RimWorld

RimWorld

Smokeleaf Industry Reborn [Adopted]
159 Comments
Leeum Apr 20 @ 4:42pm 
It would be cool if this was compatible with RImweed & smokeleaf expanded
sewnutty Nov 19, 2024 @ 7:05pm 
To spread the joy of brownies and cookies...and everything else.
Its time to get "Captain of Industry" on these supply chains because holy smokes is it intensive on material and setup XD
Shenzhen Special Zone Daily Oct 5, 2024 @ 3:43pm 
so all the machines from the mod are showing "GetInspectString exception on MedicinalsLab378574: System.InvalidCastException: Spesified cast is not valid. [Ref ECC2920] Duplicate stacktrace, see ref for original"
Scott-Sterling Aug 29, 2024 @ 6:52pm 
I'm having difficulty with the composite, the game isn't registering it as steel?
Phil_Fabuleux Aug 26, 2024 @ 5:16pm 
please can you maybe add smookleaf variety like reallife (i dont find any mod's doing this) ?
Ogliss  [author] Jun 9, 2024 @ 10:21am 
the problem with being a smokeleaf user.......memory like a sieve!, should be fixed,
Bo Sinn Jun 9, 2024 @ 9:57am 
ermm what the sigma
Sorotham Jun 1, 2024 @ 10:34am 
after version 1.1 the <basePowerConsumption>-3000</basePowerConsumption>
in MSI_Buildings_Power.xml file, the value is -1 for all other versions
Sorotham Jun 1, 2024 @ 10:17am 
I have the same hempene solar generator provides 1W problem
Lord Shaw Apr 29, 2024 @ 9:11am 
Thanks for your great work. I'm maintaining a translation mod for your mod. Feel free to contact me if there is any question.
https://steamcommunity.com/sharedfiles/filedetails/?id=2963604931
Meth n' Snails™ Apr 23, 2024 @ 4:57pm 
Am i missing something with the hemp solar generator? its output is only 1W for one panel and its in full sun
JayMeema Apr 22, 2024 @ 7:33am 
Experiencing the same error @Renix.
Renix Apr 17, 2024 @ 1:26am 
going to verify my load order
Renix Apr 17, 2024 @ 1:25am 
1.5 error with VGP patch

[Smokeleaf Industry Reborn - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/RecipeDef[defName = "Make_Bandagekit"]/ingredients/li/filter/thingDefs"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(VGP Garden Medicine): Error in <match>
Verse.PatchOperationFindMod(VGP Garden Fabrics): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2018570327\1.5\Patches\VGP_Patches\SmokeleafInd-VG_medicinePatch.xml
jacoby400000 Apr 12, 2024 @ 5:21pm 
1.5 would be amazing :)
Taco Apr 11, 2024 @ 11:31pm 
Hoping this gets continued to 1.5! :weed:
roclops Apr 6, 2024 @ 7:17am 
1.5? :)
Valikdu Nov 1, 2023 @ 1:33pm 
I've only noticed this now, but: making devilsleaf fabric spends more devilstrand than making actual devilstrand fabric, which is stronger.
Perhaps the devilsleaf recipe should be creating 50 units of fabric instead of 25 to balance things.
⬆️➡️⬇️⬇️⬇ Oct 26, 2023 @ 7:55am 
ty
TheStorySmith Oct 10, 2023 @ 2:35pm 
How do I make the items from this mod help with smokeleaf dependence? Does anyone know or is this a mod conflict, cause no matter how many joints, hash or food I have anyone eat it doesn't work.
BoxingBud Sep 26, 2023 @ 9:30am 
Thank you
东方彩虹🌈 Jul 25, 2023 @ 5:39pm 
Drug lord
TraditionalHoney Jun 9, 2023 @ 8:24am 
can you change the research on some of the basic stuff to tribal or medieval? this fits perfectly for my medieval play threw but the research is wrong :( people have done these things for 1000s of years so i think it fits tribal research
Shodan2072 Jun 4, 2023 @ 10:36pm 
Is there any chance of making the grow light fixture actually ceiling mounted?
dvdmcwilliams May 11, 2023 @ 6:23pm 
Where do I craft the bio coal?
ImTrash Apr 29, 2023 @ 10:12am 
Is this compatible with 1.4?
Ganja | Ham Mafia | Mar 25, 2023 @ 10:27am 
I am the one who knocks.
Daniel231154 Mar 24, 2023 @ 3:54pm 
my colonist with a smokeleaf dependency wont stop snuffing smokeleaf is this mod doing that?
Long-comment-san Mar 24, 2023 @ 2:39am 
Hi. Could you please do a bit of balance? Imo artificial lights should be a bit more power hungry - relative to sunlamps. Maybe change the length of drugs too, some - long effect less potent, some short but really strong
Ogliss  [author] Feb 24, 2023 @ 2:36pm 
@The Wizard of Nova Scotia
both are possible, but i think a better option would be a new bill that gave far less bud and more of the other two- im Half tempted to write some custom code that would make it so that if you left them long enough, they would flower, reducing the bud harvested to minimal levels (perhaps dependant on how long it was in the flowering phase), but increased the seed and fibre output

@Valikdu
fixed for next update, thank you for supplying the defname :)

@Black_moons
I'd Totallly forgotten about that, im still not sure its the best solution, i'd love to know Why the original author decided to do it this way- as whatever reason Might no longer be vaild or worth it compared to the downsides of using his own set of hediffs and addictions from smokeleaf
The Wizard of Nova Scotia Feb 23, 2023 @ 11:45pm 
would you be able to either buff the output of hemp seeds and fibre, or add a hemp plant that basically can be farmed for just the seeds and fibre. i love using hempcrete and all the alternitves but i find that i end up with a huge excess of drugs and never enough fibres
Valikdu Jan 24, 2023 @ 3:39pm 
I've found a problem with the patch for VGP Garden Gourmet:
the current version of VGPGG does not have "Sugar", it just uses sugar canes (Rawsugarcane) in recepies that make sweets.
currently, sweet things like cookies can't be made because of this, because the patch still refers to "Sugar".
Black_moons Jan 11, 2023 @ 4:19am 
@Ogliss Any chance of merging in those changes Fartblaster submited?
Ogliss  [author] Nov 16, 2022 @ 2:00pm 
@Killerfradel123
try checking the supported versions
Killerfradel123 Nov 16, 2022 @ 1:54pm 
Is there a version to user with 1.4 rimworld?
Fartblaster Nov 8, 2022 @ 1:22pm 
There's an updated pull request on Github with a fix for it
Starina Nov 6, 2022 @ 3:17pm 
Hello! Is there any way to fix thing wis Biotech with dependancy of smokeleaf?
Alleykat Nov 2, 2022 @ 5:24am 
Well thank you so much for keeping it going. Take your time and good luck with your mods :)
Ogliss  [author] Nov 2, 2022 @ 4:49am 
@Alleykat
Thats why Githubs for haha, at some point over the next week or so, when i have a moment, i will see about swapping it over, however it wont be untill after my own mods are updated to 1.4
re ideology stuff, if its keyed specifically to the hediffdef/chemicaldef/thingdef/drugdef then your correct, it wouldnt count as the same thing, im afraid im unsure if it is keyed though, having not really played rim since 1.1 was released, and not looked into ideology much in terms of modding, as im not fond of locking content behind DLC requirements
Alleykat Nov 2, 2022 @ 1:32am 
@fartblaster ty!

@ogliss thanks for looking into it. I wonder if there's a way to test it without putting it out as a general update to everyone? I am wondering if it is simpler/less incompatible to just patch the gene from biotech than swapping the defs? But I know nothing about rimworld defs.

Does the different defs mean that, for example, any ideologion memes that work off smokeleaf, don't function properly with the smokeleaf from this mod?
Fartblaster Nov 1, 2022 @ 10:21am 
I just switched the gene to psychite dependancy with dev mode, not an actual fix
Ogliss  [author] Nov 1, 2022 @ 9:12am 
@Alleykat
offhand, not being sure Why its the way it is(the only reason i can think of would be avoiding editing vanilla files for compatibility sake), id be inclined to say yeah, could swap to using the vanilla def, though unsure what side effects it might have
Alleykat Nov 1, 2022 @ 8:24am 
@ogliss thank you for maintaining this mod! do you think it would be possible to patch the addictions/dependency issue?

@fartblaster can you share what workaround you’re using with dev mode? Is it as simple as reassigning the addiction to this mods smokeleaf?
Fartblaster Oct 28, 2022 @ 7:59am 
Ah. I'll dev mode it to rely on something else then. Thank you
Ogliss  [author] Oct 28, 2022 @ 7:57am 
@Fartblaster
for reasons unknown to me, as im not the original author, the mod uses its own smokeleaf def- meaning that pawns with addictions/dependancies on the vanilla drug wont be satisfied by the smokeleaf products in the mod
Fartblaster Oct 28, 2022 @ 7:48am 
My Xeno pawns with smokeleaf dependancy are also not getting their needs met. Does not appear to be logging anything. Started happening right after I added this mod
Ogliss  [author] Oct 28, 2022 @ 1:28am 
Added, Cheers
Cat-Lunatic Oct 27, 2022 @ 1:07pm 
Here's a way to do it.
in the drug addiction parameters you need to set <generateAddictionGenes>false</generateAddictionGenes>, how to do it with ambrosia in Core
Ogliss  [author] Oct 27, 2022 @ 11:13am 
ah fair, yeah i will check in there if i cant find it myself, figured there was a 50% chance you might know exactly where it was and nae harm askin :)
Cat-Lunatic Oct 27, 2022 @ 11:04am 
Are you on any of the discords? I think they can help you out there. I am not a modder, but I was looking for why that happens and I learned its because Biotech stupidly auto-generates it when you add new drugs and you need to make a new icon or the UI literally just breaks.

I'd ask for help on one of the discords.