RimWorld

RimWorld

Smokeleaf Industry Reborn [Adopted]
170 Comments
00generator Jul 31 @ 7:12am 
@ShadowRon Are you going to post your fork on GitHub? If so, you can ask Ogliss to help you with the code using Pull Requests, or by collaborating with you on developing your fork further.
irrelevantredundancy Jul 30 @ 6:47pm 
Hey There @ShadowRon -- I've been anticipating an updated Smokeleaf Industry since 1.6 was released. Is your fork available anywhere yet?
Latex Santa Jul 27 @ 2:38am 
@ShadowRon
Thank you for your effort, looking forward to the upload.
ShadowRon Jul 27 @ 1:41am 
I have forked this a while ago (for personal use) and mine is working on 1.6. I think the mod is great, but im not happy with how certain things work and i'm planning on changing that.

But besides that, im not that great of a coder, so don't expect to much of it. I will add it to the workshop somewhere the coming week.
Speznat Jul 25 @ 1:23pm 
@Ogliss Update please
WhatwouldJesusdo Jul 18 @ 1:36am 
pls let me plant my smokeleaf in 1.6 with this great lovely mod !
Mushin Jul 15 @ 3:06am 
1.6 please :KneelingBow:
irrelevantredundancy Jul 12 @ 1:46pm 
Has anyone had any luck just running this on 1.6? I think that's what I'm going to do. 🤞fingers crossed it doesn't break anything in 40 hours.
monet Jul 10 @ 3:04pm 
1.6? :summercat2023:
Lee Townage Jul 2 @ 12:08am 
1.6?
The Memphis Jun 16 @ 9:40pm 
i humbly request smokeleaf hash oil be renamed to chemfuel hash oil to reflect on butane hash oil.
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,
=>PR<= XxDEM0NIKSxX 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:
gorb 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