RimWorld

RimWorld

Wanna Get High
53 Comments
petrus4 24 Jan, 2022 @ 8:53am 
This is a great mod, but unfortunately the Purple Haze crop only seems to drop Red Hair when I harvest it.
Dimebag 28 Sep, 2021 @ 12:19pm 
OMG YES!!!!!
Dimebag 7 Jun, 2017 @ 1:03pm 
Sadly
DioWithIt 7 Jun, 2017 @ 12:44pm 
I'm guessing this mod is dead.
"The" SeanMacLeod 30 Dec, 2016 @ 9:59pm 
Any word on an a16 version? 'Kuz this mod ROX [=8
^c 30 Sep, 2016 @ 1:22pm 
Yeah Bro We get High :use:

Big Thx :i
PH4T3 <*.*>  [author] 19 Sep, 2016 @ 6:17pm 
Derp - I forgot that one is A14 .. I will consider getting an A15 on when I can
PH4T3 <*.*>  [author] 19 Sep, 2016 @ 6:16pm 
@ExiledAlchemist - there was already a link on the description if you read it again. It's near the bottom. :steamhappy:
Exiled Alchemist 16 Sep, 2016 @ 1:21pm 
Could you add an updated download link for manual installation?
PH4T3 <*.*>  [author] 8 Sep, 2016 @ 8:19pm 
UPDATE - small path - Fixed 4 Console Errors
(4 errors came up after A15)
They did nothing to mess with the mod, but were just telling me,
the game no longer cares about neolithic settings on something.
PH4T3 <*.*>  [author] 6 Sep, 2016 @ 4:52pm 
continued - ugh sorry)

As far as other mods, some of the ones I use are like you said, not updated .. wish Phi was updated, would love to see people trading my mods items through Phi, sort of the idea I had when putting this all together, and it worked perfect with A14 :(

But there is one Cybernetics one I use, the most popular one with the long title for a name.
PH4T3 <*.*>  [author] 6 Sep, 2016 @ 4:52pm 
(continued)
It sort of "spoils" you a bit, but thats up to you, how much you use it, and what things you convert and when. And to offset the energy costs of the Transmorph device, I made Optimus Energon that allows you to make Energon cubes, then fill them with energy to store them to use later. The cubes can be used in a generator that burns them VERY slowly, so its a great alternative power source, and WONDERFUL for unexpected power shortages when you need power, NOW. And to top it all off, I added the Not My Father mod to add all the Star Wars stuff in, once you spawn with a White Lightsaber, you never want to start a game without one, lol.



PH4T3 <*.*>  [author] 6 Sep, 2016 @ 4:51pm 
@Dimebag - Well, I got all 4 of my mods up to A15 .. and not being narcassistic when I use my mods, I sort of made them because I wanted this content. Besides the pot, which is a staple for me, because I use the hell out of the CBD oil, and then make joints for $ and spares with the extra. If I find that I mined my world clean I use my Glitterworld Transmoprh mod so I can turn like Wood into Steel or Steel into Plasteel. I made 2 versions of that mod, as the original is "hardcaore", its hand to have if you don't want to feel "cheaty" by using it. But its so legit, it takes 10,000 units to research, which its like 5x longer than most top end research. The LITE version of Glitterworld Transmorph is WAY friendlier to use onl y1K to research and WAY better returns.


PH4T3 <*.*>  [author] 6 Sep, 2016 @ 4:41pm 
LOL @ TrueTail hehe :)
Dimebag 6 Sep, 2016 @ 7:06am 
How do you guys play Rimoworld? The majority of my fav mods are out of date and I am finding it hard to start a new colony.
Trugo 6 Sep, 2016 @ 4:25am 
pretty much!
PH4T3 <*.*>  [author] 5 Sep, 2016 @ 12:09pm 
Haha :) yeah it is normal, its just the rest of the world that is messed up :)
Trugo 5 Sep, 2016 @ 10:50am 
Um is it just me or does the last picture seem normal for me?
PH4T3 <*.*>  [author] 4 Sep, 2016 @ 2:16pm 
I don't think you need to make a new colony. You could try to load it and see if it loads, if it loads, you are fine, if it doesn't, just disable the mod and save it until you do want to start a new one.

And atm it mostly lifts Joy, with the higher quality being more effective, and also a better trade product to sell.

They were build for A14 - and atm still work with that system in A15 - but at some point I might tinker it over into the new system a bit. Although some have said they would rather not see tolerance. Maybe I can find a balanced way to do both at some point.

But so far since the A15 patch, no complaints in the comments, so seems to be working fine.
Pspritechologist 4 Sep, 2016 @ 12:30pm 
What's the actual effects of the joints, blunts and candy? Just lower/hihger quality Smokeleaf?
I would try it first, but I was wondering if I needed to make a new colony.
PH4T3 <*.*>  [author] 4 Sep, 2016 @ 6:37am 
@Dimebag - Good deal things for reporting back :)
Dimebag 4 Sep, 2016 @ 5:41am 
Everything works fine for me :)

That would be cool, I like the idea of increased hunger ect
PH4T3 <*.*>  [author] 3 Sep, 2016 @ 3:49pm 
@Dimebag - That is kind of what I was thinking. Although at some point I want to tie into that "Smoke Effect" if possible where the smoke goes for a few seconds. But I'm afraid if I do that it might require converting. So holding off for now. Thinking about adding content instead.

So has everything been fine in A15 so far? Wanted to verify everything is working well.
Dimebag 3 Sep, 2016 @ 5:39am 
I don't want any demand/tolerance.
When you're growing pounds of herb like my colony does tolerance isn't a worry ect ;)
PH4T3 <*.*>  [author] 2 Sep, 2016 @ 7:12pm 
UPDATE - THE NOW WITH 420% MORE A15 THAN LAST VERSION UPDATE --
------------------------------------------------------------------------------------------------------------------------

Seems to work just like before. Tried to keep the game just as it was in A14 as much
as possible. But at some point might consider doing some A15 tie ins, but depends how much of a demand for Tolerance and stuff there is for the comments. If I'm not worrying about that, might focus on some other upgrades to the mod. We shall see.

As always, please report any issues, all my tests seemed to go okay. Thanks, and sorry about the delay! Happy Weekend All!

:D:
Dimebag 1 Sep, 2016 @ 4:13am 
No worries :)
PH4T3 <*.*>  [author] 31 Aug, 2016 @ 7:31pm 
Still going to require a bit of thinking because of the scope of how many objects are effected. It might not be until the weekend before I can actually have the time to sit down for a few horus and stare at the code until it becomes obvious hehe.
PH4T3 <*.*>  [author] 31 Aug, 2016 @ 5:37pm 
@Dimebag - Going to go back in tonight, will keep you posted!
Dimebag 31 Aug, 2016 @ 8:22am 
Thank you for trying :)
PH4T3 <*.*>  [author] 30 Aug, 2016 @ 9:34pm 
Update - Still no luck on getting the new system tied into the mod yet :( I will work on it again tomorrow after work. Just haven't found much info on what I need to add to fix it yet, but I will figure it out. I also not only want to get it to work with the new version, I want to include the new features into this mod as well. But I will try to do that in phases so we can get a working mod out sooner, then get it updated with features instead of waiting for the whole package. I did have luck with getting my others mods updated, so there is hope. But this mod has quite a few systems, and now require new systems to be plugged into it, so thanks for being patient.
PH4T3 <*.*>  [author] 30 Aug, 2016 @ 8:26pm 
Update - It seemed to accept it to launch the game, but its throwing some dev log errors into the console that the player might not see or care about. But I worry it might effect the save game later down the line. Going back in to parse the new variables it is wanting. Will update when I have more info.
PH4T3 <*.*>  [author] 30 Aug, 2016 @ 7:44pm 
Yes actually, I'm about to take a look at it tonight. If I get the build done I will upload it a bit later. I might need one more day for testing, but I will see. Sorry about the delay. Update soon (tm)
Unrectify 30 Aug, 2016 @ 11:52am 
Any chance you will update it for A15?
PH4T3 <*.*>  [author] 20 Aug, 2016 @ 11:04am 
No problem :) Thank for getting back, I wanted to make sure we fixed it.
Dimebag 20 Aug, 2016 @ 10:27am 
I had not researched it :) thank you
PH4T3 <*.*>  [author] 19 Aug, 2016 @ 7:00pm 
@Dimebag - If you researched rolling table and built it, and researched Red Hair and grew some, as long as you have enough to roll a batch of joints it should allow you. Now the game doesn't consider you having the pot until its in one of your zones you defined as a storage area. You might need to have someone haul a pile to your storage. Also you might not have a storage that accepts the pot maybe?

Was it any of those things? I would like to help. Oh, what other mods do you have running is maybe the only other thing I can think of? I will do my best to help. So far seems everyone hasn't had a problem so I will see what I can do.

Dimebag 19 Aug, 2016 @ 7:11am 
What do i need to make Joints? I have the weed and the rolling table but it says I still can not make it?
PH4T3 <*.*>  [author] 15 Aug, 2016 @ 4:58pm 
Update - Patched to now allow Indoor growing - Joy boosts on candy - and a few other tiny tweaks. (As promised below)
PH4T3 <*.*>  [author] 15 Aug, 2016 @ 6:37am 
Yeah I hear you there Supremacy. That is kinda funny scenario. But that was more situational, before you literally would smoke it and BAM instant dead. That has been fixed. But I did tweak down the effects like, hardcore, to the point I might slowly bring them up in next patch because sometimes its like you are only high for seconds unless its a blunt chainsmoking fest. Also, I added the ability to grow them indoors which I will upload later today.
Keanu St. Ripper 15 Aug, 2016 @ 3:53am 
I had the same problem with my colonists smoking some good stuff, then walking outside in -40C weather and instantly being in need of rescue because they're high af. It works fine in warmer weather though, no worries.
PH4T3 <*.*>  [author] 14 Aug, 2016 @ 12:02pm 
Update - If you read the logs you will see the updates to the mod. The other news is that I have another mod to share but I have to wait until Workshop will let me upload another mod. But when it does, I will post about where to check that out over here. I'm thinking about making another version that is compatible with this mod so you can use that mod with this mod. But that would require 2x the wait for uploads, but I might just do it. Will keep you posted when I have more information.
PH4T3 <*.*>  [author] 14 Aug, 2016 @ 5:23am 
Thanks for checking back Unrectify. I did some tweaks to the code that I think it shouldn't happen now as you can't get knocked out from smoking now which I think was leading to that issue. To balance it I just made it so you throw up instead, so we should be good. But pleae let me know if you do or do not have this problem now after the patch. And thanks also for the feedback :)
Unrectify 14 Aug, 2016 @ 4:47am 
It was instant death. I play with tons of mods, so I'm not really aware what interfears with it. I'll update, it's a great mod, truly.
PH4T3 <*.*>  [author] 13 Aug, 2016 @ 8:36pm 
Thanks so much for not only reporting the bug, but for checking back to make sure it worked :) I'm testing a Scenario to add to this right now as part of my play test run. Will probably add the scenario and maybe a new plant varient tomorrow :)
Kordano 13 Aug, 2016 @ 8:29pm 
Your ninja patch worked. Thanks for fixing it so quick.
PH4T3 <*.*>  [author] 13 Aug, 2016 @ 8:04pm 
Thanks Kordano appreciate hearing for you, wow I don't know how I managed to miss that, but you are right. Fixed :) Sorry about that, did a ninja patch just now, maybe close and reopen game to force update and let me know if that fixed it for you.
Kordano 13 Aug, 2016 @ 7:48pm 
The Blue Mystic blunts seem to require White Widow to roll instead of Blue Mystic. Great mod overall though.
PH4T3 <*.*>  [author] 13 Aug, 2016 @ 7:28pm 
UPDATE - Fix Complete - You shouldn't be able to pass out now from smoking, thus triggering that bug. When you get to the highest stage you are puking everywhere and the only way you could pass out is if you sat there and did maybe hundreds in a row, which is something most people won't be doing. Uploading the new version wtih the CBD oils as well after this post. Enjoy, and let me know if you guys/gals find any other issues or have things you want to see.
PH4T3 <*.*>  [author] 13 Aug, 2016 @ 7:02pm 
UPDATE - I have spent some time doing tests and I think its something to do with Community Core. Disabling it and you should just get knocked out instead. It is wanting a variable set that I am not sure why it needs, but instead of knocking out someone , it ends up killing them instead. Going to do more tests and update the compatable field on the description if I find it is C.C. causing this, I will work to fix it, I want to see people trading on Phi, I think that would be a neat mechanic. But for now, I can't let Pawns die from smoking Pot is makes literally ZERO sense realistically and gameplay wise.