RimWorld

RimWorld

Smokeleaf Industry
larSyn  [developer] 27 Sep, 2017 @ 9:44pm
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Showing 1-15 of 21 comments
mikki 27 Dec, 2017 @ 3:27am 
special Byers-Reseller-Caravans or Visitors ! who want and can bye a huge quantity of my products
larSyn  [developer] 30 Dec, 2017 @ 1:13pm 
Funny you should mention this...stay tuned.
Dub Scientist 7 Jan, 2018 @ 5:02pm 
I don't exactly know what kind of limitations you have with modding in Rimworld, but there are some things that would be a pleasant adition to this one. I already enjoy the good variety of ways my colonists can benefit from the plant, be it from smoking or eating etc.

However, there is one specific mod called "Expanded Smokeleaf" I know that adds variety to the plants itself in the form of being an indica, sativa, or a hybrid strain. Each of these have different growing times and yields, as well as the mood buffs/effects being slightly different depending on what he/she smoked.

https://ludeon.com/forums/index.php?topic=34242.0

As you can see, this small mod already gives a nice twist/color to the actual growing process of smokeleaf in the game - but that's just about it contentwise. This concept gave me a couple more ideas about variety; what if there was a quality rating for grown buds (i.e. like clothing/guns), possibly even different strains to grow? You could have different qualities of hash depending on the grown crops as well, but like I said in the beginning - I dont really know what the limitations are when it comes to changing/modding such things. Just some food for thought.
Last edited by Dub Scientist; 7 Jan, 2018 @ 5:02pm
larSyn  [developer] 8 Jan, 2018 @ 6:20am 
@ Dub Scientist Well, admittedly, I am still pretty limited with what I can do. I just made my first working assembly for SI, so I am making progress in that regard. :) I have been able to get a little tricky with the xml code as well, and the people on the forums are generally very helpful.

As for strains, I have plans for that in the future, It will be released as an "expansion" to SI. The mod is already considered large by a lot of people so I don't want to overwhelm anyone with more things that are slightly different from existing items. The vanilla smokeleaf will be considered the indica, and I will add a sativa and a hybrid. (I have the artwork done and ready to go, just have to take the time to do the code) This is all very similar to the mod you linked. Is it adandoned? I see there hasn't been any progrees on it since August...hope SI didn't dissuade him from finishing it...

The quality idea is pretty cool. I'll se if there is something I can do with that.

Most additions such as the strains will be released as add-ons or separate mods at this point. For example, I have a trader faction made to work with SI that will be released as a standalone mod. That should be out in the next day or two, just doing some testing with it now.

Thanks for the suggestions! I appreciate the thought and effort put into it. And thanks for playing the mod!
Dub Scientist 10 Jan, 2018 @ 5:31pm 
That's great to hear! Yes I've noticed that this mod is rather extensive compared to others in the workshop, so it would make sense to branch off new additions as an expansion. Im happy to hear that theres more to come :)

Yes unfortunately that mod hasn't been updated in a while, and there's a couple of things listed on the page that are supposedly "planned" to come (such as the infused meals). However, most of these things are already implemented in your mod already apart from the hybrid/indica/sativa feature, so there's nothing really new that makes his/her mod stand out compared to yours.

Good luck on the testing and I'm looking forward to the updates :)
Pickler 11 Jan, 2018 @ 7:21am 
I think that we get too much seeds and fiber at the moment. I generally make actually really good profit by only selling them. It's not rare to have 10k seeds and 10k fibers, which sells at ~0.8 silver making me around 16k silver.

Edit: I would also like to add that devilsleaf is way too strong too. It's better than any leather out there and way too easy to get for all that power.
Last edited by Pickler; 11 Jan, 2018 @ 7:24am
larSyn  [developer] 11 Jan, 2018 @ 11:36am 
@Dub Scientist Thanks! Hopefully the Strains add-on will be finished soon. Having an issue with the trader faction, so it may be a few more days. I want to release that and the SI update at the same time.

@Zarty Yeah, this is something I've been struggling with. Stockpiles get huge mid-late game. I will probably raise all the fiber and seed recipes to try and compensate for it. I wanted the seeds to only have a chance of dropping, but that kind of coding is beyond me for now.

I'll take a look at the devilsleaf and rebalance it off of the leathers. I didn't check them when I made the new fabric, just against the regular fabrics...
whitejpg 16 Feb, 2018 @ 6:41am 
Could you make it so the Smokeleaf industry tab only appears once it’s been researched? I love the mod I just hate unnecessary clutter at the beginning of a play through
larSyn  [developer] 16 Feb, 2018 @ 7:49am 
@whitejpg That's a good suggestion. Not sure if I can do it, but I will certainly look into it.
whitejpg 16 Feb, 2018 @ 9:51am 
Good luck! I'm sure its possible :)
Jet 21 Feb, 2018 @ 4:12am 
Drug Cartel Factions that have hostile and dynamic events based on how much you encroach on their market.
larSyn  [developer] 21 Feb, 2018 @ 8:28am 
@Jet Working on just that sort of thing...
Jet 21 Feb, 2018 @ 1:58pm 
Wow bro respect go for it, make it a big and great mod
larSyn  [developer] 27 Mar, 2018 @ 6:22pm 
@Captain'Hungary Thanks! I left a reply there.
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