The Finer Things...
Now with More Booze, Tobacco, and Coffee...
Updated to utilize the new Joy system!
Forging a new life after crash landing on a planet is hard work, as we all know, so why not inject a bit of luxury into your colony? That's where the The Finer Things comes in...
Now that the official Joy system has dropped, the inclusion of further alcohol and other joy giving substances seems all the more appropriate. I've taken some liberties in how these various items are categorized as far as Joy's concerned, just to spread them across the spectrum of Joy built into RimWorld, but I think an argument could be made for their current classifications. Details can be found below:
Alcohol
- Adds Strawberry Wine, Saki, Vodka, Whisky and Tequila
- These function essentially just like beer, but, as some are more potent forms of alcohol, can result in greater intoxication when consumed by your colonists. Be wary of the tequila ;)
- Adds the Still. This serves as the workbench where the above alcohol is distilled
Tobacco
- Adds Cigarillos and Cigars
- In addition to providing a mood boost when consumed, tobacco products also boost a colonist's move speed and manipulation.
- Adds the ability to grow and harvest tobacco
- Adds the Tobacconist Workbench. Here colonists can roll packs of cigarillos and cigars
- Consuming Tobacco products falls under the "Meditative" kind of Joy. While admittedly both a Chemical and Social experience in certain settings, I felt that a lone colonist enjoying a Cigar would have plenty of time to reflect on their current state of being and take in the world that surrounds them. Or at least that's my been experience.
Coffee
- Adds Coffee and Espresso
- Once again, in addition to providing a mood boost (we are trying to keep those colonists happy), coffee products also boost a colonist's move speed and consciousness.
- Adds the ability to grow and harvest coffee
- Adds the Coffee Machine. Here colonists brew both coffee and espresso
- Coffee products fall under the Social kind of Joy. After all, coffee houses, depending on where you go of course, tend to be very social places.
Updates 4/20/2015
- In addition to the Alpha 10 mandated updates, I've also rebalanced tobacco and coffee. Both plants now take much longer to grow, but the raw resources also sell for more with traders than most agricultural products -- the idea being that, since they can't be used for food, they're basically cash crops. Hopefully I didn't go overboard.
- Once again, thanks to everyone for their suggestions so far.
Notes
- If anyone wants to adapt/re purpose parts of my mod, be it code or graphics, or include it in a mod pack please feel free. I only ask for a credit :)
Known Issues/Future Plans:
- No known issues at this time. If one does find bugs please let me know.
- I do plan on adding more luxury type items in the future so stick around!
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I LOVE YOU FOR MAKING THIS
This is AMAZING. Thankyou!!
Do I need to start a new world?
I believe your current world should work fine. May want back up your save just in case though...
This looks amazing, DeaconBlues.
I'll definitely be checking this out soon :D
This is really awesome. Definitely going to install for my colonists to help lighten their days of killing pirates.
Beer. ☑
Liquor. ☑
Ciggarettes. ☑
Coffee. ☑
Weed. ☑
What else are we missing as consumables in mods?
Quote from: Ink. on February 24, 2015, 10:23:32 PM
This is really awesome. Definitely going to install for my colonists to help lighten their days of killing pirates.
Beer. ☑
Liquor. ☑
Ciggarettes. ☑
Coffee. ☑
Weed. ☑
What else are we missing as consumables in mods?
Pretty much all hardcore drugs that would just straight-up kill a colonist if they binged on it.
This is perfect, adds up some good trade opprtunities :)
The only thing I can think of is to give colonists who use tobacco a very very small chance of getting cancer. For coffee, perhaps make them slightly more irritable and hard to be around. I'm just throwing that out there, mod is fine as it is.
Thanks, I actually had some similar thoughts myself... Maybe making smokers take a hit to their social in exchange for the boosts or adding a smoker trait so that they get a negative mood if they haven't smoked recently -- same could go for coffee too really. I'll have to see how the hangover mechanic currently works as that could be a good way to implement crashing when coming down off of caffeine, but I think it might be more involved than editing some defs (or I just missed it).
Some advice i have been working on the weed mod and for then cancer thing you could add a chance when cosumed that your colonist gets this effect check out my new drug in the weed mod called one kick it has a 10% chance of your colonist getting a diffirent effect
Coffee and cigarettes remind me of This War of Mine.
Great mod! You should add a monocle 8) with a boost to social, trading, and sight to counter act my old man pawn with cataracts xD
MUST...HAVE....THIS!!!
This is so awesome, thank you :D
Great looking mod! Could use some better textures though (I can't really say much, I'm terrible :P )
So my colonists don't seem to want the Booze, the smokes, or the coffee. Any way to make them want them automatically? Like it would be cool if you could get a small addiction to smokes and if you don't make more your colonists will steadily lose mood until they get over the addiction.
Quote from: deadmeat5150 on February 26, 2015, 02:19:12 PM
So my colonists don't seem to want the Booze, the smokes, or the coffee. Any way to make them want them automatically? Like it would be cool if you could get a small addiction to smokes and if you don't make more your colonists will steadily lose mood until they get over the addiction.
That would be really cool!
Yeah we need colonists to automatically consume these things like they do with beer. I have over 100 cups of coffee (Love how cups magically appear) and cigars laying around going nothing. It's a shame - I'd love for my people to live in luxury.
I almost want to say that with the slight nutrition from coffee, and the positive effects that it should take considerably longer to grow tobacco and coffee, but that's just me.
Truth be told, if I had my way I would have it so all grow times are realistic. Months to grow edible plants. :P
Maybe if your colonist smokes atleast 1 tobacco product on 168 days (I think thats an in-game year), his lungs begin to deteriorate. His heart follows (After a while longer, though). Any maybe the Alcohol can damage the liver? I'd like to see things like that going around.
I don't really like the idea of if you do something to make your colonists happy it makes them become worst, Yes, if it takes awhile, its pretty easy to replace the parts, but with the slaver's mod installed, it makes it kinda hard to keep money...
Get something like Cybernetic Storm, you can simply harvest the bits that are getting busted from your slaves...Or prisoners. Eyes, nose, stomach, ears, etc. You can harvest any organ they have. It's great. Also awesome income.
Quote from: Facepunch on February 26, 2015, 11:31:35 PM
Maybe if your colonist smokes atleast 1 tobacco product on 168 days (I think thats an in-game year), his lungs begin to deteriorate. His heart follows (After a while longer, though). Any maybe the Alcohol can damage the liver? I'd like to see things like that going around.
I mean, that isn't really in the scope of this game. I smoked for about 12 years (Quit last year, finally) and my lungs are fine. The same with alcohol - in the timeframe we're talking about, you don't accrue any meaningful liver damage. Maybe if you're binging nonstop, but getting half loaded every other day isn't doing much.
By that logic coffee should raise your blood pressure or something.
Anyway, did someone figure out how to make it so that people auto consume cigars and coffee yet?
Autocorrect?
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I was thinking, an alternative way to deal with coffee and smokes would be to, instead of having crafting tables, having both as dispersers+hopper for the beans\tobacco. Sort of makes more sense. Don't get me wrong, the mod is great as it is, but now i'm looking at a floor cluttered with cigarettes and coffee, and not much room to stash them, or manpower to haul them away. Getting them constant inflow of loots from outside or steel\wood\stone hauled for construction is way more important, there is only so much haulers can deal with. Other way would be to have the crafter automatically drop the finished product on a cabinet nearby, much like cooks drop the food in the freezer. About them not consuming coffee and cigarettes automatically, that is actually a good thing. It would just be one more thing to have them drop what they're doing.
Thanks everyone for your feedback, and for noticing that typo :). While I get the concern regarding your colonists taking a smoke break when they could be doing something better, I'm leaning more towards the auto consume option myself. This seems to be more in line with the overall gameplay of RimWorld as right now it involves quite a bit of micromanagement and direct player interaction.
Quote from: DeaconBlues on February 28, 2015, 08:54:46 PM
Thanks everyone for your feedback, and for noticing that typo :). While I get the concern regarding your colonists taking a smoke break when they could be doing something better, I'm leaning more towards the auto consume option myself. This seems to be more in line with the overall gameplay of RimWorld as right now it involves quite a bit of micromanagement and direct player interaction.
Colonists taking smoke breaks (and drink breaks, whatever) is pretty appropriate. They already consume beer if they have it around. You can always make them not smoke (or not eat) by right clicking an activity and selecting prioritize.
I dunno. I just dislike 100+ cigars and coffee cups laying around. If I manually have people smoke/drink coffee, the buff wears off within a few seconds of max speed play. It's not really worth repeatedly having people drink/smoke timewise.
Quote from: Ink. on February 24, 2015, 10:23:32 PM
This is really awesome. Definitely going to install for my colonists to help lighten their days of killing pirates.
Beer. ☑
Liquor. ☑
Ciggarettes. ☑
Coffee. ☑
Weed. ☑
What else are we missing as consumables in mods?
Chocolate
Ice cream
Colonists don't use coffee/tobacco/etc, even if i had much of them. Only if i give them directly order. Its not quite comfortably. Vanila beer steel useful, and cost more.
Guys try to renmeber that the auto consuption is hard coded in at the moment just for beer hence it would require some work to do
Thanks, both for the mod and because I can reverse engineer your mod to get Synthmeat working again :)
Thank you for your great mod....
But i want my colonist do auto consume tobacco or cigar....
It is uncomfortable clicking consume order person by person....
Hi eternalglory,
Use UMK's NotOnlyBeer - (https://ludeon.com/forums/index.php?topic=11260.msg112299#msg112299)
Oh! It works! Thank you very much ;D
That's amazing. And here I was trying to solve a problem that already had a solution. Thank's for pointing this out ;D
Quote from: Kyos on March 01, 2015, 08:48:19 AM
Quote from: Ink. on February 24, 2015, 10:23:32 PM
This is really awesome. Definitely going to install for my colonists to help lighten their days of killing pirates.
Beer. ☑
Liquor. ☑
Ciggarettes. ☑
Coffee. ☑
Weed. ☑
What else are we missing as consumables in mods?
Chocolate
Ice cream
Nuts
Soda
Basically the stuff that we have in front of us right now while playing !! :D
Hey, where's the download link to this mod? :(
Quote from: crusader2010 on April 26, 2015, 04:31:53 PM
Hey, where's the download link to this mod? :(
you have to be logged in
also just wanted to say thank you for the mod its awesome! :D
Is there auto consume in the Alpha 10 release of this mod?
Quote from: s7jones on April 27, 2015, 02:10:52 PM
Is there auto consume in the Alpha 10 release of this mod?
the auto consume i believe has been integrated into the joy system so colonists should seek it out to fulfill joy needs, this has not been confirmed, but that i believe is the intention.
Auto consume is indeed working properly.
No offense but...shouldn't a smoke *decrease* movement speed?
Or is there other, not mentioned downsides to it?
I really love the idea, but, to me at least, it seems kinda...unreasonable. o_o
So colonists will auto consume anything modded in that fulfils joy?
Can someone please change "Saki" to "Sake"? And "Whisky" to "Whiskey"? Why hasn't anyone else said anything about this yet? I can't possibly be the only one who is bothered by this... right?
Quote from: Xiupan on May 13, 2015, 01:57:09 AM
Can someone please change "Saki" to "Sake"? And "Whisky" to "Whiskey"? Why hasn't anyone else said anything about this yet? I can't possibly be the only one who is bothered by this... right?
Don't get me wrong, I love the concept and the variety of this mod, but this and the textures make me cringe.
Weed, please. :D
Quote from: NotAnHiro on May 13, 2015, 02:53:20 AM
Quote from: Xiupan on May 13, 2015, 01:57:09 AM
Can someone please change "Saki" to "Sake"? And "Whisky" to "Whiskey"? Why hasn't anyone else said anything about this yet? I can't possibly be the only one who is bothered by this... right?
Don't get me wrong, I love the concept and the variety of this mod, but this and the textures make me cringe.
I kind of...have to agree. It's OP's privilege to name his creations whatever he(?) wants to, so I didn't say anything about it, just changed it for myself. But if anyone could throw a few textures at him, that'd be great. ^^
Also, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?
I fail to realize why I should ever consider making those, anyone knows?
Thanks for the mod! But I second the spelling fixes. Also, it would be great to see tea added in!
QuoteAlso, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?
Just for the sake of variety...? I personally like it, but I could understand wanting a more streamlined version. Vodka, whiskey, sake, etc. are all functionally identical to beer, though I suppose those are at least made from different ingredients.
Quote from: IshOfTheWoods on May 13, 2015, 08:48:19 PM
Thanks for the mod! But I second the spelling fixes. Also, it would be great to see tea added in!
QuoteAlso, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?
Just for the sake of variety...? I personally like it, but I could understand wanting a more streamlined version. Vodka, whiskey, sake, etc. are all functionally identical to beer, though I suppose those are at least made from different ingredients.
they are not identical some are separated into Mid Alcohol and Strong Alcohol, having slightly different effects when consumed.
Quote from: IshOfTheWoods on May 13, 2015, 08:48:19 PM
Thanks for the mod! But I second the spelling fixes. Also, it would be great to see tea added in!
QuoteAlso, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?
Just for the sake of variety...? I personally like it, but I could understand wanting a more streamlined version. Vodka, whiskey, sake, etc. are all functionally identical to beer, though I suppose those are at least made from different ingredients.
Kind of, but as you said, "at least made from different ingredients". There's a little variety. But if you could brew some cheap canned beer or quality beer (one giving less, the other more mood boost), would you ever consider "wasting" your hops to brew the cheep one?
That's why I don't get it. It's fun I guess, but useless.
Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.
Whisky is a proper spelling. Just look at the best bourbon on the market...Makers Mark.
Quote from: LittleGreenStone on May 14, 2015, 04:41:28 AM
Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.
I checked out the source. The recipes for espresso and coffee uses the same amount of raw coffee, but making espresso takes longer (600 work vs 400) and produces less (2 cups vs 4). To make up for it, espresso has a stronger effect than normal coffee. I didn't look, but I imagine it's similar with the tobacco products. Now it would be great if only the item descriptions indicated this...
Quote from: IshOfTheWoods on May 14, 2015, 06:53:14 PM
Quote from: LittleGreenStone on May 14, 2015, 04:41:28 AM
Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.
I checked out the source. The recipes for espresso and coffee uses the same amount of raw coffee, but making espresso takes longer (600 work vs 400) and produces less (2 cups vs 4). To make up for it, espresso has a stronger effect than normal coffee. I didn't look, but I imagine it's similar with the tobacco products. Now it would be great if only the item descriptions indicated this...
Ah, my mistake then, I apologize. I admit, even though I created some of both (of both coffee and tobacco products) at first, I did not examine them closely, just looked at their description.
Quote from: LittleGreenStone on May 15, 2015, 05:21:39 AM
Quote from: IshOfTheWoods on May 14, 2015, 06:53:14 PM
Quote from: LittleGreenStone on May 14, 2015, 04:41:28 AM
Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.
I checked out the source. The recipes for espresso and coffee uses the same amount of raw coffee, but making espresso takes longer (600 work vs 400) and produces less (2 cups vs 4). To make up for it, espresso has a stronger effect than normal coffee. I didn't look, but I imagine it's similar with the tobacco products. Now it would be great if only the item descriptions indicated this...
Ah, my mistake then, I apologize. I admit, even though I created some of both (of both coffee and tobacco products) at first, I did not examine them closely, just looked at their description.
I don't blame you. Hopefully the descriptions get updated at some point.
I try not to be picky, but why is there a separate still for alcohol when we have the brewing table? I tried using it, but I really can't make myself actually use it...
I guess I kinda failed at the 'not be picky' part...
I have to say that while playing alpha 10 this was one of my favorite mods. But since the updates I miss this mod. I was wondering if there was any plans to bring up to code, so to speak. I hope that wouldn't be too much to ask.