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RimWorld => Releases => Mods => Outdated => Topic started by: blaze7736 on February 19, 2015, 03:40:52 AM

Title: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: blaze7736 on February 19, 2015, 03:40:52 AM
Introduction

Welcome to the weed mod for RimWorld, this mod is centered on the mainly illegal drug 'marijuana'. The drug has many interesting features, which I hope will be implemented throughout the mod development cycle.


Changelog
v1.0 - Added weed and a way of growing it
v1.1 - Added art tales of colonist's memory of their 'blazings'
v1.2 - Added craft-able clothes made out of weed (don't wear this around space-cops� ;) )
v1.3 - Added some new textures made by Kirid
v1.4 - Added cannabis brownies 'n' edibles (textures by Jabba)
v1.5 - Added medical marijuana + bug fix
v1.5.2 - Changed textures + edited the medical marijuana recipe
v1.6- Added A Gang
v1.7- Added IGDB, Added One kick Drug, New naming system for gang
v1.8- Added Weed Cigarets, Added Space Spice Drug, Added Deep Web and Raw Chemicals
v1.81- Updated to alpha 10 by skyarkhangel

To do list
intergalactic drug busters
Make Drug Gang into Orcs
Other types of Drugs
Tales that come from using substances
Automatic consumption
Bio Weed Generator

Known bugs
Weed is not auto consumed
I am not the best a Graphics

Future development list
(Any thing you guys suggest or i come up with)

(http://i.imgur.com/5ancgev.png)

As always i hope you enjoy this mod, you can use it in any video or Mod pack as long as credit is given. If you like go check out my other mods and if you want help with any thing feel free to pm me or look over the code i have already done. So stay shiny and enjoy. (ps a new world is needed to play due to the factions)

How you can help
Textures are appreciated, but suggestions play the greatest part in many mods!


Mod page made by
general223

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.0)
Post by: skullywag on February 19, 2015, 03:54:08 AM
Apt username much.....;)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.0)
Post by: blaze7736 on February 19, 2015, 05:00:06 AM
True skull though i never had that in mind when i chose it. New update though now with some tales that come only from smoking weed so you can make statues of the good times.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: general222291 on February 19, 2015, 06:47:56 AM
I may try this out if it works with Epyk!

Is there just a mood boost that comes with smoking or is there any other side effects (mainly health) currently implemented or planned, and how do colonists 'take' the weed?
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: jabbamonkey on February 19, 2015, 10:34:18 AM
Would be good to see some added features. Weed is pretty versatile....

It can be used to make hemp, for clothes and rope. It can be used as medicine. Maybe it can help with the new "hangovers" to alleviate those symptoms.  However, if you start to add these features, I would increase the growth time (to balance out the game ... you don't want this all-powerful item to do everything).
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: Mithradates on February 19, 2015, 12:05:47 PM
OMG 420 NO SCOPE OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH #smokeweederyday
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: blaze7736 on February 19, 2015, 02:33:40 PM
Yes i plan to add many more things to this mod i just started off with the drug and some tales and you just consume it like alcohol but i plan to change that. At the moment your guys feal extremely happy from it then sad.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: general222291 on February 19, 2015, 05:22:42 PM
Correct, I have high hpes for where this can go, keep this updated and add more content ;)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: Kelvorn on February 19, 2015, 10:31:39 PM
Yes i plan to add many more things to this mod i just started off with the drug and some tales and you just consume it like alcohol but i plan to change that. At the moment your guys feal extremely happy from it then sad.

Why would they go from Happy to Sad after inhaling or digesting marijuana? I don't know anyone who has gotten depressed after using it Medically or for recreational purposes. Would be interested in the thought behind this.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: jabbamonkey on February 19, 2015, 11:22:00 PM
Why would they go from Happy to Sad after inhaling or digesting marijuana? I don't know anyone who has gotten depressed after using it Medically or for recreational purposes. Would be interested in the thought behind this.

Well, it has to have some negative effect in order to balance the good effects - otherwise it will start to unbalance the game. Weed that just makes people happy isn't good (for balance).

There could be weed that makes you tired after awhile. Or less productive and slower workers.  As for unhappy - I'm not a smoker, so whenever I've had some, I felt bad the next day (and unhappy) - hard to take a breath, bad taste in my mouth, and even worse if I exercised the next day.  Of course, there's always the pot brownies, which would solve that.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: Igabod on February 20, 2015, 12:12:11 AM
Need pictures for sure!

and even worse if I exercised the next day.

Now you know why most stoners don't exercise.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: blaze7736 on February 20, 2015, 02:02:58 AM
So here we are with version 1.2 coming live to you from Baldrick, Now you can make your own cloths out of the weed and stride about like a pimp just avoid fires more comeing soon next update will probably be brownies love to hear your feed back and enjoy
(http://i.imgur.com/5ancgev.png)


[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.2) New Cloths!
Post by: general222291 on February 20, 2015, 09:34:34 AM
Maybe you could add more potent strains that you get from trade ships, there are thousands of strains, good luck ;)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: Kelvorn on February 20, 2015, 09:44:40 AM
Why would they go from Happy to Sad after inhaling or digesting marijuana? I don't know anyone who has gotten depressed after using it Medically or for recreational purposes. Would be interested in the thought behind this.

Well, it has to have some negative effect in order to balance the good effects - otherwise it will start to unbalance the game. Weed that just makes people happy isn't good (for balance).

There could be weed that makes you tired after awhile. Or less productive and slower workers.  As for unhappy - I'm not a smoker, so whenever I've had some, I felt bad the next day (and unhappy) - hard to take a breath, bad taste in my mouth, and even worse if I exercised the next day.  Of course, there's always the pot brownies, which would solve that.

Well it sounds like you and I have two completely different experiences. But I do understand balance needing to be in place and I think making you less effective or slowed for a time would be a great counter balance. Something like -50% Work speed until rested? Or maybe you get the Munchies and your pawn eats like double the meals until the effect has worn off. But for the majority, marijuana isn't like Alcohol or hard drugs where there is a hangover period or a depression state. Of course there is always the option of making this a different drug then marijuana and instead call it by a different name? Just tossing thoughts out there
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.1)
Post by: jabbamonkey on February 20, 2015, 10:44:17 AM
Well it sounds like you and I have two completely different experiences.
Hahahahahahahaha!!!!!! That comment is awesome.

But I do understand balance needing to be in place and I think making you less effective or slowed for a time would be a great counter balance. Something like -50% Work speed until rested? Or maybe you get the Munchies and your pawn eats like double the meals until the effect has worn off. But for the majority, marijuana isn't like Alcohol or hard drugs where there is a hangover period or a depression state. Of course there is always the option of making this a different drug then marijuana and instead call it by a different name? Just tossing thoughts out there

That is a great idea... Cocaine is actually derived from the leaves of the coca plant. So, users could grow coca, craft cocaine, and then "ingest" or use the cocaine to improve work speed ... and then crash when they come down.  This could be worth pursuing.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.2) New Cloths!
Post by: Kirid on February 20, 2015, 12:10:05 PM
I don't know if you want help with the art, but I drew a pot leaf if you want to use it.
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/Weeds.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/Weeds.png.html)
Original for comparison. The middle with black border was my first version. Green outline looks nicer.
I've been working on my vector art skills lately, so looking for stuff to work on.
I might draw the growing plant next.. Edit: finished the plant, Verry satisfied with result

Also... the weed cloth should be labeled Hemp.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.3) New Textures!
Post by: blaze7736 on February 20, 2015, 07:29:55 PM
Hey guys thanks for all the support, i appreciate the awesome textures you made Kirid, personally i am not the best at textures and love when someone wishes to help out (ps if your board i need a texture for Brownies). I also appreciate your comments jaba and kelv i like the ideas you have had and am working on adding them in. So keep the ideas rolling in and also i would love to see any images of your colony and its Weed Farms. Hope to hve more for you soon Blaze!!

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.3) New Textures!
Post by: Viceroy on February 20, 2015, 07:41:07 PM
Duuuuuudeeee!
Sweeeeeetaaah!
Duuuuuuuudah!
SWEEEETAAAAAAH!
DUUUUUUDDDDDAAAAAHHHHH!!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.3) New Textures!
Post by: jabbamonkey on February 20, 2015, 09:28:34 PM
... if your board i need a texture for Brownies ...

Take your pick...

(http://www.amazingdg.com/clients/rimworld/Brownie.png)   (http://www.amazingdg.com/clients/rimworld/BrowniePlate.png)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: blaze7736 on February 20, 2015, 11:59:11 PM
Another update for you, Now you can eat Brownies all day with all the benefits of the weed but less negative effects. Have fun making you 100% natural Brownies and hope to see your Brownie production lines soon. Thanks to jabba for the textures and i want to hear what you guys want to see next.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: Mithradates on February 21, 2015, 12:36:22 AM
Hello,

I thought you might want to see a prototype graphic for characters who have gotten 'high' off of a marijuana.

This person has used two marijuanas. He gained 400 pounds and got lesions all over his body after the first 'hit'. You can here see that he is currently 'high'. This is apparent because of the 'purple haze' that follows him, and by the fact that he is bleeding profusely, is naked, and has urinated all over himself in public (and probably in front of his parents).

Feel free to use this. I will let you have it for free to help spread awareness of this dangerous drug. 

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: Igabod on February 21, 2015, 01:00:55 AM
Hello,

I thought you might want to see a prototype graphic for characters who have gotten 'high' off of a marijuana.

This person has used two marijuanas. He gained 400 pounds and got lesions all over his body after the first 'hit'. You can here see that he is currently 'high'. This is apparent because of the 'purple haze' that follows him, and by the fact that he is bleeding profusely, is naked, and has urinated all over himself.

Feel free to use this. I will let you have it for free to help spread awareness of this dangerous drug.

...dude... what kind of weed have you been smoking? Cause if it was powdery or flakey then it might not have been weed.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: blaze7736 on February 21, 2015, 02:08:51 AM
Yer i have never heard of getting skin  lesions from weed unless he was allergic also what do people think of me adding in a heap of different tale events that can only be achieved by certin amounts of the drug hence a reason other then happiness to get high
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: blaze7736 on February 21, 2015, 02:16:25 AM
Also since the comunity is so awsome and someone is boatd in need a chemistry lab table texture for fauter use
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: Riftmaster on February 21, 2015, 02:45:54 AM
Other option on poll:

Suggestion 1:  some mechanism to extract oil from the grown plants, which can then be used as a component of some form of medicine - something like herbal medicine except slightly improved?

Suggestion 2:  A structure that can process the harvested plants into fuel of some sort, which can in turn be used in yet another structure (a power plant).
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: Mekintos on February 21, 2015, 04:08:59 AM
The arts'd be awesome  :D i.e. "I was so high that I made this sculpture! Those moments were.. Well you know."
(http://s3.amazonaws.com/rapgenius/Snoop-Dogg3.jpg)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: Kelvorn on February 21, 2015, 10:14:40 AM
Hello,

I thought you might want to see a prototype graphic for characters who have gotten 'high' off of a marijuana.

This person has used two marijuanas. He gained 400 pounds and got lesions all over his body after the first 'hit'. You can here see that he is currently 'high'. This is apparent because of the 'purple haze' that follows him, and by the fact that he is bleeding profusely, is naked, and has urinated all over himself in public (and probably in front of his parents).

Feel free to use this. I will let you have it for free to help spread awareness of this dangerous drug.

...the amount of ignorance in this post blows my mind...
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: Ronin90 on February 21, 2015, 04:46:22 PM
I think you should make the effect last a bit longer, seems to go away rather quickly. And make colonists use it automatically in certain conditions, like they do with beer.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: lughtaj on February 21, 2015, 07:26:45 PM
I thought it was funny, Mithradates.  :D
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
Post by: blaze7736 on February 21, 2015, 07:28:26 PM
Hey guys and here i am with another update, now extract that oil and make it into medicine. Also the effects now last longer of weed. Thanks rift for your ideas plan to work on the power one soon. Also Ronin it seams that its hard coded the auto seeking of Beer so for now you have to chose to let your colonist eat it. Keep the ideas and feedback coming and enjoy. (ps i want some images of your weed farms/bases)

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: Kirid on February 21, 2015, 07:54:47 PM
"Medical marijuana" is just a buzzword meaning marijuana used for medical purposes..
I assume the medicine you included would be used the same as regular medicine? Which means it will be used to stop bleeding and for doing surgery.
You might be able to create like a THC Tonic or oil, but that wouldn't do much more than pain relief or for improving appetite.

You could also do with less crafting tables, not sure why all those recipes couldn't be done at one table. If you add joints or any other smoking items they would be best made with the same table that makes the brownies. Though an oil press is cool idea. And hemp would probably be produced using a loom of sorts.

Weed cloth still needs renamed to Hemp.
Marijuana plants grown for hemp usually have little to no THC and are treated differently.
I was thinking there could be 2 different plants, one hemp for cloth production, and the weed plant which actually produces THC products.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: Blazergong on February 22, 2015, 02:39:50 AM
When i installe dthe weed mod the beer brewing failed, colonists couldn't start a job at the brewer. Anyone else have this problem.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: blaze7736 on February 22, 2015, 03:14:09 AM
Thanks Kirid for all the suggestions and advice i like the idea of having lots of different tables personally and it was an easy way to keep stuff controlled via research aka each specific branch gives you a specific table. Yes the medicine would in reality be of not much use but for the sake of the game i have made it better then herbal but worse then normal. And i have considered the idea of dirrirent types but i think that might be something in the futer where you research special hydroponic beds to make special weed varitys aka stronger, different colors etc. As for you blazergong (lol just realized your name) i looked into the bug and here is the fix. Thanks again for all the suport updates may come less frequently through the week and would you prefer small updates all week or one big one. As always enjoy.



[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: general222291 on February 22, 2015, 04:25:50 AM
Maybe add tobacco that can be added joints along with weed, which will have greater effects on the user.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: Blazergong on February 22, 2015, 06:21:54 AM
Thanks for the fix blaze, works like a charm
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: Ronin90 on February 22, 2015, 09:46:04 AM
When i installe dthe weed mod the beer brewing failed, colonists couldn't start a job at the brewer. Anyone else have this problem.

I have the same problem, but i'm using a lot of mods so i didn't know which one was causing it.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: lughtaj on February 22, 2015, 12:21:45 PM
When i installe dthe weed mod the beer brewing failed, colonists couldn't start a job at the brewer. Anyone else have this problem.

I have the same problem, but i'm using a lot of mods so i didn't know which one was causing it.

I had the same problem. The only other mods I had were temperature control, apothecarious and cybernetic storm.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: Viceroy on February 22, 2015, 12:45:36 PM
I gotta say I am loving the mod. I just have two things about it that are bothering me.

Firstly, the weed is a really shocking neon green Currently, it just stands out of the art style a bit. The sprite itself is amazingly done though I gotta say, just the colour is off.

It should be more like:
(http://animalnewyork.com/wp-content/uploads/weed_not_gateway_crime.jpg)

Check how it looks when it is a bit darker compared to currently:
Darker:(http://i.imgur.com/ZomNkWq.png) Currently:(http://i.imgur.com/uQ7ihBw.png)

Second thing that bothers me is the medical marijuana. The medical properties of the plant can already be used in the game to allay mental breaks and calm people down. Using it to mend gunshots is just a little jarring I gotta say.

If anything, the only real medicine you could make from it would be hemp bandages that heal at an even weaker rate than herbal meds.

I am so sorry for the criticism and I meant no harm or offense. I am just a fan of the mod and felt I had to say something on those two points. :D
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: tresflores on February 22, 2015, 02:40:33 PM
as for the medical marijuana i was thinking something like crafting something using herbal medicine and marijuana  and that being stronger than herbal considering it has pain relief
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: Kirid on February 22, 2015, 03:33:16 PM
Firstly, the weed is a really shocking neon green Currently, it just stands out of the art style a bit.
I was thinking that when making it.
But I would say it depends on the plant and the lighting
(http://www.kindgreenbuds.com/images/marijuana-field.jpg)
I'm pretty colorblind so I'm not the best person to be arguing color.
I agree, that darker version looks more like most pot plants.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: elStrages on February 22, 2015, 03:36:53 PM
Quote from: Kirid
You can't rollerskate in a muffalo herd
Your right, My colonist got impaled on a horn! :D

On another note:
Firstly, the weed is a really shocking neon green Currently, it just stands out of the art style a bit.
I was thinking that when making it.
But I would say it depends on the plant and the lighting
(http://www.kindgreenbuds.com/images/marijuana-field.jpg)
I'm pretty colorblind so I'm not the best person to be arguing color.
I agree, that darker version looks more like most pot plants.
I do prefer the darker one, if I was gunna choose.
Kind puts my Rim-Cartels mod on the back foot, I bet get to updating it!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.5) Medical Marijuana!
Post by: blaze7736 on February 22, 2015, 03:46:20 PM
Awesome guys thanks to your feed back i have only 2 small things this update one is a darker texture of the plant be free to use the lighter one if you want and a change to the medicine you now combined the oil with herbal medicine to boost its effect, also any one want to make and epic log for me. as always have fun and keep the feedback coming.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.52) Medical Marijuana!
Post by: Pumpus on February 22, 2015, 11:32:21 PM
Yo bro any reason you don't have the colonists auto using? i have a guy with chemical fascination and he still wont use unless i tell him too. doesnt seem quite right. if he is gonna be a stoner i should have to tell him to do it. thoughts?
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.52) Medical Marijuana!
Post by: blaze7736 on February 23, 2015, 12:07:03 AM
Yer pump i agree 100% i just cant find the exact area i need to change and it might be hard coded and if i make these changes the mod may not be compatible with others. I am looking into it but there is many other things to do and if it creats conflicts i will stik to the system where you chose to let them take it or not
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.52) Medical Marijuana!
Post by: blaze7736 on February 23, 2015, 06:03:13 AM
Just a quick update for you guys working on the 2 factions i plan to add one is the interstellar drug busters the other a drug gang you can be friends or enemy's with. Also thanks to general223 for the new page design. 
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.52) Medical Marijuana!
Post by: Viceroy on February 23, 2015, 06:53:59 AM
Sweet. I must say the enhancing of herbal medkits I much prefer.

Great change :)

I also have a suggestion. Since we can't auto use weed, how about making a 'hooka' type furniture that you fill with weed and it emits smoke. Meaning we can put it in a room to make the people happy in that room. Also, it would give you the chance to get a nice hotbox going :D
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.52) Medical Marijuana!
Post by: general222291 on February 23, 2015, 11:02:39 AM
Your welcome :)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.52) Medical Marijuana!
Post by: blaze7736 on February 24, 2015, 02:37:02 AM
nice idea viceroy will look into it, but for today's update the local gang is here to do business will you ally yourself with them or will you kill them and take there weed (for now there human plan to make them orcs with there own weapons Armour etc), also i need a nice name for them. As always enjoy and keep the feedback coming.   

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
Post by: Pumpus on February 24, 2015, 05:34:54 AM
i have to say that im impressed with the way your continually working on this. i downloaded the first one and it was meh but its getting more developed and adding great new elements. i really hope you can figure out the auto consumption but i understand that it might take a bit (they auto consume beer are there any code similarities there?).

if your gonna do that ork thing i would definitely like it to be modular. by that i mean you can use it or not. at the moment it fits into the vanilla fairly easily but adding orks will change that completely. personally i would be deterred from having it as i love the current art style and want to feel like mods are just part of the game not bits ive tacked on.

again loving your work and that guy in my colony that i was talking about also loves his new "hobby".
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
Post by: Blazergong on February 24, 2015, 09:31:48 AM
Hey Blaze, you said you weren't the best at graphics so i made a png for the weed oil. if u like it use it.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
Post by: Viceroy on February 24, 2015, 07:05:57 PM
Use a rulepack to generate a faction name for the gang. it is really easy to wrap your head around. Just take a look at the RulePacks_NameMakers_Factions.xml and then the word banks are just plain text files.

:)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
Post by: blaze7736 on February 25, 2015, 04:17:33 AM
Big update for you guys today and for those who missed v1.6 i forgot to post it on the main page. Introducing the local Gang make them your friends or enemy its up to you with there own custom names (eg Doctor Blazergongs Goons, plan to make it that commenters and supporters names are added to the mod), The Inter galactic drug busters (IGDB) who carry a new substance One Kick that boosts your guys but be careful it may have other effects, also auto consumption on weed and brownies as there now classified as food (a quick simple way to achive this) and a new texture for weed oil. So enjoy and stay shiny blaze

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
Post by: superiorx on February 25, 2015, 05:46:03 AM
Big update for you guys today and for those who missed v1.6 i forgot to post it on the main page. Introducing the local Gang make them your friends or enemy its up to you with there own custom names (eg Doctor Blazergongs Goons, plan to make it that commenters and supporters names are added to the mod), The Inter galactic drug busters (IGDB) who carry a new substance One Kick that boosts your guys but be careful it may have other effects, also auto consumption on weed and brownies as there now classified as food (a quick simple way to achive this) and a new texture for weed oil. So enjoy and stay shiny blaze
Another great update, Blaze. Thanks for your work on this mod :)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: Viceroy on February 25, 2015, 06:42:00 AM
So great. You just gotta nag Shinzy for a Rasta Cap and tie-dye shirt lol.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: lude on February 25, 2015, 09:12:32 AM
Great mod, having lots of fun using it! :>
Just now half my colony of 20 people went groupbinging, it was fun and I tried to move the stockpile but alas

<foodPreference>NeverForFood</foodPreference>

this fixed that behaviour for me.


-edit-
ok apparently it didn't ^^

adding
<isPleasureDrug>true</isPleasureDrug> as well now and i dunno let's see perhaps I was just too stoned to actually restart the game

seems like I added it to the wrong file/object
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: erebus2075 on February 25, 2015, 09:32:27 AM
would be cool with a "high, very high, too high" effect on it :P
which would bring mood up but efficiency of working down xD

auto consumption toggle order would be awesome ^^
allowing people to smoke/eat weed when they are not in a very good mood or/and randomly
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: blaze7736 on February 25, 2015, 03:14:16 PM
Lude originally i had that code part of the weed and they never auto ate the weed the comprimize for now was to make it a food, since the cosmption of plesure drugs seams to focus alchole only. Also erebus there are diffirent levels of highs just you need to cosume more. Eg cosume to much your colonist is haveing a great time but cant walk.glad you guys are enjoying and i plan to add more soon.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: 1000101 on February 25, 2015, 11:49:00 PM
I'm just getting together some mods for an "evil" play through using the slavers (https://ludeon.com/forums/index.php?topic=10878.0) mod hopefully this with it.  Can't wait to have a a colony of degenerate canibals who do nothing but drink beer, get high and beat slaves...
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: blaze7736 on February 26, 2015, 12:09:41 AM
Awsome man if you have any cool photos i would love to see them
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: skullywag on February 26, 2015, 04:50:26 AM
In core only beer is looked for during a binge. The only way you can make colonists consume is by right clicking it or make it food. Or write your own dll mod.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: AKillerCoconut on February 26, 2015, 07:27:03 AM
  Hey I just started using your mod in a play through last night and it's awesome. The only problem I had was my colonists preferred the weed over any other food in the early game before I was making fine meals, so they would just eat it fresh off the plant until they collapsed, forcing another colonist to carry them to their bed from which they would get up and eat more weed.
  Long story short it was kinda game breaking so I decided to do something about it. All I did was change the weed taste to Raw and that worked fine. While I was in there I fixed some spelling errors and made a few other minor tweaks, now this is one of my top mods. Anyways, just wanted to say keep working on it, Blaze. From what I've seen you are one of the more active mods lately. Thumbs up!

Edit: one of the tweaks I made forgot to mention but recommend was I made the weed stack a little higher to 100. I figure if you can hold 75 potatoes I don't see why you can only hold 25 weeds. Was taking up too much space in my freezer
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: AKillerCoconut on February 26, 2015, 07:41:01 AM
I have another idea for you too, I was playing this with the Finer Things mod (you should try it out) and they have tobacco that you roll at a table into cigarettes and cigars. I think this is a good idea for weed also, just make a rolling table you can make joints, blunts and fat ass blunts, etc. Still keep the weed edible with raw taste and make the blunts and stuff more appealing. Just another idea for next update.

P.S. you should make the rolling table require 420 research  8)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: blaze7736 on February 26, 2015, 05:13:12 PM
thanks killer just played through myself and my fridges keep getting full and my colonist seam to get stuck getting high i should have a fix for it soon as well as the cigarettes should i boost its effect but add a chance to develop cancer
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: AKillerCoconut on February 26, 2015, 05:43:37 PM
thanks killer just played through myself and my fridges keep getting full and my colonist seam to get stuck getting high i should have a fix for it soon as well as the cigarettes should i boost its effect but add a chance to develop cancer


  Personally, I think if you are talking about adding a chance for cancer by smoking weed, I don't think that is very likely. There might be studies or something that say it causes cancer but there's also studies that say it helps treat cancer. I'm not a scientist by any means and I haven't really looked in to it, so I don't want to sound ignorant or start some debate, I understand that any kind of smoke in your lungs can't be good for you, and ingesting the weed through brownies in this case would be the better choice. Cancer just seems like something that would be more relevant if dealing with tobacco, a commonly accepted cause of cancer. If you are intent on adding cancer, as long as it's a VERY small chance or make it treatable (since yknow, it's the year 5500, I'm sure somebody's come up with something to cure cancer.) I wouldn't complain.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: tresflores on February 26, 2015, 06:36:53 PM
cancer isn't really caused by anything. all cancer is is that every day when your cells are splitting apart they make mistakes and normally something in your body (forgot name ) basically auto corrects it but we all know auto correct F's up sometimes well these sometimes end up either becoming a tumor, dieing out or becoming cancer
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: AKillerCoconut on February 26, 2015, 07:23:21 PM
what do i do to disable the faction and the auto-consumption of weed? i like having weed in my game, but unless i can do something about those two things now, i'm going to have to disable the mod and start a new colony.
For a quick fix until Blaze patches it if you have no knowledge of xml go into the mods folder then into Weed>Defs>ThingDefs>Drugs_Items_Drugs Open that up and in the second large group of text with <defName>Weed</defName> find the  line <taste>Simple</taste> and change it to <taste>Raw</taste> Make sure it is capitalized like that. That'll just change it so it doesn't taste as good as other foods, so typically you'll have to tell the pawns to consume it manually.
 As for the faction, I don't have any clue how to disable it if it's already in your world without errors but try going to Mods>Weed>Defs>FactionDefs and open the xml file. You can mess with their stats and stuff it's pretty simple to tweak. Try changing <raidCommonality>60</raidCommonality> to <raidCommonality>0</raidCommonality> that would be my guess if you want them to stop attacking.
  I don't have much actual XML knowledge, I am trying to learn more about it but tweaking mods that are already written is easysauce

Edit: Make sure you change the <raidCommonality> of both factions if that's what you wanted to do
Edit2:I was just looking into it more and a more effective way of disabling the factions from attacking would probably be just changing the <canSiege>true</canSiege>and <canStageAttacks>true</canStageAttacks> both to false
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.7) IGDB and New Drug!
Post by: blaze7736 on February 27, 2015, 06:34:42 AM
Hey guys here with a massive update for you with some verey cool things, firstly weed is now clasified as raw and can stack higher so hopeful we wont get eternal high loops as often, We also now have Weed Cigarets which the colonist will consume more often if you wish to make it so some stuff is consumed auto automatically and then we have the deep web a coputer to sell your weed at a standered price to the deep web also obtain chemicals (futer uses coming) and finaly Space Spice a new drug you can order from the internet i had fun adding some effects to this so try it out and tell me what you think and how to improve it, As always stay shiny and have fun. (more updates hopefully also i need a better texture for cigarettes as you will discover)   

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Kirid on February 27, 2015, 08:50:26 AM
Sorry, but in my opinion what started as a decent weed mod has completely run off the rails, crashed through the train station, and blown up an airport. That metaphor makes sense right?
Instead of adding weed-related content, you've added random other things; and half the weed related content is inaccurate.
It seems like you're trying to recreate Rimcartel instead of a weed mod like the title suggests.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Blazergong on February 27, 2015, 10:07:42 AM
An idea for the weed mod. Make the raw materials non consumable till they dry (something like rotting on normal foods) When they are dry they can be consumed (maybe you can make hotboxes with excess heat like an indoor geothermal to quicken the process in colder climates). My personal experience when i had a plant was: harvesting --> drying --> consuming (or further production). Also add different kind of weed plants a hemp kind (brownish), one fr using (dark green) and a medical version (light/neon green).  Make differences in harvesting times. As example when harvesting for hemp you are pretty careless so it goes very quick, when harvesting for consumption take average time and harvesting medical weed takes longer (due to high care) and possibly change the growth rates of the different plants.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: icew0lfnz on February 27, 2015, 11:28:58 AM
You should add iso to the mix, maybe made from cotton or something. Then add the iso+weed to a new or existing table to make oil = bigger mood hit, harsher on the lungs.

Also, add ice+cotton+weed to a new table = hash, not as big of a hit but not so harsh on the lungs.

Add weed+oil+hash to existing table = EUPHORIA JOINT!! = Ultimate blaze mood boost but your lungs are fried!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: AKillerCoconut on February 27, 2015, 06:32:08 PM
Sorry, but in my opinion what started as a decent weed mod has completely run off the rails, crashed through the train station, and blown up an airport. That metaphor makes sense right?
Instead of adding weed-related content, you've added random other things; and half the weed related content is inaccurate.
It seems like you're trying to recreate Rimcartel instead of a weed mod like the title suggests.
.
  I have to agree with you there. Blaze seems very ambitious which is a good thing but I say perfect the weed part first, with enough different things to keep people entertained like the medical maryj, cigs and hemp those are very cool, but I honestly haven't even seen let alone use any of the other drugs and I don't know if its just luck or what but I haven't been attacked by the factions yet either.
  Focus on the weed, brother. Like kidrid said its kinda becoming the new cartel mod which was cool but if ur gonna do that maybe give it another name or create a new mod with all the other stuff and keep the weed one simple with all your weed related stuff.
  Just my opinion though man it's your mod, keep blazing  8)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on February 27, 2015, 08:12:49 PM
Yer i agree i have got a bit distracted i have been fiddling with code hence i have found these things, I will compact this mod down so it focuses on a few core things and the rest i will take to another much larger mod.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: AKillerCoconut on February 28, 2015, 12:39:30 AM
Hey Blaze I was just digging through some of the older mods and saw the Orc mod here https://ludeon.com/forums/index.php?topic=7770.0 If you haven't seen it it's pretty good textures, I know you were talking about orcs for your gang faction, and in the last post Berengar says the mod is free for anyone to use, I'd give him credit for the design though for sure. You could maybe spruce up the textures a bit add some piercings and tattoos or something would be cool but a good place to start. Just figured I'd show it to you. If you've already seen it though, then my bad. Cheers!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: SaymonCZ on March 01, 2015, 07:11:53 AM
Id like to see Space Cops
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Kirid on March 01, 2015, 07:26:13 AM
Id like to see Space Cops
Lore-wise there isn't much reasoning behind that. A rimworld is a lawless backwoods planet lacking any overall society or civil structure. Humans have spread all across the galaxy and planets have seperate civilizations (and therefore laws). I'm not sure that any laws would be galaxy wide. Cannabalism isnt punished criminally, so I cant understand why the space police would spend years flying just to break up a minor weed operation. And I would hope something so minor would be legal that far into the future..
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: popster99 on March 01, 2015, 07:37:35 AM
the space spice kills your colonist i gave it to my best colonist and they kept on throwing up and being incaped then they got medicine but still died. Final verdict it can be used for execution thats pretty much it
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: totos_totidis on March 01, 2015, 07:50:59 AM
Add narcan so that your colonist won't die because of surge after consuming space spice.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on March 01, 2015, 02:44:48 PM
Okay guys thanks for all the feedback, i am trying to decided where to take this mod and i want to hear your opinion, should i refine this mod back and release a biger mod or keep doing whaat i am doing with content updates that might not apeal to every one
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: icew0lfnz on March 03, 2015, 03:53:57 AM
stick to weed bro, forget "otherworldly" crap, find new ways to mix and smoke up buds. New smoking tools like bongs, buckies, hubblies etc, joint sizes from small single joins to epic marley's. New weed processing, such as making oil and hash etc.

New mood boosts depending on what type of weed you consume, like common hydro or special brands like hindu kush or purple haze.

Stick to weed!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Blazergong on March 04, 2015, 10:36:48 AM
hash production: add leather skirt which accumulate resin from plants when walking through a field
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Demy99 on March 07, 2015, 12:34:06 PM
Where is download link.(sorry im new here).
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on March 07, 2015, 05:38:36 PM
the downloaded is the attachment at the bottom of the main post click it and you should begin to download the zip file
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Monkeysaur on March 08, 2015, 02:24:02 PM
Thanks for making this mod. Just seen and downloaded!

I haven't tried it yet, but two exciting possibilities immediately come to mind:

Psychic drone relief
Good quality (high value) vs Low quality (low value) growing

Very excited to see where this is at and where it goes!

Thanks again!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: jabbamonkey on March 10, 2015, 05:59:04 PM
Here are some textures for the mod. I didnt touch the "Computer.png" or the "DarkGen.png". Wasn't sure what each of these did.

You can find a zip file to all the textures on my Jabbamonkey's Graphic Overhaul Post (https://ludeon.com/forums/index.php?topic=10895.0).


I also threw in some extra pills and "medicine"...

(http://www.amazingdg.com/clients/rimworld/Brownie.png)(http://www.amazingdg.com/clients/rimworld/BrowniePlate.png)(http://www.amazingdg.com/clients/rimworld/Chemicals.png) (http://www.amazingdg.com/clients/rimworld/Drug_Skull.png)(http://www.amazingdg.com/clients/rimworld/Drugs_Smiley.png)(http://www.amazingdg.com/clients/rimworld/WOODrug.png) (http://www.amazingdg.com/clients/rimworld/Pill_Blue.png)(http://www.amazingdg.com/clients/rimworld/Pill_Green.png)(http://www.amazingdg.com/clients/rimworld/Pill_Orange.png) (http://www.amazingdg.com/clients/rimworld/Pill_Purple.png)(http://www.amazingdg.com/clients/rimworld/SpaceSpice.png)(http://www.amazingdg.com/clients/rimworld/weed.png) (http://www.amazingdg.com/clients/rimworld/WeedCig.png) (http://www.amazingdg.com/clients/rimworld/Oil.png) (http://www.amazingdg.com/clients/rimworld/WeedOil.png) (http://www.amazingdg.com/clients/rimworld/WeedCloth.png) (http://www.amazingdg.com/clients/rimworld/WeedMedicine.png)
 
(http://www.amazingdg.com/clients/rimworld/BrownTable.png) (http://www.amazingdg.com/clients/rimworld/OilExt.png) (http://www.amazingdg.com/clients/rimworld/WeedCigTable.png) (http://www.amazingdg.com/clients/rimworld/WeedTable.png)

Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: spatula on March 10, 2015, 08:10:29 PM
so, i love this mod. Kudos on this.

I'd love to see it expand into a "Narcotics Mod" and tie more into gameplay.

some suggestions:

- it would be great if drugs aren't tied into "hunger", but if you could copy the hunger system and apply it to a "sobriety" measure and have the stats of the character determine where they like to be on the bar and how often they would "binge". this may be more of a dev-level suggestion, but it would be cool to see.
as an example, the colonists will often get trapped in cycles where they are hungry, eat raw weed because it's close, pass out and starve. While amusing to watch (especially when high), I'd rather have a separate metric for drug use (and maybe weed causes the hunger meter to decrease rapidly without prompting MORE WEED). I can't get them to cook more meals after because they keep puking. I had a whole colony starve because they ate all the meals and stoned themselves to starvation.
Maybe a simpler solution is to lower the eat-priority of drugs.

- Likewise, a "drugs" item category to sort them, instead of having it all in food

- the one kick and chems... do these cause brain damage all the time as some kind of moral message? LOL. Would be nice to be able to have this only happen with rampant doses over time.

- the IDF was friendly to my colony in one playthru where i had SO MANY drugs.. and hostile in another where I didn't even have a single substance on hand... it would be AWESOME if they were set to friendly, but if they SEE drugs when visiting, go hostile, or take the drugs. It would be cool to have a colony friendly to the IDF but running a meth lab in the back secretly. Or maybe this could require drugs and scale based on the amount of drugs a colony has?

- Drug Inspection Event, could be tied into the above. But having an inspector come to the colony. Maybe he only inspects powered objects, so you have to shut off the lights to the drug room when he comes

- Drug Free Zones. A tick box like "rotton" or a zone itself that can stop colonists from storing/doing drugs in those areas.

- Smuggling. Ability to pack drugs into crates for trading and to pass inspections. Maybe a special smuggling beacon to contact drug smugglers and slavers, like a black market beacon that brings different traders than the normal beacon... will you go for normal commerce or tap the black market.. or try both and have two stockpiles?

- Instead of just passing out, would be cool to incorporate mental breaks, psycho rampages and other states based on each drug- weed would have less chance to cause psycho rage, but more chance to cause sleepiness... whereas Chems cause huge stat boosts but also a chance to cause psycho rage, despair, etc.

Hope these inspire!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: jabbamonkey on March 11, 2015, 01:13:45 AM
Also, you could have uppers and downers ... where your character may be "coming down" from a high and they start "crashing" (puking, tired) ... so they take another drug to balance them out, but that might cause other problems (slower work, hunger) ... etc.

There could also be factions that are PRO drugs, and ANTI drugs. So, the # of drugs that your base has could cause negative relation effects with other factions.  Or, too many drugs could cause pirates to attack more (cause they want the drugs).
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on March 12, 2015, 02:21:52 AM
information update firstly thanks a heap to jabba love your work and was cool to see my mod get re-textured. Spat you have some awesome ideas which i will be looking into. A big thing for these consumable mods at the moment is auto consumption and its tricky i have messaged tynan and he said that it is better for us to wait for him to improve the system so patience in that regards. I also will be refining this mod back and releasing a much bigger mod based around many drugs weed included and am looking for name suggestions. Finally there wont be any stuff from me for awail i am doing half-yearly exams and need to focus on study but hopefully afterwards i will have 2 weeks to do some stuff. as always i hope your enjoying the mod and love to hear your feed back.   
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Monkeysaur on March 12, 2015, 03:43:29 PM
Mod is great, I think a weed mod could be developed all on it's own. I'd love to grow different strains which have different values and modifier benefits. I'd also like to be able to make hashish. Really after the crop is harvested it should have to then be dried at the appropriate temperature for the appropriate period of time, then when it's dried you should then be able craft it into two things, 1) buds 2) remaining plant material, then hashish can be crafted using the remaining plant material.

That's the dream.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: jabbamonkey on March 12, 2015, 05:39:09 PM
Here are two options for the weed.png graphic...

(http://www.amazingdg.com/clients/rimworld/Weed.png) (http://www.amazingdg.com/clients/rimworld/weed2.png)

Feel free to use either...
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Monkeysaur on March 12, 2015, 08:05:07 PM
Here are two options for the weed.png graphic...

(http://www.amazingdg.com/clients/rimworld/Weed.png) (http://www.amazingdg.com/clients/rimworld/weed2.png)

Feel free to use either...

Perfect, thanks!!
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Monkeysaur on March 12, 2015, 08:49:35 PM
Or, too many drugs could cause pirates to attack more (cause they want the drugs).

I really like this idea, protect the crop!

Eventually I hope to be able to build a drugs cartel colony which can get mega rich and I can use my prisoners to do all the work while my kingpin gangster colonists get nice meals made for them and gold rooms and furniture! XD
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: NephilimNexus on March 12, 2015, 09:01:30 PM
Turn one of the random pirate factions into "law enforcement" for extra realism.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on March 12, 2015, 09:08:38 PM
The point of the IGDB is to be the drug enforcers i need to do a lot of work with them the hardest part is i am bad at clothing textures and need some standard uniforms
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Kastuk on March 16, 2015, 11:41:48 AM
Norbals wanna Amanitas!
(http://img0.joyreactor.com/pics/comment/comics-berserk-mushroom-624510.jpeg)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Zipko on March 17, 2015, 07:19:15 AM
Great mod, found one bug though:
Deep web table requires cooking to be enabled on the pawn that operates it, but uses and levels crafting skill...
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Monkeysaur on April 19, 2015, 03:53:49 PM
Will this mod work with Alpha 10?
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Aarkreinsil on April 23, 2015, 01:14:52 PM
Please just keep this focused on weed stuff etc. New factions and gangs will just weigh the mod down unnecessarily and might cause Problems with savegames and compatibility. Maaayyybe you should look into shrooms as well, but all the made up chemical things are a bit hard to work with.
I for one wouldn't buy something labelled "SPACE SPICE" without having any clue as to what it does. For all I know it might be dried cat pooplets xD
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Skissor on May 01, 2015, 09:57:30 AM
Will this be updated to Alpha 10?
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on May 04, 2015, 03:36:46 AM
Yes i will be updating a soon as possible IRL has become very busy so few changes will be made but i hope to have an update out soon
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Toby126000 on May 16, 2015, 11:05:07 PM
So yeah... I'm having a problem. Everything is going good, but how do I get them to actually smoke the joints? Can't right click them to do it, like you can on beer...
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Skissor on May 17, 2015, 10:23:27 AM
Auto-consume is not possible in the moment because of some reason, but other modder also have this problem. Maybe that will be resolved for a11
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: BlueFreakQ on May 23, 2015, 05:02:22 PM
Auto-consume is possible if you use the Not Only Beer mod from this page: https://ludeon.com/forums/index.php?topic=11260.0
It makes pawns consume anything, i use it to have pawns use the weed and derivative products. It also works with the Finer Things mod that adds coffee and cigs.  Even using them together worked and pawns consumed everything.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: dismar on May 23, 2015, 09:24:17 PM
i believe its the Joygivers dir that tells them to use the stuff...
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Skissor on May 24, 2015, 06:56:28 AM
Auto-consume is possible if you use the Not Only Beer mod from this page: https://ludeon.com/forums/index.php?topic=11260.0
It makes pawns consume anything, i use it to have pawns use the weed and derivative products. It also works with the Finer Things mod that adds coffee and cigs.  Even using them together worked and pawns consumed everything.

Are you playing this mod on A10?
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: BlueFreakQ on May 24, 2015, 10:31:56 AM
No, on A9.  As this mod is still listed as A9, and anyone using it would be on A9, I thought it appropriate.  Since it was designed as a temporary hack for A9, UMK has not yet said if he will be updating it for 10.
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: skyarkhangel on May 24, 2015, 02:01:52 PM
I adapted this mod for A10 today. But I want to combine with Finer things + Can i brew it + my new texture pack=  4 in 1. It will soon be ready  8)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Skissor on May 24, 2015, 03:58:31 PM
I adapted this mod for A10 today. But I want to combine with Finer things + Can i brew it + my new texture pack=  4 in 1. It will soon be ready  8)

Cool man, I tried it today, but I would have to change things in the .dll, which I have no understanding of.  ::)
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: blaze7736 on May 25, 2015, 06:58:05 AM
Hey guys so sorry about not being able to do the update myself yet if someone has made a patch pm me and i will put it there with full credit, currently in my final year of high school and have less then 2 terms left, I this time i need to finish my game, manage a social life ( as small as it is), get the marks to get into software engineering, stay fit and complete the bombardment of homework daily. Something had to give and sadly it was my modding time, appreciate the understanding and i really do love this community and the support. Any way thanks a heap and hope to see you all on the other side (hopefully i can pull together some small mods for fun but no promises ). 
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: skyarkhangel on May 25, 2015, 12:29:55 PM
Hey guys so sorry about not being able to do the update myself yet if someone has made a patch pm me and i will put it there with full credit, currently in my final year of high school and have less then 2 terms left, I this time i need to finish my game, manage a social life ( as small as it is), get the marks to get into software engineering, stay fit and complete the bombardment of homework daily. Something had to give and sadly it was my modding time, appreciate the understanding and i really do love this community and the support. Any way thanks a heap and hope to see you all on the other side (hopefully i can pull together some small mods for fun but no promises ).

updated. original weed 1.8

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: Adamiks on May 25, 2015, 12:31:08 PM
I think that Ninefinger have Alpha 10 version of this mod in his modpack (of course this version may be incomplete).
Title: Re: [Mod] (Alpha 9) Weed!!(v.1.8) Deep Web and Cigarets!
Post by: skyarkhangel on May 25, 2015, 12:35:19 PM
I think that Ninefinger have Alpha 10 version of this mod in his modpack (of course this version may be incomplete).

i'am  updated it to a10 today. Ninefinger just  took my job. Then he would to modify it later and received 2 lists of bug reports. LOL ;D

I didn't like the original settings in weed 1.8, and modified himself, included finer things + can i brew it. As a result was a decreased  the number of tables to 3-4! Als I don't like the original textures in Finer things and changed them almost completely... and that was born "Pleasure mod".
Title: Re: [Mod] (Alpha 10) Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: blaze7736 on May 26, 2015, 07:14:00 AM
So Alpha 10 patch is here  thanks to skyarkhangel for this appreciate the help, if you have read my previous comment i will be going dark for awail hope to return when life slows down a tad if you need anything feal free to ask here or via pm and stay shiny
Title: Re: [Mod] (Alpha 10) Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Sekmeth on June 11, 2015, 05:12:34 PM
Anyone know if the author will continue this mod into Alpha 11? :)
Title: Re: [Mod] (Alpha 10) Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: blaze7736 on June 12, 2015, 11:34:09 PM
Yes i am working on a patch right now
Title: Re: [Mod] (Alpha 10) Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Skissor on June 13, 2015, 03:10:40 AM
Nice!
Title: Re: [Mod] (Alpha 10) Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Skissor on June 16, 2015, 11:59:51 AM
Blaze gave me the permission to make an updated standalone to this mod.

It's updated for Alpha 11, joints are auto-consumed, along with updated textures and generally designed to be a bit more realistic in terms of drug effects etc.

I shortened the mod because I didn't like all the gang implementations etc. but basically wrote the mod from scratch again. To not cause confusion I gave this "standalone" mod another name. Thereby, blaze can add it on the first post if he wants and it will be counted as a secondary choice to download.

So here you go:

Marijuana Mod v1.0 [Alpha 11] (https://dl.dropboxusercontent.com/u/49369900/Marijuana%20Mod%20%28v1.0%29.zip)

I initially updated it because I wanted to use weed as a drug in A11. So I don't know if I really want to update the mod as a whole, especially when blaze stated that he will do it himself. :)

Full credit goes to blaze7736.
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Pagan_PL on August 04, 2015, 10:10:17 AM
How to disable auto consume? This destroys the mod and it is VERY annoying! My colonists eat fresh weed almost directly after harvest!
All the time I must guard them to not eating, but hauling the weed to the stockpile + forbid = trouble with selling because of forbiden stockpile...() And when they woke up in the morning (if the stockpile or weed itself is not forbidden) they going to that stock for food...This is not acceptable!

EDIT: I noticed they doing this, because of constantly eating nutrition paste - They prefer raw weed against the paste.
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Skissor on August 04, 2015, 04:14:43 PM
Are you talking about the a10 or a11 versions? They work differently, and my a11 adaption shouldn't do that.
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Etherdreamer on November 03, 2015, 10:33:13 PM
How I can save someone from the onekick? I never know it can kill, now I don´t want to lose a pretty important man :C
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: blaze7736 on November 04, 2015, 12:59:26 AM
it depends one kick is percentage based on the effects so if he has the worst type there is no saving him however if it is the second mostly deadly version i believe if you get him straight to a med facility and treat him constantly he might live the other option is to make a drug that counters the effects code wise
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Etherdreamer on November 04, 2015, 01:33:21 AM
treat constantly? can you be more specific? he don´t want to go to hospital bed, he just have like 1 day and he will die of "One kick is killing me".
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: blaze7736 on November 04, 2015, 01:45:22 AM
so the effect is like an illness aka the flue if treated it progresses slower you could go and change that in the xml files so that when treated he wont get sicker at all
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: Etherdreamer on November 04, 2015, 01:57:27 AM
I set it
 <minSeverity>0.9</minSeverity>
          <label>Death</label>
          <painFactor>-0.99</painFactor>
            <capMods>
           <li>
                <capacity>Consciousness</capacity>
                <setMax>100</setMax>

but I think that is not going to fix it. How I can remove the moods via debug console?
Title: Re: [A10] Weed!!(v.1.81) Alpha 10 patch thanks to skyarkhangel!
Post by: blaze7736 on November 04, 2015, 04:07:09 AM
you can just edit it so that the severity no longer ticks up that should fix it