will fix that issue as well.
созерцатель 14 Jul, 2021 @ 8:59am 
Thanks for your answer) I hope you'll fix it somehow. Love this mod anyway. I tried to use your Primitive Workbenches several times, but it didn't play well with some of my other mods. Since they add a lot of stuff not blocked by your mod's research tree, so in the very beginning of the game I have such a mess with diffrent tier items.. Maybe I'll try again as I love the idea and arts. And your Primitive storage is a must have for my playthrough:steamthumbsup:
velcroboy333  [author] 14 Jul, 2021 @ 6:57am 
mm, you're right. I've been using our Primitive Workbenches mod that adds a neolithic drug production bench. I kind of took for granted that not everyone is using that :steamfacepalm: Let me think about the best way to remedy that.
созерцатель 14 Jul, 2021 @ 12:46am 
Hey, thanks for your mod. I love the idea, but it's not.. well, actually "neolitic" since I need the drug lab to produce all these nice things.. I mean I always have a tribe start and it is a lot of ingame time when I start studying industrial techs.. so in fact I actually can make all these "neolithic" things when I already have solar panels and all of my pawns have a bolt riffle.. I don't know if I explain it well, sorry for my English. All I want to ask is if there is a possibility to make some of that stuff on the production spot. You know, like smokeleaf joints or psychod tea.
velcroboy333  [author] 8 Jul, 2021 @ 7:42am 
Oops, thanks. I'll fix that later when I get a second.