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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Everything in Moderation is the key.
I agree that too many put a bad spin on our real world equivalent, and it truely isnt as bad as people say.
However, Lose of Consciousness (5-10%) in game would definitely fit from what I have seen.
which you do state that conditions already apply something like that indirectly.
That "high" is the reason why I always was the Driver when with friends, I kept them safe as I was never influenced, nor drunk. I respected their choice as they mine, plus free car rides for them.
I know people who use our real life similar drug would argue otherwise to the level of being Influenced by the drug.
However, after a second joint nothing would convince me of "no real affect ". Far too much experience has shown me differently, and some even could not respond quickly. Thank god I was sober for those nearly bad events.
I'm also just a terrible modder who pulls his products, we can chalk it up to that.
Lowered the value of Hash a bit since it was worth more than Luce and that's sorta silly.
I gave a cursory look at the smokeleaf genes and I don't think they'll effect much(?) but I haven't checked in game to see how they play about. I also don't remember what a lot of stuff does, code wise, so I'm having to re"learn" how stuff works.
I do have a spreadsheet started with a workflow layout on it that I'll eventually make into an infographic (hopefully) as it helped me figure out where I was vastly off on some of my numbers.
No promises cause I'm bad at those, but I'd like to lay out a diagram of what does what and why because I know I had reasons for doing the things I did. It would also be easier to see kinks in the work flow. It's like looking at someone else's mod at this point it's been so long.
Added research for Herbal Medicine & Hemp Cloth: from smokeleaf, unlocked by default for Tribal.
Adjusted amounts for recipes. Will probably go back and mess around with it when I can think a bit clearer.
I honestly have no idea if Biotech changed anything related to the hediffs so feedback appreciated.
Out of all my mods this is probably the only one I'm interested in updating.. probably. It's been awhile and my brain isn't working as well as it used to. I'll read through everything and see what I can do.
I hear the Winds of the desert blow and the music of the swamp thrumb
I subscribe
With that change I went ahead and removed the Textile requirement on herbal medicine and replaced it with regular cloth. The recipe itself is supposed to be wasteful for balance as it should really only be used in emergency situations or situations where you use mods like Seeds Please, but really shouldn't be using modded fabrics.
I also added 4x bulk recipes. I *think* that's all the changed I've made. I went ahead and left the the definition for Hemp Fabric in the mod for anyone who still has it in an ongoing game. This will be removed come next patch when I figure out how to make the cloth hemp color.
The other original mod was great, but added perhaps a tad too much
Perhaps it wouldve been easier to create cloth from smokeleaf instead of hempen cloth, just like you used chemfuel to simplify
But great job on this!
As for hemp cloth I think I've decided to cut it and replace it with regular cloth but a different color (if I can figure that out). No eta on update as coloring items without a recipe is weird. For those who made hemp cloth I'll leave the itemDef intact just uncraftable until the patch after next in which it'l be removed.
In my opinion, I think A or B would be perfect. I haven't used the hemp cloth due to exactly what you said - you can't use it for "every cloth" recipe, so it seemed like a wasted effort. So far I've only enjoyed the overhauled 'stoned' effects and the lack of constant cancers from my pawns smoking too much
Hempen Cloth. Should I keep it?
My issue with it which I didn't think about at the time is most cloth recipes ask for cloth not textiles. Meaning you can only use the default cloth to make a lot of early game stuff.
I have a few options I can think of:
A: Create a patch that attempts to search any recipes that use cloth and add in hemp cloth
-I'm hesitant as that just adds load time which I was trying to avoid
B: Remove Hemp Cloth and have the recipes make regular cloth but colored.
C: Patch certain recipes individually.
D: Leave as is
After playing testing I'm even questioning the hemp fabric just because it's not cloth!I think there's a way to patch all things that use cloth. Hmm. Or I wonder if I can make cloth with a color.
I've been playing around with drugs more than I usually do so I'm learning what some of the more obtuse tags mean.
Realistic smokeleaf, I believe, is what I took the basic of the mod from It effects consciousness overall, though a nerfed about, where this mod effects the stats consciousness effects. I'm pretty sure consciousness does some other stuff under the hood but I didn't like you could die from it.
Usually when I smoke and hurt too much/too stoned/tired to move my mind is still active and wandering.