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RimWorld => Mods => Releases => Topic started by: larSyn on September 20, 2017, 10:58:57 PM

Title: [1.0] Smokeleaf Industry v1.14a
Post by: larSyn on September 20, 2017, 10:58:57 PM
[1.0] Smokeleaf Industry v1.14a
(https://i.imgur.com/dzzQS7p.png)

Description
Smokeleaf Industry is a mod that adds various new drugs, foods, medicines, building materials and more all based around Smokeleaf cultivation and processing.  All items added by the mod are based on real world applications of "smokeleaf" and it's byproducts.  Medicinal, recreational and industrial uses are all included. 
Research must be conducted in order to unlock the various items and their uses.

Note: Many aspects of the vanilla smokeleaf joint have been changed.
Most importantly, the recipe now requires smokeleaf buds that can be obtained by trimming your plants.
Trimming and rolling are unlocked after researching Smokeleaf Cultivation.




Additions

(https://i.imgur.com/hg5ufra.png)

(https://i.imgur.com/3AphK1K.png)

(https://i.imgur.com/yaCEOa7.png)

(https://i.imgur.com/r4qMdM1.png)




Downloads

[1.0] v_1.14a
Direct (https://github.com/larSyn/Smokeleaf_Industry/releases/download/v1.14a/Smokeleaf_Industry-1.14a.zip) | Github (https://github.com/larSyn/Smokeleaf_Industry/releases/tag/v1.14a) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1140051385)


Changelog

----------------------------------------------------------------------------------------------------------------------------------

Update to v1.14a

-fixed Hempene Solar Panels
-buffed Hempene battery
-nutrition balances
-words

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.13a

-removed Architect Sense support for new vanilla categories
-research balancing
-general balancing
-fixed VG Fabric and Medicine patches
-words

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.12a

        -update to 1.0

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.11a

        -added VGP patch for bandage kits

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.11

        -Updated to B19
        -Added Chinese Translation (thanks шав)

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.10c

Smokeleaf Industry
Changelog:

-Fixed VGP Fabric conflict.

----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.10b

Smokeleaf Industry
Changelog:

-Fixed Chemfuel recipe producing Hempoline. (thanks Vlad0mi3r)
-Reduced Hemp solar panel cost. *A note about the solar panels.  They still store the same 1700w as the vanilla panels, but they transmit 10x more power when they are active.  I didn't have time to make a new class to raise the storage capacity, but will look to do so in the future.*
-Reduced market value of Hempoline.


----------------------------------------------------------------------------------------------------------------------------------

Updated to v1.10a

Smokeleaf Industry
Changelog:

-Changed Autotrimmer power requirement
-Added Sea of Green (SOG - grows faster/less yield) and Screen of Green (SCROG - grows slower/larger yield) growing techniques
-Made nanosheets into "Stuff" - It is slightly stronger than plasteel due to the amount of work to make it.
-Changed Smokeleaf Plant description
-Removed all uses of SI products being fuel sources (except hempoline)
-Made the Space Bucket "Artable" Furniture to add Beauty to it
-Added variant graphics for all smokeleaf plants
-Words[/center]


Installation/Updating
Unzip the downloaded archive and place the contents in your RimWorld/Mods folder. Then, activate the mod in the mod menu in-game.

Load order shouldn't matter, but, if you have Architect Sense installed, put Smokeleaf Industry after it.

If you want to install mid-game, make sure you have no bills for making Smokeleaf joints set first. If you have Vegetable Garden Project, remove any hemp fabric you might have first, and then activate SI.
Should be ok, but no guarantees and not recommended.

To update, delete the Smokeleaf Industry folder in your RimWorld/Mods folder and unzip and place the updated mod in the folder.


Requirements
None, but, if you have Architect Sense installed, put Smokeleaf Industry after it.


Compatibility
Probably not compatible with any other mods that depend on the vanilla smokeleaf joint recipe.  Should be good with everything else. 
If not, please let me know.




Compatibility Patches

All mod compatibility patches are now included in the main mod thanks to ModCheck (https://ludeon.com/forums/index.php?topic=36534.0)

Load Order

Load order shouldn't be an issue anymore.  But, to be safe, put Smokeleaf Industry after any mod it has a compatibility patch for.






Credit/Thanks
First, thanks to all the veteran modders posting in the Help forum. I have been a serial lurker there for the past few months,
and with all their unknowing help I was able to start learning how to mod Rimworld.
Thanks to Fluffy for Architect Sense, and bringing some order to the menus.
Thanks to dismar for Vegetable Garden, AshbornK9 for Project Fallout and dburgdorf for all his various mods.
I spent a considerable amount of time reading through the files for these mods (and the Core files) and learned quite a bit.
Thanks to Marnador for the awesome font.
Thanks to Nightingale for the very useful ModCheck.
And, special thanks to Tynan for such a great game.


License
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (https://creativecommons.org/licenses/by-nc-sa/4.0)

(http://verify.modsync.ninja?f910a9cf-f419-481d-ad89-105f7285ad64) (http://www.modsync.ninja)



Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Vlad0mi3r on September 20, 2017, 11:09:43 PM
Awesome mod will have to try it.

Will be waiting for the Workshop though I play on a MAC
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: SpaceDorf on September 21, 2017, 12:08:21 AM
I like the graphics.

Now I want to build a great commune full of chemical interested nudists :)
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: grimsurgent on September 21, 2017, 03:38:07 AM
downloading so I can make my stoners shack out of hempcrete
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: DiamondBorne on September 21, 2017, 06:24:51 AM
I'm about to say turning smokeleaves into buildling blocks is so unrealistic and too far fetch... Then i saw that they're very real. I feel a little bit dumb. :-X

Anyway, i really like your art style. It fits perfectly with Rimworld. And mind giving us stats and little description of what those new products can do?
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: tchiseen on September 21, 2017, 07:41:06 AM
I'll repeat what everyone is saying, the art in this mod is incredible. Keep up the good work!
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Autosleep on September 21, 2017, 07:59:02 AM
I always avoid these type of mods because the art usually is quite awful, this mod feels completely the opposite, it looks gorgeous! Will test for incompatibilities in my current playthrough.
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: larSyn on September 21, 2017, 09:53:14 AM
Hi, everyone.  Very happy to hear you all like my artwork.  TBH, I was a bit nervous posting, as this is my first ever mod (also new to using forums).  But, the feedback so far is very encouraging.  Thanks!  I have started a couple other mods as well and am looking forward to sharing them now too.

Quote from: Vlad0mi3r on September 20, 2017, 11:09:43 PM
Will be waiting for the Workshop though I play on a MAC
I hope to have this up by the end of the day, and if not, at least before the weekend.

Quote from: DiamondBorne on September 21, 2017, 06:24:51 AM
I'm about to say turning smokeleaves into buildling blocks is so unrealistic and too far fetch... Then i saw that they're very real. I feel a little bit dumb. :-X

Anyway, i really like your art style. It fits perfectly with Rimworld. And mind giving us stats and little description of what those new products can do?
Haha, yeah the blocks are definitely real, but don't feel dumb, I had never seen them before either.  I did a bunch of research into the uses of hemp and was surprised to see it used as a building material.  The one major product I couldn't think of a good use for was hemp rope.  If anyone has any ideas, I'd be glad to hear them.

Also, I'll see about adding some short descriptions for everything.  If it helps, the drugs, edibles and medicines are shown in descending order of strength/effectiveness.

Quote from: Autosleep on September 21, 2017, 07:59:02 AM
I always avoid these type of mods because the art usually is quite awful, this mod feels completely the opposite, it looks gorgeous! Will test for incompatibilities in my current playthrough.
Thanks! Please let me know if you find anything.

And good luck with your communes!
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Canute on September 21, 2017, 11:31:29 AM
Yep, another talent artist ! :-)
I didn't played the mod so far, but i got some suggestions
- Could you please made the download link a bit bigger, you have a Very big Download, but a very small "v1.0" with the link itself.
Maybe put the direct download link at the "Download A17" so no githubpage will be opened, and then below the "v1.0" to the github project?

QuoteThe recipe now requires 2 smokeleaf buds and may only be rolled at a Drug Lab or Cultivation Bench
after researching Smokeleaf Cultivation.
I would leave the original joint recipe at the crafting spot, and add a new more efficient one (just 2 leaves ) the the drug lab.

-Hempoline, why not change it into Chemfuel and the generator use chemfuel ? Or remove the generator, because there are allready chemfuel fueled generators mods.


Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Vlad0mi3r on September 21, 2017, 06:16:12 PM
Quote from: Canute on September 21, 2017, 11:31:29 AM

-Hempoline, why not change it into Chemfuel and the generator use chemfuel ? Or remove the generator, because there are allready chemfuel fueled generators mods.

Because its a hemp mod and its cool to have Hempoline. Chemfuel sucks balls and is only good for mortar shells when you haven't had an arms dealer come by. I don't want to get off topic but I bet there are not to many players who get excited when they find out their deep drill is over a chemfuel site.

How about a Hemp based mortar round that explodes the same size as an EMP shell but makes everyone hit by it affected by smokeleaf.
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: larSyn on September 21, 2017, 08:55:04 PM
Quote from: Vlad0mi3r on September 20, 2017, 11:09:43 PM
Will be waiting for the Workshop though I play on a MAC

It's up on Steam Workshop now.

Quote from: Canute on September 21, 2017, 11:31:29 AM
Yep, another talent artist ! :-)

- Could you please made the download link a bit bigger, you have a Very big Download, but a very small "v1.0" with the link itself.
Maybe put the direct download link at the "Download A17" so no githubpage will be opened, and then below the "v1.0" to the github project?

I would leave the original joint recipe at the crafting spot, and add a new more efficient one (just 2 leaves ) the the drug lab.

-Hempoline, why not change it into Chemfuel and the generator use chemfuel ? Or remove the generator, because there are allready chemfuel fueled generators mods.

First, thanks! 

Next, I took your suggestion for the download links.  Bigger, a direct download option and a Steam link now as well. 

The joint recipe is probably going to stay the same.  The buds are pretty important for the rest of the mod and have to stay as they are.  Also, it makes more sense to roll a joint from them. Since there is an extra step in getting the buds I wanted to compensate with a cheaper recipe.  I could add them back to the crafting spot if people would prefer that, but, they will still be locked behind the initial research.

Basically what Vlad said.  I wanted to use as many real world applications as I could, and this is one of the more popular ones.  Plus, this was/is a learning experience for me and I wanted to add some sort of power gen.  It might be a bit OP, though...I may end up nerfing it a bit.  And, there is a use for Chemfuel in the mod.
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Vlad0mi3r on September 21, 2017, 09:37:59 PM
Awesome  :D ;D :)

Thankyou I will upload some screen shots once I get a base up and running.
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Highlandman on September 22, 2017, 01:51:46 AM
Hi, great mod ideia and application, as I can see. Is the mod compatible with vegetable garden? VG adds a hemp cloth recipe to the Loom crafting bench. I assume if I add this mod to my current list I will have 2  types of hemp fiber in my stockpiles?
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: Canute on September 22, 2017, 03:20:32 AM
QuoteBasically what Vlad said.  I wanted to use as many real world applications as I could, and this is one of the more popular ones.  Plus, this was/is a learning experience for me and I wanted to add some sort of power gen.  It might be a bit OP, though...I may end up nerfing it a bit.  And, there is a use for Chemfuel in the mod.
Yep, there is no use for chemfuel at your mod, but no other mod use Hempoline, but serveral other mods use chemfuel.
Diesel-generator, a more efficient fueled generator.
https://ludeon.com/forums/index.php?topic=30898.0
Dropship
https://ludeon.com/forums/index.php?topic=31906.0

Just think about it, or maybe add chemfuel to as fuel to your generator too.
Title: Re: [A17] Smokeleaf Industry v1.0
Post by: larSyn on September 22, 2017, 11:37:54 AM
Quote from: Vlad0mi3r on September 21, 2017, 09:37:59 PM
Awesome  :D ;D :)

Thankyou I will upload some screen shots once I get a base up and running.

No problem!  Had to get it up there eventually.  Let me know what you think about it after you've had some play time.

Quote from: Highlandman on September 22, 2017, 01:51:46 AM
Hi, great mod ideia and application, as I can see. Is the mod compatible with vegetable garden? VG adds a hemp cloth recipe to the Loom crafting bench. I assume if I add this mod to my current list I will have 2  types of hemp fiber in my stockpiles?

Thanks!  Yeah...for now there will be two types.  I'll look into making a patch.  I'm planning on putting out an update already (funny how easy it is to miss some stuff), so I'll try and include that in it. For now, the two recipes work differently, so you could avoid having both pretty easily (ie. you have process the smokeleaf leaves in this mod in order to get the hemp fibers which are then turned into the fabric.  VG , iirc, smokeleaf leaves are used for the fabric recipe.  So, if you're processing all your leaves anyway, it should be fairly easy to avoid having both.  Except for Cargo Pods...)  Got a working patch, but I want to check if dismar is ok with it before posting it.

Quote from: Canute on September 22, 2017, 03:20:32 AM
Just think about it, or maybe add chemfuel to as fuel to your generator too.

I use the Diesel Generator mod in my current game.  I'll think about adding chemfuel to the generator.  It would probably end up working very similar to the diesel generator.  Not sure, though. 
Title: Re: [A17] Smokeleaf Industry v1.1
Post by: larSyn on September 23, 2017, 10:30:08 AM
Updated to v1.1

Changelog:
-fixed crafting requirements
-moved some things around
-fixed some descriptions
-fixed smokeleaf butter, now it's edible
-tweaked generator
-fixed smoking animation orientations
-fixed research requirements
-tweaked some recipes

Hoping to get a VG patch out as soon as possible.
Title: Re: [A17] Smokeleaf Industry v1.1
Post by: Autosleep on September 23, 2017, 12:45:55 PM
Isn't smokeleaf hash too valuable? I personally can sell each one for 15 silver, comparable drugs (joints, yayo, etc...) sell 2-3 per unit.
Title: Re: [A17] Smokeleaf Industry v1.1
Post by: larSyn on September 23, 2017, 08:55:42 PM
Quote from: Autosleep on September 23, 2017, 12:45:55 PM
Isn't smokeleaf hash too valuable? I personally can sell each one for 15 silver, comparable drugs (joints, yayo, etc...) sell 2-3 per unit.

I'll double check the market values on everything.  I wanted to make the values worth the effort of making the items, but I may have gone a bit overboard...  I'll include any changes in the next update.  Thanks for the feedback!
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: larSyn on September 24, 2017, 10:39:28 PM
Updated to v1.2

Changelog:
-Adjusted market values
-Added Workgiver for Cultivation Bench (smh...)
-Made Grow Lamps default plant Smokeleaves(doesn't work...)
-Tweaked and added recipes
-Added short descriptions on main page.
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: Vlad0mi3r on September 24, 2017, 11:27:34 PM
Can we please get increased job options so 5 times and maybe 10 times for each job.

Hauling 1 smoke leaf to the drug table to break it down and then taking 2 fibre to make 1 piece of hemp cloth is so time intensive. It is a 5 day job to just make a pair of pants. Its the running back and forth that takes the time so increasing the time to do each job is fine.

Also I started tribal got all excited at first and planted a smokeleaf crop straight of the bat. Well it turned into a lot of mush before i could do anything with it. How about making the two research tiers you can get to with just the standard research bench neolithic level so the tribals can have some start up fun.
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: larSyn on September 25, 2017, 12:56:49 AM
Quote from: Vlad0mi3r on September 24, 2017, 11:27:34 PM
Can we please get increased job options so 5 times and maybe 10 times for each job.

Hauling 1 smoke leaf to the drug table to break it down and then taking 2 fibre to make 1 piece of hemp cloth is so time intensive. It is a 5 day job to just make a pair of pants. Its the running back and forth that takes the time so increasing the time to do each job is fine.

Also I started tribal got all excited at first and planted a smokeleaf crop straight of the bat. Well it turned into a lot of mush before i could do anything with it. How about making the two research tiers you can get to with just the standard research bench neolithic level so the tribals can have some start up fun.

They're in there.  They are unlocked through the next tier of research.  The bulk trimming job is on the Cultivation Table, but I'm thinking it shouldn't be.  I'll add that to back to the Drug Lab.  I'm also thinking that the bulk recipes shouldn't be stuck in tiers.  It doesn't really make sense...it just drags things out.  That'll probably be changing too.

I have honestly never done a tribal start...and this never occurred to me.  I can definitely do that.  Smokeleaf Cultivation and Smokeleaf Processing will be changed to Neolithic in the next update (probably Tuesday/Wednesday).  Tribals should be able to have a nice harvest too.

Thanks for the feedback! 
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: DiamondBorne on September 25, 2017, 02:36:38 AM
EDIT nvm then, good job on the update.  :)
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: KLk on September 25, 2017, 07:53:37 AM
some of my crops doenst grow, its like a plague, i tested moving hidroponics and they dont grow in a radius D:
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: deathstar on September 25, 2017, 09:29:35 AM
Looking forward to the VG patch, good work so far!
Title: Re: [A17] Smokeleaf Industry v1.2
Post by: larSyn on September 25, 2017, 10:03:29 PM
Quote from: KLk on September 25, 2017, 07:53:37 AM
some of my crops doenst grow, its like a plague, i tested moving hidroponics and they dont grow in a radius D:

Not sure about this.  I don't seem to be having any problems.  I tested it on a couple maps and everything grew fine. 

I did see that the Grow Lamps are still defaulting to potatoes though.  Think I know why.  It will be fixed (maybe) in the next update.

Quote from: DiamondBorne on September 25, 2017, 02:36:38 AM
EDIT nvm then, good job on the update.  :)
Quote from: deathstar on September 25, 2017, 09:29:35 AM
Looking forward to the VG patch, good work so far!

Thanks!
Title: Re: [A17] Smokeleaf Industry v1.3
Post by: larSyn on September 27, 2017, 11:53:00 PM
Updated to v1.3: The Return of the Crafting Spot

Changelog:

Made compatible with tribal starts:
   -Research Smokeleaf Cultivation and Smokeleaf Processing tech level set to Neolithic
   -Returned joint recipe to the Crafting Spot and added a (x5) recipe.
   -Removed all joint recipes from Drug Lab.
   -Added smokeleaf trimming recipe to the Crafting Spot and added a (x5) recipe.
   -Hempcrete now requires Smokeleaf Processing and Stone Cutting to be researched.
   -Stone terrain now requires Smokeleaf Processing and Stone Cutting to be researched.
   -Hemp fabric now requires Smokeleaf Processing and Complex Clothing to be researched.
   -Hemp carpet now requires Smokeleaf Processing, Complex Clothing, and Carpet Making to be researched.

Fixed drug tolerances/addictions:
   -All drugs should have about a 7 day tolerance stage loss time and 30 days of addiction (vanilla settings for all drugs).
   -All Edibles should have about a 3-4 day tolerance stage loss time and 15 days of addiction.
   (Let me know if there are still problems with this, but it has been pretty consistent in my tests.)
   
Other fixes:
   -Lots of recipe adjustments.  Mostly small tweaks to try and prevent late game stockpile issues.
   -Added (x10) trimming and rolling jobs to the Cultivation Bench.(removed in v1.3b)
   -Medicinals Lab is now unlocked by researching Smokeleaf Pharmacology.
   -Space Bucket power raised to 350.
   -Grow lamp power lowered to 1250.
   -Added (bulk) recipes for everything.
   -Changed (bulk) recipe research requirements to be the same as the single recipe.
   -Adjusted smokeleaf medicines to make each a bit more useful.
   -Adjusted drugs balance, including smokeleaf joints.
   -Other things I didn't write down...
   
Note: The Grow Lamp default plant can't be changed as far as I can tell. So...that's not working and probably won't.
Title: Re: [A17] Smokeleaf Industry v1.3
Post by: Canute on September 28, 2017, 02:29:23 AM
Quote-Removed all joint recipes from Drug Lab.
Good that tribal can made joints again, that was the reason behind my 1. commont to put back the craftspot recipe.
But i think you should just add the basic recipes to the craftspot.
The craftspot just got primitive tools to made them and is very uncomfortable/uneffectiv (+25% material need as waste)  and no bulk recipes.

If you craft them at the druglab, you should need less work ,less material and be able to mass produce them.

Title: Re: [A17] Smokeleaf Industry v1.3
Post by: larSyn on September 28, 2017, 10:21:17 PM
Quote from: Canute on September 28, 2017, 02:29:23 AM
Quote-Removed all joint recipes from Drug Lab.
Good that tribal can made joints again, that was the reason behind my 1. commont to put back the craftspot recipe.
But i think you should just add the basic recipes to the craftspot.
The craftspot just got primitive tools to made them and is very uncomfortable/uneffectiv (+25% material need as waste)  and no bulk recipes.

If you craft them at the druglab, you should need less work ,less material and be able to mass produce them.

I am torn about the bulk recipes for the Crafting Spot...  I understand that it sucks to wait for things, but, I don't really think it fits either.  And you're right that the Crafting Spot is meant to be primitive and "harder" to use.

I do want the Drug Lab to be used for something and I have a few ideas I'm going to play around with before the next update.  I also like the idea that advanced knowledge should lower costs or increase gains, like the Autotrimmer does with trimming.
Title: Re: [A17] Smokeleaf Industry v1.3b
Post by: larSyn on October 04, 2017, 08:09:48 PM
Updated to v1.3b

Changelog:

-Moved some things around in order to make the Vegetable Garden Patch a little easier to make.
-Doubled smokeleaf trimming recipes ( ie: 2 smokeleaves = 1 bud, seed and fiber, etc).
-Doubled smokeleaf rolling and trimming recipes at the Crafting Spot (ie: 4 buds = 1 joint, etc). I think this better represents the Neolithic level of knowledge. There would be some extra waste until they perfected all their methods (Drug Production research).
-Re-added smokeleaf rolling and trimming recipes to the Drug Lab and Cultivation Bench at the normal recipe. (ie: 2 buds = 1 joint, etc).
-Fixed some spelling mistakes. (thanks Orion TH)
-Fixed a strange bug where an empty list was necessary in the drug addiction def. (thanks ttamttam, this would have taken me forever to figure out.)

Vegetable Garden Patch Released
See Main Page! (https://ludeon.com/forums/index.php?topic=35747.0)
Thanks dismar!

*Requires Smokeleaf Industry v1.3b*

-Removed VG's Hemp Cloth and it's recipe. (Note=This causes a def-linked translation error in the log. It doesn't seem to affect anything, though. For another example of this, see Fertile Fields. It's VG compatibility patch uses the same method to remove items, and it doesn't appear to have added any problems. If it does, please report it.)
-Hemp Fabric must now be made at the Loom.

-Added VG "Flour" to all SI "Hemp Flour" using recipes (ie: cookies, brownies).
-Added SI "Hemp Flour" to all VG "Flour" using recipes (ie: Bread, Pizza, etc.).
-Moved Hemp Flour to the "Ingredients" category.
-Hemp Flour must now be ground at the Milling Stone.

-Added all VG fruits to the Smokeleaf Smoothie recipe.

-Added Sugar to the Smokeleaf Cookie recipe.
-Increased cookie output to 3 (regular recipe) and 15 (bulk recipe).
-Smokeleaf Cookies and Brownies must now be baked in the Oven.

-Changed Biofuel recipe to be equivalent to Hempoline's recipe.
-Added a bulk recipe for Biofuel.
-Added Biofuel as a compatible fuel to the Hempoline Generator.
-Removed Biofuel as a fuel source from all workbenches.

Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: Kori on October 05, 2017, 10:23:24 AM
A VG patch, I've been waiting for this!
Thank you!
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: deathstar on October 05, 2017, 05:38:04 PM
Quote from: Kori on October 05, 2017, 10:23:24 AM
A VG patch, I've been waiting for this!
Thank you!

Same here, thank you very much!
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: larSyn on October 05, 2017, 06:39:50 PM
Quote from: deathstar on October 05, 2017, 05:38:04 PM
Quote from: Kori on October 05, 2017, 10:23:24 AM
A VG patch, I've been waiting for this!
Thank you!

Same here, thank you very much!

No problem!  It's one of my favorite mods and I designed a lot of my mod with it in my mind (chocolate, for instance).  Hope you like it!
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: BlackViperMWG on October 09, 2017, 04:21:33 PM
So how do I process smokeleaf into leaves and seeds without having electricity? On crafting spot?
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: larSyn on October 09, 2017, 04:39:03 PM
Quote from: BlackViperMWG on October 09, 2017, 04:21:33 PM
So how do I process smokeleaf into leaves and seeds without having electricity? On crafting spot?

Yup.  I made the mod compatible with a tribal start, so the early recipes are back on the crafting spot.  They are a bit more expensive than the same recipes once you have researched Electricity/Drug Production. 
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: Vlad0mi3r on October 10, 2017, 06:36:47 PM
I have a colonist that has become stuck (for want of a better description) Her edibles requirement has dropped to 0.88% and this has caused her to glitch out. Cannot arrest her cannot assign her tasks. I can draft and undraft her but she will not respond to orders to move. When given an order to work at a bench I am told that she cannot manipulate anything. Her health tab is blank and cannot assign an operation to her otherwise I would administer a cookie.

I would have set her on fire to see if it changed her state but she is stuck in the corner of the barracks.

So here are the screen shots

https://imgur.com/a/tC88P
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: larSyn on October 11, 2017, 06:04:13 PM
Quote from: Vlad0mi3r on October 10, 2017, 06:36:47 PM
I have a colonist that has become stuck (for want of a better description)...

I have had this same bug happen before but in a game before I made this mod.  I'm sorry if it corrupted your saves...  But! I know what was doing it.  (Actually ttamttam on Steam tracked this down.)  I fixed it in the last update, but it looks like I missed the edibles addiction defs.  It'll be fixed in the next update. 

In the meantime, I found a way you might be able to fix your saves:  You'll have to go into the mod files and open MSI_Items_Edibles.xml. Ctrl+F and search for "EdiblesAddiction".  In the HediffDef for "EdiblesAddiction" you'll be looking for this bit of code:
<stages>
      <li>
      </li>
      <li>
        <label>withdrawal</label>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <offset>-0.1</offset>
          </li>
          <li>
            <capacity>Moving</capacity>
            <offset>-0.1</offset>
          </li>
        </capMods>
<mentalStateGivers>
<li>
<mentalState>WanderSad</mentalState>
<mtbDays>30</mtbDays>
</li>
<li>
<mentalState>BingingDrugMajor</mentalState>
<mtbDays>30</mtbDays>
</li>
</mentalStateGivers>
      </li>
    </stages>

Except you won't have the first <li></li>.  Add those in just like in the code above.  Add the same lines in the  HediffDef for "AdvancedEdiblesAddiction".  Save the file. That will fix the cause of the bug. 
To fix your save file:  Open it and Ctrl+F the name of the affected pawn.  Scroll down a bit until you find the line "<healthTracker>".  It looks like this:
<healthTracker>
<hediffSet>
<hediffs>
<li Class="Hediff_Addiction">
<def>EdiblesAddiction</def>
<ageTicks>939325</ageTicks>
<severity>0.3012559</severity>
</li>
</hediffs>
</hediffSet>
<surgeryBills>
<bills />
</surgeryBills>
<immunity>
<imList />
</immunity>
</healthTracker>


Select everything between and including the <li and</li>.  Delete it and replace it with "<hediffs />".  Save the file and try and open it. 

I'm not sure if this works or not, but I found this solution in a thread about another mod doing the same thing as what happened here and they were successful (See the last post here. (https://ludeon.com/forums/index.php?topic=30817.msg318147#msg318147)  You don't need any of those patches, though.  The fix in the HediffDefs for the edibles addictions fixes the problem [and will for the other mod too...I'll let them know]).  Hope it works for you!
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: Vlad0mi3r on October 11, 2017, 09:54:52 PM
Thanks IarSyn. I think I will just wait for the update. I am very good at breaking things so I will be patient.

Anyway I am pretending that Mole is some kind of timelord and is stuck in a spatial anomaly may pop out today or pop out tomorrow. (will pop out with the update).

I almost have my hemp base up to the standard I want to show it off so stand by for screen shots.
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: ptx on October 16, 2017, 11:21:24 PM
So, I added a single mod to my game, this excellent mod of yours.

How it interacts with Mod Medicine Patch:
(http://i.imgur.com/orwOfYq.jpg)
It still functions as intended. Not a game breaker.

How it interacts with Quarry mod:
(http://i.imgur.com/9advZNS.jpg)
Hempoline is randomly mineable, and I haven't even build any of the benches. I'm playing tribal.

Thanks!
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: Kori on October 17, 2017, 11:19:34 AM
Quote from: ptx on October 16, 2017, 11:21:24 PM

How it interacts with Mod Medicine Patch

I can't confirm, I'm also using the Mod Medicine Patch with VG and Smokeleaf Industry and this doesn't happen to me.
Have you installed the SI-VG-Patch and placed it after VG and SI in the loading order?

Quote from: ptx on October 16, 2017, 11:21:24 PM
Hempoline is randomly mineable, and I haven't even build any of the benches. I'm playing tribal.

This seems to be intended, Hempoline is defined as a deep drilling resource.
To change that, open

Smokeleaf_Industry-1.3b\Defs\ThingDefs_Items\MSI_Items_Resource_Stuff.xml

and search for <defName>Hempoline</defName> to find the entry for Hempoline.
There you delete the following 2 lines:

<deepCommonality>2</deepCommonality>
<deepCountPerCell>300</deepCountPerCell>


Note that already existing maps will be unaffected.
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: ptx on October 17, 2017, 12:31:19 PM
Quote from: Kori on October 17, 2017, 11:19:34 AM
I can't confirm, I'm also using the Mod Medicine Patch with VG and Smokeleaf Industry and this doesn't happen to me.
Have you installed the SI-VG-Patch and placed it after VG and SI in the loading order?
Yes, I have. Another mod load problem. I'll rework my mod list, at least I know it will be correct again.
There should be an auto load order mod.

Quote
This seems to be intended, Hempoline is defined as a deep drilling resource.
To change that, ...
done.

Thank you for your help.  :)
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: larSyn on October 17, 2017, 08:43:29 PM
Quote from: Kori on October 17, 2017, 11:19:34 AM
Quote from: ptx on October 16, 2017, 11:21:24 PM
Hempoline is randomly mineable, and I haven't even build any of the benches. I'm playing tribal.

This seems to be intended, Hempoline is defined as a deep drilling resource.
To change that, open

Smokeleaf_Industry-1.3b\Defs\ThingDefs_Items\MSI_Items_Resource_Stuff.xml

and search for <defName>Hempoline</defName> to find the entry for Hempoline.
There you delete the following 2 lines:

<deepCommonality>2</deepCommonality>
<deepCountPerCell>300</deepCountPerCell>


Note that already existing maps will be unaffected.

The Hempoline being mineable is definitely not intended.  Fixed in the new update.  Thanks for finding that!  I'm going to look into Mod Medicine Patch and see if I can get anything to happen.

Quote from: ptx on October 16, 2017, 11:21:24 PM
So, I added a single mod to my game, this excellent mod of yours.

How it interacts with Mod Medicine Patch...

Thanks!  Not sure about that mod.  I'll download it and mess around a bit with it and see if I can find anything. 
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: larSyn on October 17, 2017, 08:48:05 PM
Smokeleaf Industry
Updated to v1.4

Changelog:
-Fixed Hempoline being mineable.  (thanks ptx and Kori)
-Fixed total stone block count being used for hempcrete blocks.
-Fixed Edibles addiction bug.  (thanks Vlad0mi3r)
-Fixed Crafting Spot recipes.
-Adjusted Terrain costs/workToBuild.
-Added new Terrain type. Hempcrete Plate (requires Industrial Smokeleaf Processing)
-Added new Facility type for trimming stations (including the Drug Lab).  Trimming Tools  (requires Industrial Smokeleaf Cultivation)
-Added Hemp Milk.  Added to any recipe requiring Milk.  (requires Industrial Smokeleaf Processing)
-Added new edible. Nutrileaf Bar  (requires Industrial Smokeleaf Processing)
-Smokeleaf Butter and Hemp Milk require refrigeration.
-10x Trimming recipe re-added to Cultivation Bench.
-Added 2 new traits:
    Stoner - Resistant to effects of addiction.
    Smokeleaf Farmer - Growing and workSpeed boost.




Smokeleaf Industry-Vegetable Garden Patch
Updated to v1.1

Changelog:
-Added all VG Fruits to the NutriLeaf Bar recipe.
-Added SI Hemp Milk to all VG milk using recipes (ie: cheese, ice cream, etc.)
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: DiamondBorne on October 17, 2017, 11:31:48 PM
Quote from: ptx on October 16, 2017, 11:21:24 PM
How it interacts with Mod Medicine Patch:
(http://i.imgur.com/orwOfYq.jpg)
It still functions as intended. Not a game breaker.

Confirmed graphic glitch, i have this UI offset too after i added the SI-VG patch. Before, all med pics will simply get shrinked down to a tiny bits.
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: larSyn on October 18, 2017, 12:29:41 PM
Quote from: ptx on October 16, 2017, 11:21:24 PM
How it interacts with Mod Medicine Patch:

It still functions as intended. Not a game breaker.

Quote from: DiamondBorne on October 17, 2017, 11:31:48 PM
Confirmed graphic glitch, i have this UI offset too after i added the SI-VG patch. Before, all med pics will simply get shrinked down to a tiny bits.

I'm gonna look into this tonight.   Not sure why it would do this... the patch doesn't touch any medicine defs or anything UI related.  Couple questions though.  Where in your mod order are you placing the Mod Medicine Patch?  And what, if any, other mods are you using?  Just asking so I can try and replicate this.
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: Grugsy on October 18, 2017, 05:13:11 PM
Wanted to chime in on the Mod Medicine Patch issue. It is working perfectly for me along with roughly 30 other mods including VG and SI. I have it nearly last in my load order, below anything adding medicines to the game.
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: Kori on October 18, 2017, 08:08:52 PM

Very good update, larSyn!

Quote from: Grugsy on October 18, 2017, 05:13:11 PM
Wanted to chime in on the Mod Medicine Patch issue. It is working perfectly for me along with roughly 30 other mods including VG and SI. I have it nearly last in my load order, below anything adding medicines to the game.

I also have it near the end of my load order in the following order:
VG
SI
VG-SI-Patch

No problems with the icons.
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: larSyn on October 18, 2017, 10:56:34 PM
Smokeleaf Industry
Updated to v1.4b

Changelog:

-Fixed Infused Meal parent name error.




Sorry for the quick patch everyone.  Steam users found a potential bug and it led to me finding this error.  Had to be patched right away as it could cause the game to freeze... glad you liked the update otherwise!

As for the Mod Medicine Patch, I couldn't replicate the graphic error either.  I placed it before and after VG, SI, and the patch and it worked every time.  I did notice this error, however: 

(https://i.imgur.com/PNNYXT5.jpg)

It may be something for the Mod Medicine author to look into. 
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: Vlad0mi3r on October 19, 2017, 08:41:52 AM
So I have made a base using this mod "Let me show you it's features".

Main Base
https://i.imgur.com/WVYmlZv.png

Paddock and back of house
https://i.imgur.com/FSxFSsC.png

Defensive line
https://i.imgur.com/T8gns8t.png

Medical Bay
https://i.imgur.com/2jWumtb.png

Kitchen area
https://i.imgur.com/dmZOiPD.png

Yes I have some other mods running but all walls and floors are Hemp based, as is all clothing. I am going to carry this base forward until A18.

FYI Randy Random Rough, Permadeath.
Title: Re: [A17] Smokeleaf Industry v1.3b (Vegetable Garden Patch Released!)
Post by: BlackViperMWG on October 19, 2017, 08:44:45 AM
Quote from: larSyn on October 09, 2017, 04:39:03 PM
Quote from: BlackViperMWG on October 09, 2017, 04:21:33 PM
So how do I process smokeleaf into leaves and seeds without having electricity? On crafting spot?

Yup.  I made the mod compatible with a tribal start, so the early recipes are back on the crafting spot.  They are a bit more expensive than the same recipes once you have researched Electricity/Drug Production.

So I probably have wrong mod order, because my crafting spots are not offering anything with smokeleaf, even if I have researched Industrial Smokeleaf production and processing or how is that called.
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: larSyn on October 19, 2017, 09:41:40 AM
Quote from: Vlad0mi3r on October 19, 2017, 08:41:52 AM
So I have made a base using this mod "Let me show you it's features".

Awesome!   Love the base!  And seeing all those pretty green hemp products!  I'm a cave dweller in my games mostly, so it's cool for me to see an open base with all that stuff in it. 

I like the Zen Garden area, too.  That's a great mod.  There aren't enough decorative mods like it.  I have something similar planned, if I ever get the time to do it (currently have 3 more mods in varying states of completeness.  So much Photoshop, so little time...).   

Thanks for the screenshots!  It's really cool to see people enjoying my mod.




Quote from: BlackViperMWG on October 19, 2017, 08:44:45 AM
So I probably have wrong mod order, because my crafting spots are not offering anything with smokeleaf, even if I have researched Industrial Smokeleaf production and processing or how is that called.

Have you updated to the latest version?  The change back to the Crafting Spot was made in v1.3, so if you have an earlier version, everything would still be done at a Drug Lab.
Title: Re: [A17] Smokeleaf Industry v1.4 (Vegetable Garden Patch Released!)
Post by: Vlad0mi3r on October 21, 2017, 03:36:40 AM
Thanks, I am really enjoying it. I think you have balanced things in a very vanilla way. Looking forward to any new stuff you might bring out.

Keep up the excellent work  :) :)
Title: Re: [B18] Smokeleaf Industry v1.5
Post by: Morrigi on November 20, 2017, 02:55:50 PM
Is an A17 version still available somewhere?
Title: Re: [B18] Smokeleaf Industry v1.5
Post by: larSyn on November 20, 2017, 03:53:57 PM
Quote from: Morrigi on November 20, 2017, 02:55:50 PM
Is an A17 version still available somewhere?

Yep.  Click on the Github link in the OP.  Click the "Releases" tab on Github and scroll down a bit.  The last A17 release is v1.4b. 
Title: Re: [B18] Smokeleaf Industry v1.5
Post by: larSyn on November 20, 2017, 05:34:21 PM
Smokeleaf Industry
Updated to B18-v1.5

See OP for details.

I also spruced up the OP with a few images instead of the massive list of additions.  Hope you guys like it.  Also, ignore the "Hempcrete Random" floor for now, that will be added in the next update...  It's been added in v1.6.
Title: Re: [B18] Smokeleaf Industry v1.5
Post by: larSyn on November 29, 2017, 10:21:54 PM
Smokeleaf Industry
Updated to B18-v1.6

See OP for details.

Lots of tweaks, fixes and a few new additions.

Title: Re: [B18] Smokeleaf Industry v1.5
Post by: Questops on December 01, 2017, 06:55:56 AM
Xens' aliens, Jec's Starwars Force/lightsabers, Smokeleaf Industry..

My colony is starting to look a lot like a daycare for adult nerds. Sweet!

Fantastic art by the way, the best I've seen on this scale.
Title: Re: [B18] Smokeleaf Industry v1.5
Post by: larSyn on December 01, 2017, 10:12:11 AM
Quote from: Questops on December 01, 2017, 06:55:56 AM
Xens' aliens, Jec's Starwars Force/lightsabers, Smokeleaf Industry..

My colony is starting to look a lot like a daycare for adult nerds. Sweet!

Fantastic art by the way, the best I've seen on this scale.

Thanks!  Glad you like it!
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: RyanRim on December 02, 2017, 05:10:55 AM
After shooting zeds in GoT world, it surely is relaxing to do drug trafficking now. 5/5 mod.
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: Ozymandias on December 02, 2017, 11:10:46 PM
In-game nothing from SI appears. The SI tab is blank, despite having researched several initial techs. I have Vegetable Garden installed, but I don't how to install the patch you have included in the zip. SI loads after VG.

Never mind, I may have reacted prematurely. I'm seeing some of the products mentioned here and there. I guess the tab itself isn't utilized until further down the tree.
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: RyanRim on December 03, 2017, 03:33:03 AM
Quote from: Ozymandias on December 02, 2017, 11:10:46 PM
In-game nothing from SI appears. The SI tab is blank, despite having researched several initial techs. I have Vegetable Garden installed, but I don't how to install the patch you have included in the zip. SI loads after VG.

Never mind, I may have reacted prematurely. I'm seeing some of the products mentioned here and there. I guess the tab itself isn't utilized until further down the tree.

You will can get the extraction table and lamp from second research from main yes. Very much more useful than trimming at crafting spot.
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: larSyn on December 03, 2017, 10:03:28 AM
Quote from: RyanRim on December 02, 2017, 05:10:55 AM
After shooting zeds in GoT world, it surely is relaxing to do drug trafficking now. 5/5 mod.

:)

Quote from: Ozymandias on December 02, 2017, 11:10:46 PMNever mind, I may have reacted prematurely. I'm seeing some of the products mentioned here and there. I guess the tab itself isn't utilized until further down the tree.

Yeah the tab doesn't really fill up until most of the stuff is researched.  I could have added the floors to it too, but it seemed better to leave them where they are.  And I have at least one more thing I want to add to it (I'm sure I'll think of more too). 

As for the VG stuff, the patch will work if you have VG installed automatically.  If not, all the VG patches get ignored.  This is all thanks to Nightinggale's ModCheck.  Super useful tool.  And the various recipes for SI stuff added to VG benches were placed where they made the most sense (ie. Brownies and Cookies get baked in the Oven. Candy, smoothies, and de-energy drink are made at the Sweets Table.  Fabric at the Loom, etc...)  I wanted to make as much use of VG as possible, including the benches.  The changelogs list all the changes and where to make things.  Maybe I'll make a graphic explaining those changes at some point.

Quote from: RyanRim on December 03, 2017, 03:33:03 AMVery much more useful than trimming at crafting spot.

And trimming gets faster and better returns as you progress.   
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: RyanRim on December 04, 2017, 07:44:05 AM
Quote from: larSyn on December 03, 2017, 10:03:28 AM

Quote from: RyanRim on December 03, 2017, 03:33:03 AMVery much more useful than trimming at crafting spot.

And trimming gets faster and better returns as you progress.

Yea but bugs me that you cant make hash without high enough crafting skill (same for the big bulk trimming). For the start of my colony I never use EdB so I always end up with bad crafting pawns. Then I gave some gun projects to two of my pawns with 7 crafting skill and now I have half the colony working on the production. I try to stop my own colony from smoking the joints too much, but I got lots of addicts so yea. I have a messed up industry.
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: larSyn on December 05, 2017, 07:33:53 AM
Quote from: RyanRim on December 04, 2017, 07:44:05 AMYea but bugs me that you cant make hash without high enough crafting skill (same for the big bulk trimming). --- I have a messed up industry.

I'll take a look into the crafting requirements.  I wanted things to progress with your pawns abilities, but if that isn't working so well, I may try and re-balance them.  If I change anything it'll be in the next update.  Thanks for the feedback!
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: RyanRim on December 05, 2017, 08:46:17 AM
Quote from: larSyn on December 05, 2017, 07:33:53 AM
Quote from: RyanRim on December 04, 2017, 07:44:05 AMYea but bugs me that you cant make hash without high enough crafting skill (same for the big bulk trimming). --- I have a messed up industry.

I'll take a look into the crafting requirements.  I wanted things to progress with your pawns abilities, but if that isn't working so well, I may try and re-balance them.  If I change anything it'll be in the next update.  Thanks for the feedback!

I wouldnt be so SMOKED about this if the the mod would enROLL a skill improvement for pawns when they trim the plants. For me they dont imrpove crafting skill, maybe its a bug, cause sometimes they also dont use seed amount correctly when making milk etc.

Excuse me for them puns :p
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: larSyn on December 05, 2017, 09:30:25 AM
Quote from: RyanRim on December 05, 2017, 08:46:17 AMI wouldnt be so SMOKED about this if the the mod would enROLL a skill improvement for pawns when they trim the plants. For me they dont imrpove crafting skill, maybe its a bug, cause sometimes they also dont use seed amount correctly when making milk etc.

Excuse me for them puns :p

Consider it done.  That's something that should have been happening anyway.  Never seen the seed thing myself...I'll look into that too.  Again, thanks for the feedback!  And the puns weren't bad.   :)

I'm getting to a point where an update is going to be ready, so keep an eye for it in the next few days.  Mostly bug fixes, balancing, and adding support for Architect Icons and Mod Sync Ninja.  Oh and all the patches have been re-written to be as fast as posssible for now, thanks to Nightinggale's tests.  And maybe one new item....
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: Crow_T on December 05, 2017, 06:51:05 PM
I've been a bit hesitant to try this mod because of the hugeness of it, but I gotta admit it's pretty damn intriguing... Looks like I'm starting a new colony when this update drops  ;D
Title: Re: [B18] Smokeleaf Industry v1.6
Post by: SpaceDorf on December 06, 2017, 12:58:03 PM
This mod really bakes the cake  ;D
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: larSyn on December 07, 2017, 05:08:19 PM
Smokeleaf Industry
Updated to B18-v1.7

See OP for details.

Quote from: Crow_T on December 05, 2017, 06:51:05 PM
I've been a bit hesitant to try this mod because of the hugeness of it, but I gotta admit it's pretty damn intriguing... Looks like I'm starting a new colony when this update drops  ;D

It's a bit on the big side, but I think it makes sense as you play through it.  Think of it as an EPOE for smokeleaf...lol.  Hope you like it!  And I'm always open to feedback.

Quote from: SpaceDorf on December 06, 2017, 12:58:03 PM
This mod really bakes the cake  ;D

:)
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Crow_T on December 07, 2017, 05:41:19 PM
Very cool, I was just on your Github page today checking out the new commits- I look forward to replacing my Flake biz with something less skeevy haha
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: RyanRim on December 08, 2017, 09:38:16 AM
The update rocks, thank you so much, but I guess cause of the stat edits and skill gains its not compatible midgame? Well it would be but I have like 3 acres of land under smokeleaf and its warehouses  ;D
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: kaptain_kavern on December 08, 2017, 10:58:52 AM
w00t, having my name in changelog I feel compelled to use your mod now ;-D

Not that I have to be forced that much for anything smokeleaf related though ;-D
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: JinxVanAshke on December 08, 2017, 11:54:20 AM
I greatly thank you for this mod as it is the first mod to actually make my wife watch me play this game, both of us being in the industry it was highly entertaining to see. The art is bang on though if do kind of wish the art on the growing Smokeleaf had a bit more variety of looks for strains (100% a personal thing on my part.) My wife actually runs the machine room and the triminator looks super similar to yours though hers is smaller and for bucked smokeleaf and yours is one that you feed the entire plant into.

I had a few suggestions/questions but on further pondering, they would all be to keep the complexity down. (A small for example. There is a marked difference between machine trimmed Smokeleaf and Hand trimmed Smokeleaf. In the current economy where I live it is a difference of 4-6 dollars a gram vs 12-15 dollars a gram. Machine trim also is more likely to be used for cooking and extraction. I can see why you would not include such a thing though it would be cool to me.)
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Sliderpro on December 08, 2017, 04:34:31 PM
I think I might get arrested in Russia for downloading something like that lmao
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: larSyn on December 08, 2017, 07:32:16 PM
Quote from: Crow_T on December 07, 2017, 05:41:19 PM
Very cool, I was just on your Github page today checking out the new commits- I look forward to replacing my Flake biz with something less skeevy haha

;D  haha good luck with your business ventures!

Quote from: RyanRim on December 08, 2017, 09:38:16 AM
The update rocks, thank you so much, but I guess cause of the stat edits and skill gains its not compatible midgame? Well it would be but I have like 3 acres of land under smokeleaf and its warehouses  ;D

No problem.  Took a while to get the skill stats working somewhat fairly and some things couldn't be adjusted (single drug recipes).  There may be more tweaking in the future.  The biggest help is having your materials close to your benches and bulk recipes.  Even at a moderate distance, the vanilla skill degradation would negate the gains before the pawns got back to the bench...  And it should have worked mid-game.  I didn't have problems with my test colony, but if you did, sorry about that.  :(

Quote from: kaptain_kavern on December 08, 2017, 10:58:52 AM
w00t, having my name in changelog I feel compelled to use your mod now ;-D

Not that I have to be forced that much for anything smokeleaf related though ;-D

Thanks for your testing and examples!  Between you and Nightinggale, I'm learning a lot lately.  If you happen to take a look at my patches, feel free to let me know if there are any ways to improve.  Hope you like the mod!

Quote from: Sliderpro on December 08, 2017, 04:34:31 PM
I think I might get arrested in Russia for downloading something like that lmao

:o  be careful!

Quote from: JinxVanAshke on December 08, 2017, 11:54:20 AM
I greatly thank you for this mod as it is the first mod to actually make my wife watch me play this game, both of us being in the industry it was highly entertaining to see. The art is bang on though if do kind of wish the art on the growing Smokeleaf had a bit more variety of looks for strains (100% a personal thing on my part.) My wife actually runs the machine room and the triminator looks super similar to yours though hers is smaller and for bucked smokeleaf and yours is one that you feed the entire plant into.

I had a few suggestions/questions but on further pondering, they would all be to keep the complexity down. (A small for example. There is a marked difference between machine trimmed Smokeleaf and Hand trimmed Smokeleaf. In the current economy where I live it is a difference of 4-6 dollars a gram vs 12-15 dollars a gram. Machine trim also is more likely to be used for cooking and extraction. I can see why you would not include such a thing though it would be cool to me.)

I was hoping someone who actually worked in the industry would see this!  I used my local dispensary as reference for everything in the mod, and the small triminator  (https://www.google.com/search?q=triminator&safe=off&client=firefox-b-1&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjH_oWY0PvXAhVC7SYKHToIARsQ_AUIDCgD&biw=1920&bih=1017&dpr=1.33#imgrc=OLlKgTo07QakCM:)was the inspiration for the autotrimmer!  ;D  I just wanted something big and bulky for the game.  And, yeah, I know the machine trim is worse, but I thought, for gameplay reasons, having the big honkin machine produce more was more fun. 

As for strains, I have artwork for 3 done.  I've been meaning to replace the vanilla plant with one for awhile now, so thank you for reminding me, it's on the list now.  My original plan was to have 3 strains (indica, sativa, and a hybrid), but it seemed like it would be a bit too much stuff and, for people who aren't already familiar with them, confusing.  The idea has been floating around in my head still, and I think I may make a separate add-on for the other strains for people who might want to use it. 

Really happy to hear you and the Mrs. enjoyed the mod!  Feel free to leave suggestions anytime!
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Vlad0mi3r on December 08, 2017, 09:47:06 PM
Because this Mod is so big and awesome by the way. Having extra bits as add-on's is not the worst Idea.

Like the food side of things I just don't get into. Everything else I use.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: JinxVanAshke on December 09, 2017, 03:49:14 PM
What I would love to see and it would give a reason to still Trim at the small table is that you have the option to produce 2 kinds of Buds. Top Shelf buds would only be available from hand trimming and what is known as B-Grade would only be available from the large machine. You would, of course, have the option to do a rougher quicker B-grade trim at the Hand Table. But, I would not give the large machine the option to make Top Shelf myself. The Top Shelf would be the preferred directly consumed smokeleaf buds and the B-Grade the one made into concentrates and edibles.

This is probably another level of work that is unnecessary other than a cosmetic level. Though the Top Shelf could be more potent etc.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: RyanRim on December 10, 2017, 03:31:22 AM
I agree with Jinx, but while we think on actual weed, there are many types, some real harmful, some medical. Maybe then through crafting we should have option to first produce the crappy drug that kills you through smoking it with sugar, and then you advance.

But great thanks larsyn, new version worked fine and crafting is working well now :)
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Canute on December 10, 2017, 03:36:15 AM
Toxic buildup while smoking cheap joints ?
Don't you think an addiction isn't enough ? Maybe increase the chance for addicted for crude made joints, while further refined smokeleaf got a lowered chance.


Title: Re: [B18] Smokeleaf Industry v1.7
Post by: kaptain_kavern on December 10, 2017, 05:29:34 AM
Quote from: larSyn on December 08, 2017, 07:32:16 PM
Quote from: kaptain_kavern on December 08, 2017, 10:58:52 AM
w00t, having my name in changelog I feel compelled to use your mod now ;-D

Not that I have to be forced that much for anything smokeleaf related though ;-D

Thanks for your testing and examples!  Between you and Nightinggale, I'm learning a lot lately.  If you happen to take a look at my patches, feel free to let me know if there are any ways to improve.  Hope you like the mod!
First, yeah I do like the mod.
I suppose you wasn't there back then, but around A8 I happened to participate, dev'ed, translated and then maintained the first Marijuana mod. Smokeleaf wasn't even in the game, joints were retextured / renamed beers lol.

Anyway, I like how your mod already feels complete. Very subjective but I particularly like the fact that it seems you have explored everything possible to do around one single concept/idea to the max. This means I can't wait to see your next projects now that you had fun exploring several concepts, codewise. Keep up the good work, please ;-)

About patches, you may be pleased to know that I learned my ModCheck 101 just by reading yours :-D (I mean the doc was OK but I really prefer a practical example). So thank you too  8)
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: larSyn on December 12, 2017, 12:08:20 PM
Quote from: Vlad0mi3r on December 08, 2017, 09:47:06 PM
Because this Mod is so big and awesome by the way. Having extra bits as add-on's is not the worst Idea.

Like the food side of things I just don't get into. Everything else I use.

Yeah, going forward any "major" additions will be add-ons (like the strains, I may add some more things here and there to the main mod, like the devilsleaf).  There is one thing I can't seem to get to work right, and while it's not a huge deal to me, I'd still like to get it in there.  The mod feels mostly complete to me now.  Most new changes will be tweaks and working in any new mechanics added by Tynan.  I kinda want smoking to have a possibility of giving a pawn art inspiration, but I'm still looking into how to do it.

Quote from: JinxVanAshke on December 09, 2017, 03:49:14 PM
What I would love to see and it would give a reason to still Trim at the small table is that you have the option to produce 2 kinds of Buds. Top Shelf buds would only be available from hand trimming and what is known as B-Grade would only be available from the large machine. You would, of course, have the option to do a rougher quicker B-grade trim at the Hand Table. But, I would not give the large machine the option to make Top Shelf myself. The Top Shelf would be the preferred directly consumed smokeleaf buds and the B-Grade the one made into concentrates and edibles.

This is probably another level of work that is unnecessary other than a cosmetic level. Though the Top Shelf could be more potent etc.

The top shelf bud is a cool idea, but it would require a whole second tier of the drugs and the stronger effects could be detrimental.  I had to fiddle a lot with them all ready so the distillate, CHO, edibles etc didn't just knock pawns out left and right, while still feeling like they were a step up.  Anything stronger might make pawns useless as the conscious/moving/manipulation stats would end up being driven way down.  (This is why I still want to do strains.  Smokeleaf could be considered the indica with it's calming/slowing effects.  The sativa would go slightly the other way, and pump pawns up a little.  I think I would have to add a "coming down" hediff to offset the buffs though.  The hybrid would be in the middle.)  I do agree that there should still be a reason to use the small benches for trimming, though.  Perhaps just having them produce more as well once Advanced Processing is researched would work.  It would just be on a smaller scale than the autotrimmer.  And, maybe the autotrimmer gets nerfed to just be a mass trimming machine without the better yields, which will be more accurate to real life like you mentioned.  I'll ponder this... and would appreciate any other ideas/feedback.

Quote from: RyanRim on December 10, 2017, 03:31:22 AM
I agree with Jinx, but while we think on actual weed, there are many types, some real harmful, some medical. Maybe then through crafting we should have option to first produce the crappy drug that kills you through smoking it with sugar, and then you advance.

But great thanks larsyn, new version worked fine and crafting is working well now :)

You're welcome!   :)

Quote from: Canute on December 10, 2017, 03:36:15 AM
Maybe increase the chance for addicted for crude made joints, while further refined smokeleaf got a lowered chance.

I like this.  Adding a "crude joint" would be easy enough and again this works with my whole advanced knowledge thing being better. 

Quote from: kaptain_kavern on December 10, 2017, 05:29:34 AM
First, yeah I do like the mod.
I suppose you wasn't there back then, but around A8 I happened to participate, dev'ed, translated and then maintained the first Marijuana mod. Smokeleaf wasn't even in the game, joints were retextured / renamed beers lol.

Anyway, I like how your mod already feels complete. Very subjective but I particularly like the fact that it seems you have explored everything possible to do around one single concept/idea to the max. This means I can't wait to see your next projects now that you had fun exploring several concepts, codewise. Keep up the good work, please ;-)

About patches, you may be pleased to know that I learned my ModCheck 101 just by reading yours :-D (I mean the doc was OK but I really prefer a practical example). So thank you too  8)

Nope, I wasn't.  I started playing in A15 after eyeballing this game for a looong time.  I regret I didn't buy it sooner.  Definitely in my top five games of all time now.   

Thanks for the compliments!  That was part of my goal to make something that felt complete and useful.  I did use this as a learning process as you can tell.  There have been some major changes to the code as I went along and so far I haven't broken too many saves.  ::)   Now, I have to learn some C#...too many things I want to do would need it.  And, I'll do my best to put out some more quality mods. I have a couple started, but, the artwork is taking a while for each of them (wall atlases are a pain...), and I bounce back and forth between them, but they'll be out sooner or later. 

8)  That's awesome.  I'm glad I was able to help someone after all the help I got.  ModCheck is great.  Nightinggale came up with a really good tool that puts the vanilla mod checking implementation to shame, it's so much easier.  And yeah I prefer practical examples too.  I've been trying to figure out what I could do with your example from Campfires Can Cremate.  I'm still learning more about xpathing, and I'm not sure what I can do with all of it, like the Attribute Set operation. 
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Canute on December 31, 2017, 05:15:43 AM
Hi,
does anyone used the lotion so far and know how effectiv it is to remove scars ?
I applied it serveral times now on someone with 4 scars and no effect.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: larSyn on December 31, 2017, 01:59:53 PM
Quote from: Canute on December 31, 2017, 05:15:43 AM
Hi,
does anyone used the lotion so far and know how effectiv it is to remove scars ?
I applied it serveral times now on someone with 4 scars and no effect.

It works using the vanilla mechanic from Luciferium.  If I remember right, randomly every 15-30 days the game tries to heal the wound.  It's a random chance if it heals it as well.  So, you could go a long time without something being healed, or you could get lucky and it heals (relatively) quickly.  I've been trying to get an assembly working to shorten the length of time for the chance, but so far I haven't been able to get it to work...but I'll keep trying til I get it.  Got it working.  It'll be in the next update.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Vlad0mi3r on January 05, 2018, 09:28:59 AM
Ok so I set someone to make chemfuel out of smokleaf seeds. I couldn't get them to make chemfuel for just the seals themselves and had to add hemp flour to get them to even start doing it.

They wold carry 1 seed at a time until they had 5 at the refinery then go and get 35 hemp flour. Then they would make the chemfuel.

This just doesn't seam to be working properly. I should be able to just use seeds to make chemfuel. They should be able to carry more than 1 seed at a time.

Yes I know I should be using hempoline but I have built lots of chemfuel generators due to my love of boomalopes and I don't want to dismantle them.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Canute on January 05, 2018, 09:58:52 AM
QuoteOk so I set someone to make chemfuel out of smokleaf seeds.
I think the problem is here, there is only 1 recipe to create chemfuel out of smokleaf seeds "Make chemfuel out of organics".
But these recipe need 3.5 nutri but smokleaf seeds don't have any nutri.
So basicly they shouldn't be used for this recipe.
The 35 hemp flour just got the nessesary 3.5 nutri which are needed for the recipe.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: larSyn on January 08, 2018, 09:32:10 AM
Quote from: Vlad0mi3r on January 05, 2018, 09:28:59 AM
Ok so I set someone to make chemfuel out of smokleaf seeds. I couldn't get them to make chemfuel for just the seals themselves and had to add hemp flour to get them to even start doing it.

Quote from: Canute on January 05, 2018, 09:58:52 AM
QuoteOk so I set someone to make chemfuel out of smokleaf seeds.
I think the problem is here, there is only 1 recipe to create chemfuel out of smokleaf seeds "Make chemfuel out of organics".

Canute is correct.  However, I had never noticed that the seeds, fibers, and buds were listed as ingredients for the Chemfuel.  I am changing it so they can be used for Chemfuel in the same way that Hay used to be able to be used.  It adds another use for all of them and right now I think that works well.  (I know some people end up swimming in bud, seeds and fiber towards mid-late game.)  Pawns won't be able to eat the stuff but they will be able to be used in recipes needing nutrients.  Thanks for finding this!

New update in the next day or two as well! 
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: RyanRim on January 08, 2018, 10:09:35 AM
Quote from: larSyn on January 08, 2018, 09:32:10 AM
Canute is correct.  However, I had never noticed that the seeds, fibers, and buds were listed as ingredients for the Chemfuel.  I am changing it so they can be used for Chemfuel in the same way that Hay used to be able to be used.  It adds another use for all of them and right now I think that works well.  (I know some people end up swimming in bud, seeds and fiber towards mid-late game.)  Pawns won't be able to eat the stuff but they will be able to be used in recipes needing nutrients.  Thanks for finding this!

New update in the next day or two as well!

Thanks, I have around 300 seeds unused, although I force my pawns to keep making the milk out of them. But as much as I have unused smokeleaf in the warehouse, 50 something joints and hash I make per day is all used up so quickly. RimWorld with Smokeleaf industry - How to manage an addict colony
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Canute on January 08, 2018, 10:48:53 AM
At he policy i set that pawn's only use them when their mood is below 35 but not for joy.
Beside chemical fascinated pawn, i don't get a problem with addictions.

Title: Re: [B18] Smokeleaf Industry v1.7
Post by: GrimTrigger on January 13, 2018, 11:45:52 AM
There appears to be no place to store infused meals.  It doesnt show up in stockpile lists.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Harry_Dicks on January 13, 2018, 12:50:34 PM
Quote from: GrimTrigger on January 13, 2018, 11:45:52 AM
There appears to be no place to store infused meals.  It doesnt show up in stockpile lists.

Have you tried using the search function from RimWorld Search Agency, to make sure it isn't under a different category than what you looked?
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: GrimTrigger on January 13, 2018, 02:42:51 PM
Quote from: Harry_Dicks on January 13, 2018, 12:50:34 PM
Quote from: GrimTrigger on January 13, 2018, 11:45:52 AM
There appears to be no place to store infused meals.  It doesnt show up in stockpile lists.

Have you tried using the search function from RimWorld Search Agency, to make sure it isn't under a different category than what you looked?

I created a new stockpile and allowed everything.  Fairly confident that would cover it.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Canute on January 13, 2018, 03:03:23 PM
GrimTrigger is right Infused meal don't appear at any category.
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: larSyn on January 15, 2018, 11:29:12 AM
Yeah...I missed the category for Infused Meals.  I'm getting an update together and that amongst other things will be fixed.  Plus a few new features and a crapload of rebalancing.  I should have it up tonight, or tomorrow at the latest. 
Title: Re: [B18] Smokeleaf Industry v1.7
Post by: Madman666 on January 16, 2018, 02:49:05 AM
Damn, how I wish you could 100% replace steel with hemp biocomposite somehow with some advanced research. Or maybe synthesize steel from it... Either way this mod is really fun to play with)
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: larSyn on January 16, 2018, 09:39:58 PM
Smokeleaf Industry
Updated to B18-v1.8a

See OP for changelog.

*Note: If you have a Crafting Spot that has a bill for joints, you will need to deconstruct and rebuild it.
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Harry_Dicks on January 16, 2018, 10:59:02 PM
Quote from: larSyn on January 16, 2018, 09:39:58 PM
Smokeleaf Industry
Updated to B18-v1.8a

See OP for changelog.

*Note: If you have a Crafting Spot that has a bill for joints, you will need to deconstruct and rebuild it.

Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops  :P
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Madman666 on January 17, 2018, 12:59:56 AM
Quote from: Harry_Dicks on January 16, 2018, 10:59:02 PM
Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops  :P

Please, no?! You might wanna more furniture to have fun with, but think about people who have several big mods enabled like VG? My bases are pornographically huge as a result of having just too damn many workbenches everywhere. If you didn't notice there is a lot of those benches in there already. Just go get couple more mods and ludeonicrous sized maps will seem a bit tight...
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Harry_Dicks on January 17, 2018, 01:55:14 AM
Quote from: Madman666 on January 17, 2018, 12:59:56 AM
Quote from: Harry_Dicks on January 16, 2018, 10:59:02 PM
Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops  :P

Please, no?! You might wanna more furniture to have fun with, but think about people who have several big mods enabled like VG? My bases are pornographically huge as a result of having just too damn many workbenches everywhere. If you didn't notice there is a lot of those benches in there already. Just go get couple more mods and ludeonicrous sized maps will seem a bit tight...

I was running around 320, I've trimmed it down to 196 now. So yes, I know all about a crap ton of workshops, but I want more! ;D Also, that doesn't mean I want variety just for variety, as I feel that's what mods like VG kinda do, so I don't play with them. Not to knock it or anything, great mod with lots of work that went into it I'm sure. It's just not for me, though. Also not a fan of bulk recipes, and won't usually use them if I ever have the option, or I'll just remove them entirely myself.
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Madman666 on January 17, 2018, 02:29:44 AM
Quote from: Harry_Dicks on January 17, 2018, 01:55:14 AM
I was running around 320, I've trimmed it down to 196 now. So yes, I know all about a crap ton of workshops, but I want more! ;D Also, that doesn't mean I want variety just for variety, as I feel that's what mods like VG kinda do, so I don't play with them. Not to knock it or anything, great mod with lots of work that went into it I'm sure. It's just not for me, though. Also not a fan of bulk recipes, and won't usually use them if I ever have the option, or I'll just remove them entirely myself.

Well, as I said, please think about other people as well. Not everyone has a CPU that can support ludeonicrous maps with playable FPS (luckily i have). And having crapton of workbenches inevitably leads to using ludeonicrous maps (otherwise there just won't be any space left for wildlife to spawn). Not to mention, that more tables means more bills. And more bills means more pawn checking on those bills on a regular basis, which negatively affects FPS even on high end CPUs. And you want to have even more benches in a mod that already has 3. So... please, no? Honestly, just find another 50 or so mods and there will be plenty more workbenches to quench your unsatiable thirst for them))

Also, I am kind of curious how exactly you made 320 mods work without conflicting, terrible FPS or memory crashes (i am assuming you play on Windows, from your previous posts). Would be quite interesting to see your modlist.
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Harry_Dicks on January 17, 2018, 02:46:15 AM
Quote from: Madman666 on January 17, 2018, 02:29:44 AM
Also, I am kind of curious how exactly you made 320 mods work without conflicting, terrible FPS or memory crashes (i am assuming you play on Windows, from your previous posts). Would be quite interesting to see your modlist.

Many, many days playing around with load orders, and tracking down incompatibilities, and never fixed it completely. Couldn't play past speed one after certain points. Some of them are just a lot of little mods that just add a one or a few things, too. Memory was an issue if I had to reload the game, but I plan on getting Linux going within hopefully the next week. So that's why over the past couple days I've been having mental battles with myself over what to cut from the list.

And about the workbenches: I just would rather have two workbenches that do 5 different bills each, than one workbench that can do 10. It's not really that much more space. Start using Mass Storage or Extended Storage, and you will have a crap ton more room in your base when 2/3 of it isn't dedicated to stockpiles.
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Madman666 on January 17, 2018, 02:53:49 AM
Quote from: Harry_Dicks on January 17, 2018, 02:46:15 AM
Many, many days playing around with load orders, and tracking down incompatibilities, and never fixed it completely. Couldn't play past speed one after certain points. Some of them are just a lot of little mods that just add a one or a few things, too. Memory was an issue if I had to reload the game, but I plan on getting Linux going within hopefully the next week. So that's why over the past couple days I've been having mental battles with myself over what to cut from the list.

Ooh, I know how that feels. GREED. But getting a Linux distro going will help massively. RW's performance feels way better on Mint or Ubuntu and there is NO memory related crashes. I've got to warn you though, as you've seen from my thread, it has a decent amount of its own quirks, you'll have to google and tamper with to get rid of and some mods might be downright incompatible with linux version of RW itself like Run and Gun. I didn't encounter any other totally incompatible mods like that one, but I am not too far in my run and a lot of content is still locked, which might be broken.

Agreed on two workbenches taking five tasks each rather than one which takes 10. But I am against 4-5 benches with 10 bills each over 3 benches 16 tasks each. 3 is optimal. 4 is overboard. 5 is like... Where do i stick all this stuff? I guess I am still fine with couple more tables if they'll be up to two tiles in size (ideally one), but most people like fullsized benches...
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: RyanRim on January 17, 2018, 07:43:56 AM
Good job with the update, thanks. This is the mod thats holding up my game :D
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Harry_Dicks on January 17, 2018, 10:14:56 AM
Quote from: Madman666 on January 17, 2018, 02:53:49 AM
Agreed on two workbenches taking five tasks each rather than one which takes 10. But I am against 4-5 benches with 10 bills each over 3 benches 16 tasks each. 3 is optimal. 4 is overboard. 5 is like... Where do i stick all this stuff? I guess I am still fine with couple more tables if they'll be up to two tiles in size (ideally one), but most people like fullsized benches...

Ok, well I also LOVE having more linkables, and I would be willing to compromise with that. I'm using More Linkables and Hi-Tech Facilities. I'm using those mods the way they come, but also making duplicate mods of them for myself, with textures ripped from other mods. For example, in my workshop I will have not only tool cabinets, but also lathes, sawmills, and other "industrial" looking linkables to boost production speed, while also looking freaking awesome!

larSyn, do you think in a future update, we could have some special linkables to your workbenches? An "Auto-Trimmer Pre-Sorter" to increase maybe 5% speed, or a "Drum Grinder" to make processing smokeleaf at tables quicker. Just my suggestion, but I'm sure you could think of way better things than me ;)
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Madman666 on January 17, 2018, 10:28:22 AM
Quote from: Harry_Dicks on January 17, 2018, 10:14:56 AM
Ok, well I also LOVE having more linkables, and I would be willing to compromise with that. I'm using More Linkables and Hi-Tech Facilities. I'm using those mods the way they come, but also making duplicate mods of them for myself, with textures ripped from other mods. For example, in my workshop I will have not only tool cabinets, but also lathes, sawmills, and other "industrial" looking linkables to boost production speed, while also looking freaking awesome!

I didn't meant those tool cabinets and linkables. I mean 1-tile sized workbenches with their own bill-list. You can make them just 1 tile in size and have them function just like regular 3 tile sized ones. That allows for much more compact workshop sizes.
Title: Re: [B18] Smokeleaf Industry v1.8a
Post by: Vlad0mi3r on January 17, 2018, 05:06:24 PM
Well for me this mod is now as complete as it can be. With the addition of hemp protein there really is nothing more that is needed to have the full hemp experience. I am sure that others will want to dig deeper and have those tweaks and add-on's but for myself you have done it LarSyn.

Thankyou for putting in the effort and know that you will always have a fan in me and when running a modded game I will always have Smokeleaf Industry as part of that mod list.  :) :D  8)
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on January 17, 2018, 10:16:43 PM
Smokeleaf Industry
Updated to B18-v1.8b

See OP for changelog.

*Note: Ceiling Lamps, Light Fixtures, and stone and wooden planters will have to be rebuilt.

Sorry for the quick update.  A conflicting Def name was found by a Steam user, and I wanted to fix it asap.  The planters were changed as a preemptive measure. 

Quote from: Harry_Dicks on January 17, 2018, 10:14:56 AM
Hell yeah dude. Keep up the great work! If I may ask one thing, do you think it is possible we may have more workbenches in the chain of production in the future? Not sure why, but I want as much variety as possible of workbenches taking up space in my workshops

larSyn, do you think in a future update, we could have some special linkables to your workbenches? An "Auto-Trimmer Pre-Sorter" to increase maybe 5% speed, or a "Drum Grinder" to make processing smokeleaf at tables quicker. Just my suggestion, but I'm sure you could think of way better things than me ;)

Thanks!

While there won't be any more workbenches, I won't rule out another facility.  I had another workbench in early versions of the mod (prerelease) and I removed it for pretty much the reasons Madman stated.  It was adding clutter for a couple recipes that were just as easily moved to the other benches.  As for the facilities, there are already the Trimming Tools, but I could add another if I think of a reasonable use for it. 

Quote from: Madman666 on January 16, 2018, 02:49:05 AM
Damn, how I wish you could 100% replace steel with hemp biocomposite somehow with some advanced research. Or maybe synthesize steel from it... Either way this mod is really fun to play with)

Thanks for playing!  I could look into patching it into some recipes as an alternative to steel, but that may be a lot of work.  It's a good idea, though, I'll check into it.

Quote from: Vlad0mi3r on January 17, 2018, 05:06:24 PM
Well for me this mod is now as complete as it can be. With the addition of hemp protein there really is nothing more that is needed to have the full hemp experience. I am sure that others will want to dig deeper and have those tweaks and add-on's but for myself you have done it LarSyn.

Thankyou for putting in the effort and know that you will always have a fan in me and when running a modded game I will always have Smokeleaf Industry as part of that mod list.  :) :D  8)

That's awesome to hear!  I'm glad you and other people are playing and enjoying the mod.  I had a ton of fun making it and learned a lot.

And, there are still a few more uses for hemp that I haven't gotten to yet...the stuff really is the plant with 50000 uses...
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 18, 2018, 12:39:34 AM
Quote from: larSyn on January 17, 2018, 10:16:43 PM
And, there are still a few more uses for hemp that I haven't gotten to yet...the stuff really is the plant with 50000 uses...

Thats really good to hear) I really like all those new recipes you added for smokeleaf. And if I could make components, turrets and other important stuff from biocomposite... Well that would be nothing short of amazing.

Also I am sure you aware of that, but your art is abolutely amazing. Those "Rim" insignias on item sprites)) Man, its so cool))
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: ajaviide on January 18, 2018, 02:44:56 AM
beautiful mod, thx!
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: zenfiero on January 18, 2018, 06:41:24 AM
First off, I want to say that this is a fantastic mod. The polish and quality is top notch. It feels and operates really great.

I have encountered one strange thing. My pawns seem to want to carry a large, possibly infinite number of delicious NutriLeaf bars, standing over or near them in the stockpile and just loading up a bit at a time until they've got dozens or hundreds.

I restarted with just this mod and dev mode to check and I saw this error:

Jack started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_4548)) , (TakeInventory (Job_4549) A=Thing_SmokeleafNutriLeaf62552) (WaitMaintainPosture (Job_4550)) , (TakeInventory (Job_4551) A=Thing_SmokeleafNutriLeaf62552) (WaitMaintainPosture (Job_4552)) , (TakeInventory (Job_4554) A=Thing_SmokeleafNutriLeaf62552) (WaitMaintainPosture (Job_4555)) , (TakeInventory (Job_4559) A=Thing_SmokeleafNutriLeaf62552) (WaitMaintainPosture (Job_4560)) , and (TakeInventory (Job_4563) A=Thing_SmokeleafNutriLeaf62552) (WaitMaintainPosture (Job_4564))  lastJobGiver=null, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on January 18, 2018, 07:45:32 AM
Quote from: Madman666 on January 18, 2018, 12:39:34 AM
Thats really good to hear) I really like all those new recipes you added for smokeleaf. And if I could make components, turrets and other important stuff from biocomposite... Well that would be nothing short of amazing.

Also I am sure you aware of that, but your art is abolutely amazing. Those "Rim" insignias on item sprites)) Man, its so cool))

I'll see what I can do about the recipes.  Once I track down everything that uses steel patching it shouldn't be that hard.  If you'd like to help, you could start a list of what uses steel and PM it to me.

Thanks!  ;D  I'm a 3D artist for work, but this is my first ever attempt at pixel art/sprites (actually I used to draw Mega Man/Mario/Link on graph paper lol).  Glad you like it!

Quote from: ajaviide on January 18, 2018, 02:44:56 AM
beautiful mod, thx!

Thanks!  :)

Quote from: zenfiero on January 18, 2018, 06:41:24 AM
First off, I want to say that this is a fantastic mod. The polish and quality is top notch. It feels and operates really great.

I have encountered one strange thing. My pawns seem to want to carry a large, possibly infinite number of delicious NutriLeaf bars, standing over or near them in the stockpile and just loading up a bit at a time until they've got dozens or hundreds.

I restarted with just this mod and dev mode to check and I saw this error:

Thanks!  Have you updated yet?  I thought I took care of that bug in v1.8a.  ::)  I was getting it too for a bit, with pawns carrying around 30-40 bars, but my pawns haven't touched the nutrileaf since I made the change.  Let me know either way please.  If it's still doing it I may just rewrite the code for them.  I'll do some tests too.

A question for everyone.  I'm working on the first add-on, a faction for SI specialized traders.  Would people prefer a cartel style faction or a hippie style one?  The cartel would be gangster style with a badass names and maybe a few vanilla friendly weapons.  The hippie's would all be pacifists and I'll do some special hippie clothing for them and give them hippie names, like Rainbow or something like that.  Either way is cool for me as I get to expand to new areas of code and art, but I'd like to get the communities feedback as to which people would prefer.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: RyanRim on January 18, 2018, 08:19:48 AM
Quote from: larSyn on January 18, 2018, 07:45:32 AM

Thanks!  Have you updated yet?  I thought I took care of that bug in v1.8a.  ::)  I was getting it too for a bit, with pawns carrying around 30-40 bars, but my pawns haven't touched the nutrileaf since I made the change.  Let me know either way please.  If it's still doing it I may just rewrite the code for them.  I'll do some tests too.

A question for everyone.  I'm working on the first add-on, a faction for SI specialized traders.  Would people prefer a cartel style faction or a hippie style one?  The cartel would be gangster style with a badass names and maybe a few vanilla friendly weapons.  The hippie's would all be pacifists and I'll do some special hippie clothing for them and give them hippie names, like Rainbow or something like that.  Either way is cool for me as I get to expand to new areas of code and art, but I'd like to get the communities feedback as to which people would prefer.

Indeed I had a problem, but actually a mod conflict with infinite storage. The pawns in my colony wont automatically handle the storages so I wondered why I havent see anyone smoke for 2 days LOL

I personally love the factions, both of them. Having a smuggler like faction myself (although tribes are more interested than pirates  ::)) would be fun to play in a world with smokeleaf moguls.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on January 18, 2018, 08:41:12 AM
Quote from: larSyn on January 18, 2018, 07:45:32 AM
A question for everyone.  I'm working on the first add-on, a faction for SI specialized traders.  Would people prefer a cartel style faction or a hippie style one?  The cartel would be gangster style with a badass names and maybe a few vanilla friendly weapons.  The hippie's would all be pacifists and I'll do some special hippie clothing for them and give them hippie names, like Rainbow or something like that.  Either way is cool for me as I get to expand to new areas of code and art, but I'd like to get the communities feedback as to which people would prefer.

I would love for nothing more than to capture some dirty hippies and keep them locked up in my dungeon. I will force them to partake in my cultist sermons, purifying their immortal soul. For here we are making preparations, preparations for our weekly sacrifice...
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 18, 2018, 09:03:35 AM
Quote from: larSyn on January 18, 2018, 07:45:32 AM
I'll see what I can do about the recipes.  Once I track down everything that uses steel patching it shouldn't be that hard.  If you'd like to help, you could start a list of what uses steel and PM it to me.

Thanks!  ;D  I'm a 3D artist for work, but this is my first ever attempt at pixel art/sprites (actually I used to draw Mega Man/Mario/Link on graph paper lol).  Glad you like it!

A question for everyone.  I'm working on the first add-on, a faction for SI specialized traders.  Would people prefer a cartel style faction or a hippie style one?

Figures, your art is too good for an amateur. If you didn't say you were 3d artist, i would definitely assume you were a pro at pixel art and 2d\pseudo3d game spriting.

As for a new faction - I think cartel\smuggler style would be damn awesome to have! I was even planning on adding something like that myself, but I just don't have any free time lately (and I suck at drawing sadly). I'll be glad to help listing all recipes for steel. Can you also consider making those recipe patches to some other big mods, that add weapons and armor? Like Medieval Times. MT has crapton of armor, traps and weapons you could craft from biocomposite with some patching... It would be beyond amazing. Rimworld is a bit lax in armor department and MT fixes it rather nicely.

Imagine this - you eat and drink smokeleaf, you use smokeleaf to get power, build with smokeleaf, wear smokeleaf, bandage and heal with smokeleaf, get high on smokeleaf and sleep on smokeleaf. And with a patch you'll be able to also shoot with smokeleaf, defend with smokeleaf and be saved by armor from smokeleaf, research with smokeleaf tech table and etc. Perfectly stoned world! (And maybe craft plasteel substitute with smokeleaf...)

It'd take crapton of work though since those mods are huge (and so much patching can eventually lead to some weird incompatibilities too, now that I think about it...). I am willing to take part in it though.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on January 18, 2018, 01:27:03 PM
Madman you keep it up and you're going to start looking like a smokeleaf.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 18, 2018, 01:32:56 PM
Why not? I can't get stoned irl, so my colonists in game might as well go all out.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on January 18, 2018, 02:31:23 PM
Quote from: Madman666 on January 18, 2018, 01:32:56 PM
Why not? I can't get stoned irl, so my colonists in game might as well go all out.

Go tell some Muslim clerics in some shithole country from the middle east that you committed adultery and I promise they will get you stoned! ;)
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 18, 2018, 02:39:41 PM
They'll run out of stones if I tell my whole life story, man, spare them the humiliation))
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on January 19, 2018, 09:59:08 AM
Quote from: Harry_Dicks on January 18, 2018, 02:31:23 PM
Go tell some Muslim clerics in some shithole country from the middle east that you committed adultery and I promise they will get you stoned! ;)

None of that in here Harry, please, let's keep it about the mod. This isn't the place for it (hint: reddit). I don't need some political debate starting up in here...hard enough to avoid IRL lately anyway.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Crow_T on January 20, 2018, 10:49:47 PM
cartel or hippie? It's a fictionalized world and your mod, go crazy with it. I think I would go for a Guy Ritchie inspired combination of both, a cartel type with some hippie-ish members perhaps. This is also pretty high-tech, what about hippie scientist/engineer pirates :P
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on January 21, 2018, 11:39:12 AM
Quote from: larSyn on January 19, 2018, 09:59:08 AM
Quote from: Harry_Dicks on January 18, 2018, 02:31:23 PM
Go tell some Muslim clerics in some shithole country from the middle east that you committed adultery and I promise they will get you stoned! ;)

None of that in here Harry, please, let's keep it about the mod. This isn't the place for it (hint: reddit). I don't need some political debate starting up in here...hard enough to avoid IRL lately anyway.

You're right, it's your mod thread. Wasn't trying to initiate a political debate, was just trying to be edgey with a fact turned into a joke. Even if this is considered a "hate fact." And I thought the "stoned" part went well with the subject of the thread, but I can see now how you disagree.I wouldn't think that a jab at Muslims is crossing the line, when we are taking a mod dedicated to everything pot, and including cartels or hippies in it. I forget how to some people Muslims are a "protected class" and they will not tolerate any criticism of them. I know OP did not say that, but this is the feeling I get whenever someone says something about it.

But that's all, I will not rant on them anymore, as per OP's request ;)
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on January 21, 2018, 05:01:34 PM
Quote from: Harry_Dicks on January 21, 2018, 11:39:12 AMBut that's all, I will not rant on them anymore, as per OP's request ;)

Don't worry about it, it's all good.  Thanks for being reasonable and understanding.  It's not that I think anyone is a protected class or any of that sjw nonsense, but there is a time and place.  And I see how you got there with the joke.  Again, thanks for being reasonable.  :) 
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Canute on January 21, 2018, 06:19:14 PM
Mod option
Simple side arms
Configuration tab Triggers
Uncheck "Melee combat autoswitch"
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 22, 2018, 02:39:35 PM
Hey there! So I completely forgot, that I promised to assemble the recipes that use steel, so you can patch them to also use biocomposite.

Most important its components!)
1) You can already use biocomposite for everything from vanilla "Structure" tab.
2) Production tab: Crematorium (20 steel and stone), hydroponics, deep drill nutrient paste dispenser, hopper, sculptor table, electric tailor bench (50 steel and some stuff), both smithies, machining table, both stoves, stonecutter's table (30 steel and some stuff), brewery (30 steel and wood), drug lab (75 steel, components, stuff), electric smelter, refinery, component assembly bench, simple research bench (30 steel and stuff)
3) Furniture tab - hospital beds (80 steel, meds, stuff),
4) "Power" tab - everything can only be made with steel: conduits, switches, wood and chemfuel generators, wind turbines, solar generators, geothermal generators and batteries.
5) "Misc" tab - orbital trade beacon, comms console, firefoam popper, moisture pump, deep scanner, long-range mineral scanner, pod launcher, transport pod, multi-analyzer, vitals monitor, tool cabine cryptosleep casket
6) "Joy" tab - tube television
7) Temperature - heater, cooler and vents
8) Ship tab - I guess that can be left alone.
9) Crafted items:
Armor vests
All weapons: assault rifle, autopistol, revolver, machine pistol, heavy smg, pump shotgun, chain shotgun, LMG, sniper rifle, incendiary launcher, minigun, charge rifle.
10) "Security" tab: turrets and mortars can be made of stuff but still need some fixed amount of steel.

Some kind of plasteel substitute or a an expensive endgame recipe for production could be nice too... Power armor out of smokeleaf)) Hope that helps, sorry I forgot about it and didn't post immediately.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on January 24, 2018, 08:18:21 AM
Quote from: Madman666 on January 22, 2018, 02:39:35 PM
Hey there! So I completely forgot, that I promised to assemble the recipes that use steel, so you can patch them to also use biocomposite.

Thanks, Madman!  Patching has begun.  Obviously, this will affect the recipes only.  The textures won't turn green or anything like they were made from "stuff".

Quote from: Madman666 on January 22, 2018, 02:39:35 PMSome kind of plasteel substitute or a an expensive endgame recipe for production could be nice too... Power armor out of smokeleaf)) Hope that helps, sorry I forgot about it and didn't post immediately.

Way ahead of you on this one.  Already working on it.  Google "Hemp Graphene" for a hint as to some of the new stuff coming.   ;)
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 24, 2018, 08:29:54 AM
Quote from: larSyn on January 24, 2018, 08:18:21 AM
Thanks, Madman!  Patching has begun.  Obviously, this will affect the recipes only.  The textures won't turn green or anything like they were made from "stuff".

No, thank you for picking that up, really. Its a crapton of repetitive work. I'll probably try to make a similar patch for Medieval Times, so that we can make even more stuff out of your biocomposite, because its damn good and actually balanced with so many production steps to take. Textures are the last thing I am worrying about. Its good enough, that I'll be able to craft components from smokeleaf!
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Vlad0mi3r on January 25, 2018, 08:44:11 PM
I am having an issue with hemp protein.

I am trying to use it as a meat replacement, Mainly using it for kibble and packaged survival meals.

The issue is everyone is eating it instead of simple meals.

It is not giving a mood debuff for eating raw food.

A suggestion would be to increase the output of protein per 75 seeds say to 10 protein and give it the raw food tag so you can stock pile it and cook with it.

I really do not want to go back to cadaver fridge where animal corpses are piled up to the roof and raw meat is slapped all over the floor.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on January 27, 2018, 08:57:48 AM
Quote from: Vlad0mi3r on January 25, 2018, 08:44:11 PM
I am having an issue with hemp protein.

I just checked the xml.  I screwed up and never changed the ParentName for the Protein.  It's set to be a meal for some reason (sloppy copy/paste job on my part...).  I'll get an update out asap.

Quote from: Madman666 on January 24, 2018, 08:29:54 AM
No, thank you for picking that up, really. Its a crapton of repetitive work. I'll probably try to make a similar patch for Medieval Times, so that we can make even more stuff out of your biocomposite, because its damn good and actually balanced with so many production steps to take. Textures are the last thing I am worrying about. Its good enough, that I'll be able to craft components from smokeleaf!

Got some good news/bad news on this. I won't be able to add the biocomposite to all the recipes.  It's because of the way cost lists work versus ingredient lists.  It's a ThingDef versus RecipeDef problem.  Basically, if it has a cost list (ThingDef) I can't have an alternative for any given ingredient, it would have to outright replace it. Alternatively, if it has an ingredient list (RecipeDef), I can do it.  So, the bad news is the buildings, benches, etc can't be changed (I'm sure it could be done with some C# voodoo, but I'm not there yet with my skills in it...).  Good news is you will definitely be able to make components out of it.  I'll keep working on the C# stuff till I get it figured out, but it probably won't be for a bit. 

Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on January 27, 2018, 01:30:24 PM
Quote from: larSyn on January 27, 2018, 08:57:48 AM
Got some good news/bad news on this. I won't be able to add the biocomposite to all the recipes.  It's because of the way cost lists work versus ingredient lists.  It's a ThingDef versus RecipeDef problem.  Basically, if it has a cost list (ThingDef) I can't have an alternative for any given ingredient, it would have to outright replace it. Alternatively, if it has an ingredient list (RecipeDef), I can do it.  So, the bad news is the buildings, benches, etc can't be changed (I'm sure it could be done with some C# voodoo, but I'm not there yet with my skills in it...).  Good news is you will definitely be able to make components out of it.  I'll keep working on the C# stuff till I get it figured out, but it probably won't be for a bit.

Got it, I suspected, that with items that offer list of materials to use it'll be easy and not so much in other cases. You still should be able to add the main steel eater - components. Even if you can't really alter its recipe to be able to choose steel or biocomposite, you can always just add an additional recipe for component assembly bench. It probably should require more biocomposite than if it was steel and a bit more work to make too, for balance purposes. Thanks for your hard work as always!:)
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: drlovesfurious on February 02, 2018, 12:48:01 AM
Does anyone know how to make the "smokeleaf Distillate"? I can't find it anywhere and i researched everything.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on February 02, 2018, 02:38:01 AM
Quote from: drlovesfurious on February 02, 2018, 12:48:01 AM
Does anyone know how to make the "smokeleaf Distillate"? I can't find it anywhere and i researched everything.

Have you tried searching for this product using the in game mod HelpTab? It should tell you everything you need to know about an item, including where to produce it. Unfortunately, I do not know off the top of my head what work station you make this with, but you can find out yourself through this method, including any issues like this you will have in the future.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Madman666 on February 02, 2018, 04:38:47 AM
^This. That mod is incredibly helpful when you play with a lot of mods new to you. I'd imagine it cuts the amount of recipe and item related questions asked on this forum at least by half if not more.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on February 02, 2018, 09:57:32 AM
Quote from: drlovesfurious on February 02, 2018, 12:48:01 AM
Does anyone know how to make the "smokeleaf Distillate"? I can't find it anywhere and i researched everything.

It's made at the Medicinals Lab.  It should unlock along with the bench after researching "Smokeleaf Pharmacology" (Electricity must also be researched).  But, Harry and Madman are right.  The Help Tab (https://ludeon.com/forums/index.php?topic=33593.0) mod is incredibly useful for finding stuff like this.  I would also suggest ResearchPal, but it has some issues.  Instead, fluffy's new Research Tree (https://ludeon.com/forums/index.php?topic=16120.0) is pretty good for knowing what research unlocks what.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on February 02, 2018, 10:08:30 AM
Quote from: larSyn on February 02, 2018, 09:57:32 AM
I would also suggest ResearchPal, but it has some issues.  Instead, fluffy's new Research Tree is pretty good for knowing what research unlocks what.

I have to interject. I tried Fluffy's updated Research Tree, and it gave me some big load times, when you are first pulling it up. But with about 170 mods running, my research screen looked like crap (sorry Fluffy!) and it was about 95% empty space. Really, go check out his thread and look at the screen caps, it isn't the best. The only thing his addition did that made me want to try it, was he added in a search function, which I needed for my overlapping tiles from ResearchPal. However, ResearchPal made an update only a few days after Fluffy made his, and it now has a search function as well, I have zero overlapping tiles, and there is no wasted space at all.

In conclusion, I would highly, highly recommend ResearchPal over Research Tree. It loads faster, has no wasted space, and is just all around a better mod in my opinion, now that is has been updated. However, every other one of Fluffy's mod is an absolute must have for me, and I would recommend all of them! The only one of his I don't use is the Birds & Bees ::)
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on February 02, 2018, 10:21:36 AM
Quote from: Harry_Dicks on February 02, 2018, 10:08:30 AM
Quote from: larSyn on February 02, 2018, 09:57:32 AM
I would also suggest ResearchPal, but it has some issues.  Instead, fluffy's new Research Tree is pretty good for knowing what research unlocks what.

I have to interject. I tried Fluffy's updated Research Tree, and it gave me some big load times, when you are first pulling it up. But with about 170 mods running, my research screen looked like crap (sorry Fluffy!) and it was about 95% empty space. Really, go check out his thread and look at the screen caps, it isn't the best. The only thing his addition did that made me want to try it, was he added in a search function, which I needed for my overlapping tiles from ResearchPal. However, ResearchPal made an update only a few days after Fluffy made his, and it now has a search function as well, I have zero overlapping tiles, and there is no wasted space at all.

In conclusion, I would highly, highly recommend ResearchPal over Research Tree. It loads faster, has no wasted space, and is just all around a better mod in my opinion, now that is has been updated. However, every other one of Fluffy's mod is an absolute must have for me, and I would recommend all of them! The only one of his I don't use is the Birds & Bees ::)

I didn't know that the issues with ResearchPal were fixed!  The overlapping stuff is what stopped me from using it.  That's awesome.  I'll probably be switching back to that now from Research Tree.  You're definitely right about the blank space in Research Tree.  It can also be kinda hard to follow the paths for research.  I'm a big fan of fluffy's mods and use all of them except birds & bees as well.  :)  Most of them should be added to the base game, imo.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on February 02, 2018, 10:22:52 AM
I'd also like to let you all know where things stand right now.  I'm just about done the cartel/criminal faction mod.  I have an idea that I am trying to get working,  but so far no luck (anyone with some C# skills that would be willing to help, I would greatly appreciate it).  I'm probably going to release it without that one last thing, and update when I figure it out.  Look for it sometime this weekend.  I also released a QoL mod called RimTweaks (https://ludeon.com/forums/index.php?topic=38344.0).  This may not be for everyone.  It basically fixes some things that I have found annoying and consolidates a lot of the other QoL mods into one place (I got sick of downloading 10-20 single use QoL mods and decided to make my own versions).  You will need to check the changelog for a complete list of changes, because there are too many to list in the description.  Check it out if you are interested! 
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Vlad0mi3r on February 02, 2018, 04:19:09 PM
Is the cartel/criminal faction mod going to be separate from Smokeleaf Industry? I hope so.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on February 02, 2018, 05:36:58 PM
Will you include at least one dirty hippie model? :-\
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on February 02, 2018, 05:43:52 PM
Quote from: Vlad0mi3r on February 02, 2018, 04:19:09 PM
Is the cartel/criminal faction mod going to be separate from Smokeleaf Industry? I hope so.

Yep.  It'll be ready to be used with SI through ModCheck, and it should work fine with all other weapon and drug mods.

Quote from: Harry_Dicks on February 02, 2018, 05:36:58 PM
Will you include at least one dirty hippie model? :-\

I think I'm gonna do the hippie faction too.  I want to try and do some clothing art.  I haven't gotten to do any of that yet.  Doing the guns for the gangsters was fun and I want to try and do a bit of everything with my modding.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on February 02, 2018, 05:46:24 PM
I can finally play the Jigsaw Killer from Saw, I will force these dirty prisoner hippies to get so high on some drug from your mod that it will kill them.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Vlad0mi3r on February 02, 2018, 08:09:41 PM
Quote from: larSyn on February 02, 2018, 05:43:52 PM
I think I'm gonna do the hippie faction too.  I want to try and do some clothing art.  I haven't gotten to do any of that yet.  Doing the guns for the gangsters was fun and I want to try and do a bit of everything with my modding.

I would like to see some hippie weapons added. Say smoke rounds for mortars that increase hunger and sleep. DMT dispensers that work like fire foam poppers anyone/thing that is hostile that enters the area activates the popper affecting everyone in the area with the same effect as a psychic shock lance.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Vlad0mi3r on February 09, 2018, 04:31:24 PM
Larsyn I am guessing you are busy with life etc but was wondering where we are at with the protein situation? My Pawns are still eating it over simple meals. Only one unit at a time but for some reason they love the stuff. My guess is the high nutrition content of the protein. I am no modder but is there someway to put it on par with a nutrient paste meal in desirability?

As always thankyou for this mod and the time you have put into it.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on February 10, 2018, 10:13:15 AM
Quote from: Vlad0mi3r on February 09, 2018, 04:31:24 PM
Larsyn I am guessing you are busy with life etc but was wondering where we are at with the protein situation? My Pawns are still eating it over simple meals. Only one unit at a time but for some reason they love the stuff. My guess is the high nutrition content of the protein. I am no modder but is there someway to put it on par with a nutrient paste meal in desirability?

As always thankyou for this mod and the time you have put into it.

Yeah been really busy the last week or so.  Got a big freelance job, really important, blah blah blah.  I wanted to get the faction mod out last weekend and it's still not ready (almost though, just have to test the problem I think I fixed).  I'll try and get an update out asap for SI too.  I added a couple more new things, and I'm still trying to figure out the protein(pretty sure I got it).  Not too mention I have Steam users saying that their pawns are using edibles to train the animals resulting in junkie pets... not sure why that's doing that either.  Don't worry though, I haven't forgotten, and I will get it all fixed.

Edit: Just noticed you recommend my mod!  Thanks!  That's pretty awesome.
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: larSyn on February 15, 2018, 07:45:17 PM
Smokeleaf Industry
Updated to B18-v1.9a

See OP for changelog.

*Edibles were made into Drugs.  This will require you to set up new Drug Policies, as the edibles don't appear in old policies*
Title: Re: [B18] Smokeleaf Industry v1.8b
Post by: Harry_Dicks on February 15, 2018, 07:57:35 PM
Quote from: larSyn on February 15, 2018, 07:45:17 PM
*Edibles were made into Drugs.  This will require you to set up new Drug Policies, as the edibles don't appear in old policies*

Nice update. Does this mean that teetotalers will not want to use edibles now?

Also, and I mean this in the nicest way possible, but I was curious and wanted to ask. Do you think you would ever release a sort of "lite" version of Smokeleaf Industry in the future? I ask because I really love your mod, and a lot of the stuff in it. But, for me personally, it is just a bit too much altogether. I might have to go in and just modify it myself if necessary. But if you were to consider this, I am thinking of something like maybe 1/3 as many items added in total, but keeping all of the workbenches. Is this something you would ever consider in the future? I understand if it's not, no biggie :)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 15, 2018, 08:26:03 PM
Quote from: Harry_Dicks on February 15, 2018, 07:57:35 PM
Nice update. Does this mean that teetotalers will not want to use edibles now?

Also, and I mean this in the nicest way possible, but I was curious and wanted to ask. Do you think you would ever release a sort of "lite" version of Smokeleaf Industry in the future? I ask because I really love your mod, and a lot of the stuff in it. But, for me personally, it is just a bit too much altogether. I might have to go in and just modify it myself if necessary. But if you were to consider this, I am thinking of something like maybe 1/3 as many items added in total, but keeping all of the workbenches. Is this something you would ever consider in the future? I understand if it's not, no biggie :)

Teetotallers probably won't want them anymore, no.  This was the best work around I could come up with for the 10 tick error and Handlers using them as training food.  It's not what I wanted, but for now, it should work...I hope :)

A "lite" version isn't a bad idea.  There is a lot to the mod and I could see some people not wanting all of it.  It wouldn't take long to make a stripped down version. Leave some thoughts on what you'd like to see.

In any case, this update will probably be the last content update.  I've covered everything I wanted to and then some, and would like to move on to some other mods.  There will still be bug fixes and optimizations, of course, and I plan on doing the strains add-on too, but I think SI is in a good spot to call done. 
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Vlad0mi3r on February 16, 2018, 03:32:39 AM
Interesting stuff with the update will have a new look.

I was hoping to catch you before you updated as I have a request ::) . Can the refinery bill for make hempoline be adjusted so that there is only one bill but you can choose the ingredients. So one bill with seeds and hemp fibre as the possible ingredients.

My reasoning behind this is you will generally run out of either seeds or fibre before you have manufactured enough hempoline. It also means that your pawn working on the refining process will start running around the base looking for seeds/fibre when there is a glut of whichever one is second on the list.

Sorry I missed the update I hope this request makes sense.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Ruisuki on February 16, 2018, 03:39:36 AM
your art is amazing
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Kori on February 16, 2018, 09:37:49 AM
Very good update!
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 16, 2018, 10:45:59 AM
Quote from: Vlad0mi3r on February 16, 2018, 03:32:39 AM
Interesting stuff with the update will have a new look.

I was hoping to catch you before you updated as I have a request ::) . Can the refinery bill for make hempoline be adjusted so that there is only one bill but you can choose the ingredients. So one bill with seeds and hemp fibre as the possible ingredients.

My reasoning behind this is you will generally run out of either seeds or fibre before you have manufactured enough hempoline. It also means that your pawn working on the refining process will start running around the base looking for seeds/fibre when there is a glut of whichever one is second on the list.

Sorry I missed the update I hope this request makes sense.

The request makes perfect sense, in fact it should have been that way from the beginning.  It was one of the first things I made and I didn't know as much as I do now.  I'll add it into v1.9b.  I just want to wait a little bit before I release it.  Make sure there's nothing else wrong.

As for the new stuff check out this article. (https://www.asme.org/engineering-topics/articles/energy/hemp-carbon-makes-supercapacitors-superfast)  There's gonna be some really cool stuff hemp can do in the future. 

Quote from: Ruisuki on February 16, 2018, 03:39:36 AM
your art is amazing

Thanks! :)

Quote from: Kori on February 16, 2018, 09:37:49 AM
Very good update!

Thanks!  :)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: photomike72 on February 16, 2018, 02:07:58 PM
I really like the latest update but, one question? Before the latest update I was able to use smokeleaf seeds and hemp fibers to make chemfuel. Now with the v1.9a update I'm no longer able to make chemfuel from them. I deleted the bill and made a new one to see if that would make a difference but, no change. Is there something that I can do on my end to be able to make chemfuel again? or is there a fix you can do to change it back? Thanks
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 16, 2018, 02:10:29 PM
Dat article man)) I can't wait for 1.9b!
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 17, 2018, 08:35:46 AM
Quote from: photomike72 on February 16, 2018, 02:07:58 PM
I really like the latest update but, one question? Before the latest update I was able to use smokeleaf seeds and hemp fibers to make chemfuel. Now with the v1.9a update I'm no longer able to make chemfuel from them. I deleted the bill and made a new one to see if that would make a difference but, no change. Is there something that I can do on my end to be able to make chemfuel again? or is there a fix you can do to change it back? Thanks

Yeah, that was an accident.  I'm gonna add a new recipe for it in the next update.

Quote from: Madman666 on February 16, 2018, 02:10:29 PM
Dat article man)) I can't wait for 1.9b!

:)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 17, 2018, 01:06:34 PM
Jezus, what an update. Biocoal, hempene generators, hemp nanosheets. Wow. I have two 200% fertility greenhouses exclusively for smoleaf and I though it will be enough. Hah, not even close :)

Seriously - thank you for your hard work and time, its very enjoyable to have in my modlist. And i also really like the balance of those new things as well.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 18, 2018, 06:08:12 PM
One thing i don't quite enjoy is some recipes requiring biocoal only. Biocoal gets automatically used by fuelable crafting stations and you can't really restrict the fuel usage other than manually forbidding stacks. I crafted a lot of it, aiming at making some hemp nanosheets, but when I actually got to it - i had 10 biocoal left out of 500...
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Crow_T on February 18, 2018, 07:05:55 PM
Quote from: larSyn on February 15, 2018, 08:26:03 PM
A "lite" version isn't a bad idea.  There is a lot to the mod and I could see some people not wanting all of it.  It wouldn't take long to make a stripped down version. Leave some thoughts on what you'd like to see.
I like lighter mods as well, and this is by no means a must do, just some ideas for a lite version:
Eliminate some levels of smokeleaf processing, things like separating parts and cutting tables. Just use straight up smokeleaf + any other extra ingredients.
Eliminate some of the materials like bricks and flooring, as well as the new coal/hempene lineup, keep the cloth and composite. Hempoline may go as well, I think you can refine smokeleaf into chemfuel already.
I think the edibles and meds are good, not sure if there is much overlap in this area.
This would be a good intro version for players who may be overwhelmed by large mods with many new processes (like me).


Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 18, 2018, 07:18:08 PM
Right. I'm not sure of the specifics I'd like exactly, just roughly 1/3 of as many end products. Maybe cut out a lot of the different grades of drugs and medicines.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Ruisuki on February 18, 2018, 07:34:04 PM
Yeah I find it intimidating to try a big mod but it is tempting. Are people worried it makes the game too hard or too easy mostly?
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 18, 2018, 08:01:07 PM
Quote from: Ruisuki on February 18, 2018, 07:34:04 PM
Yeah I find it intimidating to try a big mod but it is tempting. Are people worried it makes the game too hard or too easy mostly?

You can essentially let your entire colony live off of smokeleaf with this mod. Yeah it will probably be a ton of crafting and chains of productions to get everything going, but it is doable. To some people, this may make the game easier, but to each his own. Hell, we're in a single player game anyway with dev tools, crazy mods, and you can alter virtually any values yourself if you really want to. So making the game to easy for yourself is maybe too easy in itself, I've learned that I just need to still leave a challenge for myself to not ruin the fun. But everyone's different, and I'm thinking you'll like this mod a lot. Especially if you haven't used it before. You will appreciate all of the attention to detail, and can tell the author has his heart in it.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Crow_T on February 19, 2018, 12:12:23 PM
Quote from: Ruisuki on February 18, 2018, 07:34:04 PM
Yeah I find it intimidating to try a big mod but it is tempting. Are people worried it makes the game too hard or too easy mostly?

I don't think it makes it either too hard or too easy, just a lot bigger and it adds some complexity which in terms of Rimworld is a great thing considering its DF roots. As a whole the mod seems pretty well balanced.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Ruisuki on February 19, 2018, 03:49:52 PM
Quote from: Harry_Dicks on February 18, 2018, 08:01:07 PM
Quote from: Ruisuki on February 18, 2018, 07:34:04 PM
Yeah I find it intimidating to try a big mod but it is tempting. Are people worried it makes the game too hard or too easy mostly?

You can essentially let your entire colony live off of smokeleaf with this mod. Yeah it will probably be a ton of crafting and chains of productions to get everything going, but it is doable. To some people, this may make the game easier, but to each his own. Hell, we're in a single player game anyway with dev tools, crazy mods, and you can alter virtually any values yourself if you really want to. So making the game to easy for yourself is maybe too easy in itself, I've learned that I just need to still leave a challenge for myself to not ruin the fun. But everyone's different, and I'm thinking you'll like this mod a lot. Especially if you haven't used it before. You will appreciate all of the attention to detail, and can tell the author has his heart in it.
Ah that makes sense. Yeah I can see why people would think its a problem if they go full on Breaking Bad. Its outside the scope of the mod but would be cool if maybe there were drug wars happening depending on how much you sell/produce, with raids increasing in size, caravans being ambushed and events like being asked to pay protection money. Maybe have new factions form. That would certainly discourage players to moderate their production over time haha
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 19, 2018, 05:39:46 PM
That sounds like it would be a fun idea for a mod. Maybe after 1.0 hits, and maybe we get a nice content expansion and Ludeon makes the world map and factions actually matter more than they do now. Maybe a certain faction relies on selling smokeleaf products to survive, and then you start flooding the market dropping their prices, so they threaten to go to war with you if ya don't stop :P
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Kori on February 19, 2018, 06:02:19 PM
Quote from: Ruisuki on February 19, 2018, 03:49:52 PM
Its outside the scope of the mod but would be cool if maybe there were drug wars happening depending on how much you sell/produce, with raids increasing in size, caravans being ambushed and events like being asked to pay protection money. Maybe have new factions form.

larSyn is already working on another smokeleaf related mod that adds a new faction. :)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Ruisuki on February 19, 2018, 06:11:20 PM
Hopefully its dynamic and if possible could respond to your smokeleaf production off this mod. Oooo just got an idea for a 'crime' mod. Once you get into the smokeleaf game you in it for life.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 19, 2018, 07:24:40 PM
Quote from: Ruisuki on February 19, 2018, 06:11:20 PM
Once you get into the smokeleaf game you in it for life.

(https://i.ytimg.com/vi/UneS2Uwc6xw/maxresdefault.jpg)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 20, 2018, 08:50:52 AM
One more thing to adjust would be biocoal's work times... Its way too long. I can understand in case of hemp nanosheets, since that is a complex process, but scorching biocoal, should really be done about as fast as smelting slag if a little longer. To be precise I mean bulk recipes.

Also if autotrimmers did their thing on their own via picking up smokeleaf from hoppers and trimming without a pawn, that would be a really awesome addition. That would compensate for lower byproduct output for sure.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Vlad0mi3r on February 21, 2018, 05:01:24 AM
Quote from: Ruisuki on February 18, 2018, 07:34:04 PM
Yeah I find it intimidating to try a big mod but it is tempting. Are people worried it makes the game too hard or too easy mostly?

It certainly doesn't unbalance the game if you want the top end benefits of smokeleaf you have to work for them.

Its only as big as you want it to be to be honest you could do the basic research and just make joints how you used to. I bet that wouldn't last long though because its a straight forward mod as well not dicking around with a heap of new bits and pieces and so far I have not had any conflicts with other mods.

My mod list is supposed to be a self imposed cap of 20 its up to about 30 at the moment. Smokeleaf Industry is in my top 10.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Ruisuki on February 21, 2018, 06:56:55 AM
Alright you convinced me. I was planning on waiting for a lite version to be released but the fact that you mentioned the mod is only as big as you make it (as opposed to immediately overwhelming you) and also I just created a 20 wide room right next to my hospital and research station made me decide to try it.  Figure now is a good time for the eggheads to break bad and use that additional space for a drug house anyway. Adding this to my existing save soon.

This is the power of top10

edit: the thought of combining this with prison labor mod...pure unadulterated joy! Technically itd be the prisoners breaking the law, not my colonists. Its almost criminal.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 21, 2018, 08:12:50 AM
Wow, go away for a few days and this page has blown up! ;D

Quote from: Madman666 on February 18, 2018, 06:08:12 PM
One thing i don't quite enjoy is some recipes requiring biocoal only. Biocoal gets automatically used by fuelable crafting stations and you can't really restrict the fuel usage other than manually forbidding stacks. I crafted a lot of it, aiming at making some hemp nanosheets, but when I actually got to it - i had 10 biocoal left out of 500...

Yeah I'm having an issue deciding how to make a usable bench fuel source or if there should even be one
I may change biocoal to carbonized hemp, and add a hemp pellet for the fuel source.  It would only be used for the fuel and then the carbonized hemp would be used to make nanosheets.  I'm torn on this though...not sure if you all can tell but I like having things be used for more than one purpose.  The work amounts will be adjusted accordingly.  Let me know what you all think, and thanks for the all feedback Madman!

Quote from: Crow_T on February 18, 2018, 07:05:55 PM
I like lighter mods as well, and this is by no means a must do, just some ideas for a lite version:
Eliminate some levels of smokeleaf processing, things like separating parts and cutting tables. Just use straight up smokeleaf + any other extra ingredients.
Eliminate some of the materials like bricks and flooring, as well as the new coal/hempene lineup, keep the cloth and composite. Hempoline may go as well, I think you can refine smokeleaf into chemfuel already.
I think the edibles and meds are good, not sure if there is much overlap in this area.
This would be a good intro version for players who may be overwhelmed by large mods with many new processes (like me).

These are good ideas for the Lite version.  I'll get this version put together after I finish the faction mod.  Thanks for the suggestions!

Quote from: Harry_Dicks on February 18, 2018, 08:01:07 PM
You can essentially let your entire colony live off of smokeleaf with this mod. ... Especially if you haven't used it before. You will appreciate all of the attention to detail, and can tell the author has his heart in it.

Thanks, Harry! :)

Quote from: Kori on February 19, 2018, 06:02:19 PM
larSyn is already working on another smokeleaf related mod that adds a new faction. :)

Yup, but it's kinda gotten away from me, it went from a faction of traders specifically for SI, to a full blown cartel.  I keep getting new ideas for it, lol.  I'll see what I can do to make it dynamic like Ruisuki asked, that'd be really cool. It should be ready soon, I hope.

Quote from: Vlad0mi3r on February 21, 2018, 05:01:24 AM
It certainly doesn't unbalance the game if you want the top end benefits of smokeleaf you have to work for them.

Its only as big as you want it to be to be honest you could do the basic research and just make joints how you used to. I bet that wouldn't last long though because its a straight forward mod as well not dicking around with a heap of new bits and pieces and so far I have not had any conflicts with other mods.

My mod list is supposed to be a self imposed cap of 20 its up to about 30 at the moment. Smokeleaf Industry is in my top 10.

Thanks for all the support, vlad!  :)

Quote from: Ruisuki on February 21, 2018, 06:56:55 AM
Alright you convinced me....

Welcome aboard!  Like most have said the mod is only as big as you want to make it, and the top tier stuff requires a decent amount of work to get.  Be careful installing midgame if you have Vegetable Garden installed (SI is kind of designed with VG in mind, it makes some of the production easier).  Check the OP for the details on this.  Hope you enjoy the mod!  And feel free to leave any feedback you may have.  The mod wouldn't be the same without all the help and suggestions from the people here.  :)



Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 21, 2018, 11:12:50 AM
Hey, thank you for being attentive to us, @larSyn, I am glad my feedback is useful to you. I enjoy the mod a lot. And yeah I can tell you like having multiused items, whats more I like it as well. Its a big part of why I enjoy playing with SI. Honestly the only issue is vanilla RW not having a UI for choosing fuel types to be used, since vanilla benches only allow for one type of fuel anyway. If there was a way to forbid the use of fuel types it would fix the issue. Adding carbonized hemp and fuel pellets might be a solution, though a bit of a wonky one with the amount of production steps SI already has. I guess you could also introduce something like a ultrahigh temperature smelting station, which only works on biofuel and lets you craft biocomposite and nanosheets in much bigger amounts (kinda like autotrimmer). Maybe even add Vegetable garden resource plants smelting to it too. Could be a nice solution as well.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Ruisuki on February 21, 2018, 05:26:47 PM
This modder is dope. Cant wait for the new mod too.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: RyanRim on February 22, 2018, 11:18:20 AM
Havent played RimWorld for weeks, boy this mod has developed. Checked back, still the best mod about is smokeleaf industry :D
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 23, 2018, 09:40:57 AM
Quote from: Madman666 on February 21, 2018, 11:12:50 AM
Hey, thank you for being attentive to us...

No problem!  I believe that the users opinions matter just as much as my own.  After all you all are the ones playing with the mod (I do too, but I spend more time modding than playing lately, so I depend on the feedback).  I'm still not sure what to do about the hemp biocoal.  Like you said a dding the pellets would just be more work for the user and tedious, but it would definitely make it so you're not using the fuel if you don't want to.  I also kinda like the idea of a new bench specifically for the advance materials, but I don't want there to be too many benches either... Still up in the air.  I've also toyed with removing the fuel source patch completely and not having one at all, which may win out in the end.

Quote from: Ruisuki on February 21, 2018, 05:26:47 PM
This modder is dope. Cant wait for the new mod too.

Thanks!  ;D  It's coming along.  Trying to figure out how to make it dynamic and have the faction respond to your supplies.  This may be beyond me though, but I'll try and get it.

Quote from: RyanRim on February 22, 2018, 11:18:20 AM
Havent played RimWorld for weeks, boy this mod has developed. Checked back, still the best mod about is smokeleaf industry :D

Thanks, Ryan! Good to see you back!  :)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 23, 2018, 10:00:10 AM
Well i can see the problem with having too many benches. You can always just let it stay the way it is now biocoal shortage can be solved rather easily - just plant more smokeleaf ':) Or you can alter the output, with more biocoal being produced from less fibers. I still would really like "bulk smelting station" of some kind that has x25 x75 recipes. I don't think just one additional bench will make it bad.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 23, 2018, 11:37:00 AM
Personally not a fan of bulk recipes if they don't have the extra work accounted for. I just don't want to see my pawn make 5 of something in the same time it would take to make 1. Maybe if it took 80% of the time, or something like that. Even still, it makes it so that I will never want to use the less efficient recipes. If possible, could we have the "bulk" recipes locked behind a research, or require something else to be enabled?

Here's a really fun idea I just had, especially because I made my own half-ass "add ons" mod https://ludeon.com/forums/index.php?topic=38852.0

Could you have an add on for benches, that it will unlock further recipes only when this add on is there? For example, where you have a pawn at a work bench for trimming smokeleaf, say he can only do the normal 1x recipe with no additions. But you could unlock through research an "auto trimmer add on" (of course with a different name :) ) which would then allow anyone working at this station to then do 5x and 10x recipes, in addition to a small increase in work speed for all work done at this bench? Not going to say for anyone to follow my formulas, but in my mod even with 5 add ons a work bench would never get much above an extra 40% work speed.

Some fun silly ideas that popped in my head just now :P
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 23, 2018, 01:23:34 PM
Please remember that we are talking about production steps, not meals for example, you're not getting the end product, but more ingredients to make end product. This mod has impressive production chain and making default recipe x1 and addons only unlocking x10? Please, no. I think trimming smokeleaf should stay as it is already. You want it fast - get autotrimmer and you can process more at the cost of less byproducts. You want more productivity - go for trimming table. x1 recipes are there to use all of the stuff without leaving incomplete stacks to rot in your storage. With this mod you're supposed to grow crapton of smokeleaf and also process a ton of smokeleaf. I already have to use 3 tables to process it fast enough with x10 recipe. I really don't wanna have 10 tables with half the colony trimming smokeleaf because its so slow.

The idea of addons unlocking additional bills is nice though, so I wouldn't mind an addon that say unlocks a bill that is a little bit more productive or a requires a bit less work to be done.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 23, 2018, 03:58:00 PM
I think you are getting it twisted. I was simply using meals as an example. Anyways, all I was referring to was that I'm not a fan of bulk recipes that don't take an appropriate amount of time compared to individual recipes.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 23, 2018, 05:07:47 PM
In smokeleaf industry bulk recipes do use a fair amount of time, more in fact than would be needed to do a non-bulk recipe (at least for crafting nanosheets and biocoal that is true). I didn't see any bulk recipe that takes same amount of time but produces 5x amount of stuff aside from smokeleaf autotrimmer, but in its case it supposed to be real fast and it costs a fair bit of resources and power and even locked behind a research project. As for not liking bulk recipes that are more effective than singular ones - honestly, having an option is exactly good because you can use or ignore it, this way people, who like bulk recipes get the chance to do bulks, people who don't like bulk recipes - can use non bulk recipes and everyone is happy. So if you don't like it - just ignore it.

And if you can't ignore it, because it is that much more effective to do in bulk - well thats your own problem. Going in RecipeDefs file and deleting bulk options isn't that hard, so you can even fine tune everything to be how you want it to be. I for one like bulk recipes because that helps me avoid setting up mini stockpiles next to benches, because having a lot of stockpile zones negatively impacts performance.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 23, 2018, 05:40:18 PM
Quote from: Madman666 on February 23, 2018, 05:07:47 PM
As for not liking bulk recipes that are more effective than singular ones - honestly, having an option is exactly good because you can use or ignore it, this way people, who like bulk recipes get the chance to do bulks, people who don't like bulk recipes - can use non bulk recipes and everyone is happy. So if you don't like it - just ignore it.

And if you can't ignore it, because it is that much more effective to do in bulk - well thats your own problem. Going in RecipeDefs file and deleting bulk options isn't that hard, so you can even fine tune everything to be how you want it to be. I for one like bulk recipes because that helps me avoid setting up mini stockpiles next to benches, because having a lot of stockpile zones negatively impacts performance.

Look man I'm just voicing my opinion that I don't like them. I could just as easily throw your argument back in your face and say something like, "if you really don't like and/or can't ignore that there are no bulk recipes then juts go into the XML defs and edit them yourself." Sorry but that's lame, of course I can do that.

I'm just stating my opinion on what I do and don't like. That doesn't give you the right to tell me how I'm wrong for having my own damn opinion. I never said it should absolutely be a certain way and this must be set in stone. No, I'm just giving feedback. It feels like you are getting so defensive of a suggestion I made for something that I like to see in mods and it would just ruin your day if it ever came to be.

It's not that big of a deal.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 23, 2018, 06:19:10 PM
Thats a good thing you didn't throw that argument back in my face, since that would be a bit embarassing. Because, you know, having an option and ignoring it because you don't like it and not having an option and going to xmls to add it is completely different.

I am in no way saying you shouldn't have your opinion - perish the thought, man, I am just voicing, why I don't agree with your opinion and why I wouldn't want to have it how you see it. Having only non-bulk recipes in a mod like SI, which revolves around large scale production chains (thus industry) would indeed ruin my day, as to continue my run, I'd have to go fix that, so I got defensive, yup.

I however don't really see, why you came to a conclusion, that i told you, what to do or not have your opinion and in turn got defensive about that. You voiced what you didn't like and how you see it being optimal\fun. I voiced why i didn't like that, because lets admit it - feedback is usually posted in hopes of it being implemented. If my post did offend you - my apologies, that wasn't my intention. My intention was only to voice my concern about bulk recipes potentially being reworked\removed and thats it.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 23, 2018, 06:46:45 PM
Quote from: Madman666 on February 23, 2018, 06:19:10 PM
Thats a good thing you didn't throw that argument back in my face, since that would be a bit embarassing. Because, you know, having an option and ignoring it because you don't like it and not having an option and going to xmls to add it is completely different.
I keep reading these lines and I cannot tell if you are being sincere or being a smartass. Nuance is hard to decipher over text.

Quote from: Madman666 on February 23, 2018, 06:19:10 PM
I am in no way saying you shouldn't have your opinion - perish the thought, man, I am just voicing, why I don't agree with your opinion and why I wouldn't want to have it how you see it. Having only non-bulk recipes in a mod like SI, which revolves around large scale production chains (thus industry) would indeed ruin my day, as to continue my run, I'd have to go fix that, so I got defensive, yup.

I however don't really see, why you came to a conclusion, that i told you, what to do or not have your opinion and in turn got defensive about that. You voiced what you didn't like and how you see it being optimal\fun. I voiced why i didn't like that, because lets admit it - feedback is usually posted in hopes of it being implemented. If my post did offend you - my apologies, that wasn't my intention. My intention was only to voice my concern about bulk recipes potentially being reworked\removed and thats it.
I'm not offended, I am just defending my stance after I felt like this was made to be incorrect. I felt this way because I was just throwing a small minor opinion and felt like this became a make or break feature for you. You made it seem like this is the wrong opinion to have, because of the reasons you listed, rather than treating it as just a different opinion (which I feel like you are now, but were not earlier).

Either way, a misinterpretation on my part I will apologize for, but don't worry, never again will I recommend not having bulk recipes, because I can see now how big of a deal this is to other people and it really doesn't matter that much to me.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Canute on February 24, 2018, 02:21:39 AM
Little feedback.
It is a bit annoying when you allready can cook/bake smokeleafe cookie, but when you can't made the hemp milk.
I think the research should unlock all the normal recipes, while a further research should unlock the bulk recipes.

Same to trim cultivation (x5) at the cultivation table, both need adv. research, while you allready can build the table the 1x and x5 recipes should be availble there too like you can do at the Drug lab.
While the x10 stay behind the adv. smokeleaf cultiv. research.

Nutrileaf bar and other food stuff,
you made it out of good stuff and it is a nice addon.
But i think it should have somekind of nutri. value, i think 0,25 would be ok.
And since it contain smokeleaf stuff maybe some 5-10% joy wouldn't be bad.
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 24, 2018, 06:41:33 AM
@Harry_Dicks I am being a really sincere smart ass with a bad cold:) So once again I am sorry, if I came off as sarcastic snob. Also, I can kind of see why someone wouldn't like bulk recipes, since nothing in vanilla RW has those and it kind of creates "alienated" feel for mod's content. I wonder if thats why you are not fond of having bulk recipes for some content?
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 24, 2018, 07:56:19 AM
Quote from: Madman666 on February 24, 2018, 06:41:33 AM
@Harry_Dicks I am being a really sincere smart ass with a bad cold:) So once again I am sorry, if I came off as sarcastic snob.
No worries. I can recognize that I'm a big enough asshole that I need a dish of my own medicine once in awhile too :P

Quote from: Madman666 on February 24, 2018, 06:41:33 AM
Also, I can kind of see why someone wouldn't like bulk recipes, since nothing in vanilla RW has those and it kind of creates "alienated" feel for mod's content. I wonder if thats why you are not fond of having bulk recipes for some content?
I hadn't thought about why I don't actually like bulk recipes, but now that you have proposed this reasoning, it seems to make sense to me. Other than that, I can't think of any other reasons why I don't like them that much. Maybe it also has to do with when I setup a workstation for pawns, 90% of the time I will have the ingredients needed for the workstation on stools or fridges right next to the interaction cell. This makes it so that the pawn making whatever recipe can work on them 100% non-stop with zero downtime. To anyone who doesn't know, pawns won't have to stop working for a split second if the ingredients are beside them on stools. But I suppose setups like this along with simple 1x recipes are all I need to be satisfied with the work output.

Well, thinking on it more, I suppose I can list two other reasons. One, as mentioned earlier, is that I feel like if I have the option for bulk recipes and they are more efficient than 1x or smaller quantity recipes, then I never want to use the smaller ones again. I guess it will mess with my brain too much knowing that I am being less efficient than I possibly could. That's probably the min/maxer in me coming out.

The second reason, that sort of ties into the first, is that I hate seeing tons of "bloat and/or clutter". I'm not saying that bulk recipes are necessarily just bloat, but from my perspective they can be. I have memories of when I was just getting going with mods, and went a little crazy with them; when I opened up probably a smithy or something to see what recipes I had to choose from, it was an obnoxious amount.

As I've posted elsewhere in other threads, I am a huge fan of quality over quantity, and I hate variety just for the sake of variety. A not perfect example of this, something I can recognize is great work but simply not for me is Vegetable Garden. Not to go into crazy details because I'm sure we can all see why I wouldn't like a mod like that, but maybe this carries over also into having too many recipes with some more efficient than others and just filling up my list with a bunch of other stuff that I will never use. And after pruning my mod list for the past few months by a very significant amount, I can't help but see anything extra in my games that I know I will never use and have to do something about it. Whether this means turning a mod off, or changing the xml defs to my liking, I can't sit idly by and not change it - it will eventually get to me :P

To kind of sum up my reasoning, I suppose it's something like: bulk recipes make me not want to use lesser recipes because they will then be less efficient. Then I will have a ton of extra recipes in my lists that I will never use. Then I start thinking about all kinds of extra crap in my game that I could possibly cut out, and it spirals from there.

PS-I will admit I can acknowledge that I do feel like a bit of a hypocrite for attacking bulk recipes. This is because I will dismiss other's claims that something (additions/recipes/modifications from mods) makes the game too easy, to which I will retort something along the lines of, "It's a single player game, with dev mode and virtually unlimited cheating for whatever you want. If someone doesn't want these features then they don't have to use them and/or can adjust the defs to their liking."
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Madman666 on February 24, 2018, 08:45:31 AM
The thing about having some resources on two (or more) stools - I used that as well, some people call even that an exploit, but when you have ludeonicrous map, 30 people, 20 animals and around 100 mods each with its own new resources to craft from - the amount of mini-stockpiles you have to setup to create efficiently working production chain is... well a lot. And apparently each stockpile creates more CPU load, since colonists has to check more instances of storage space when they choose where to bring stuff and game has to check more stockpiles with higher priority, to refill those mini-stockpiles in time. Along with tens of bills on tens of crafting stations which always check their ingredient radius to allow people to craft, even high-end CPU starts to lag. I was sure that me buying a most efficient single thread CPU there is would solve it, but no, it got better, but still not entirely.

So honestly my earlier lash out was caused more by a performance issue, than anything else (performance as you sure noticed is a sore spot for me:)).

Bulk recipes are mostly the same thing as setting up two stools if you look at it closely. One stack of stuff is usually 75 items, which is 4-5 items crafted if it takes 10 to 15 items to complete the bill, so setting up stool thingy will give you an equivalent of bulk x4-5, before the guy needs to go and refill the stockpiles on stools (or dog hauling squad refills it live while crafter does his thing, which is even more efficient). The crafter guy can get stuff for crafting from all adjacent spots (if 3 is reserved for crafting station, that leaves 5 tiles for stools, so having a 75 item stack on each of those can bring you up to x10-15 bulk equivalent even though it will look weird). Bulk recipes mostly just let up some load from haulers (and this is a constant problem, unless you have 20 trained dogos). But yeah, I kind of see your point. If I didn't like something, but that thing was more efficient than something I did like, I'd still have to use thing I don't like, while grumbling about it, because i also am a min-max kinda guy. (holy crap what kind of sentences my sick brain can come up with.)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 24, 2018, 09:00:56 AM
Quote from: Madman666 on February 24, 2018, 08:45:31 AM
(holy crap what kind of sentences my sick brain can come up with.)
Hah, if I said even 10% of the stuff I think, I might set a record for how many reports I could get before being banned. And I think Ramsis already has a crush on me ::)

I'll have to get back to the rest of this post later, have to get ready for interview #3! Quite nervous..
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 25, 2018, 07:01:49 AM
Quote from: Canute on February 24, 2018, 02:21:39 AM
Little feedback.
It is a bit annoying when you allready can cook/bake smokeleafe cookie, but when you can't made the hemp milk.
I think the research should unlock all the normal recipes, while a further research should unlock the bulk recipes.

Same to trim cultivation (x5) at the cultivation table, both need adv. research, while you allready can build the table the 1x and x5 recipes should be availble there too like you can do at the Drug lab.
While the x10 stay behind the adv. smokeleaf cultiv. research.

Nutrileaf bar and other food stuff,
you made it out of good stuff and it is a nice addon.
But i think it should have somekind of nutri. value, i think 0,25 would be ok.
And since it contain smokeleaf stuff maybe some 5-10% joy wouldn't be bad.

Hey Canute.  Yeah the cookies require muffalos early on.  It's the same with the brownies requiring chocolate.  You have to get lucky with a trader (or have VG).  I didn't intend for them to be easy to get right off the bat.  Everything that comes later (ie the hemp milk) should make earlier things easier to make.  The exception is the flour, without that you wouldn't be able to make any edibles early on.  And up until the last update, they all had nutrition values.  I took them out since that what was causing the 10 jobs in 10 ticks error and pawns using them as animal training food.  I'm trying to find a workaround so they get the nutrition back.

As for the trim recipes, that is how i originally had them.  The bulk recipe opened up at the next level of research.  People complained, so i put them all together.  I may sneak that back in, since it is how I originally wanted things.

@Harry and @Madman   I like you guys.  You're funny.  Thanks for resolving things peacefully!   :)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 25, 2018, 09:56:25 AM
Quote from: larSyn on February 25, 2018, 07:01:49 AM
@Harry I like you. You're funny.

(http://images.entertainment.ie/images_content/rectangle/620x372/sk96wpv37g9j9o1e5wl6.jpg)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: RyanRim on February 26, 2018, 04:19:26 AM
(https://media.giphy.com/media/lVwD0xSRNVnoI/giphy.gif)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 26, 2018, 11:53:22 AM
(https://media.giphy.com/media/K6VhXtbgCXqQU/giphy.gif)
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: Harry_Dicks on February 26, 2018, 12:57:45 PM
If anyone doesn't understand the reference https://www.youtube.com/watch?v=IWINtUCshxY
Title: Re: [B18] Smokeleaf Industry v1.9a
Post by: larSyn on February 26, 2018, 01:55:11 PM
That's what I thought.  Lol  :)
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: larSyn on February 26, 2018, 06:45:22 PM
Smokeleaf Industry
Updated to B18-v1.9b
See OP for changelog.

Nothing major...just a bunch of bug fixes.

After the new update if you have a hempoline bill at the refinery you will have to destroy and rebuild the refinery. It's because of the new combined hempoline recipe. Thanks to commiekiller for figuring this out.

Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Canute on March 02, 2018, 04:54:12 PM
Can anyone tell me a good use for the Hemp nanosheet.
I though with the high production cost it should be a real good stuff.
Kind disapointed it only got 85% blunt 55% sharp.
Not even worth to use it for club weapons.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: larSyn on March 03, 2018, 08:22:40 AM
Quote from: Canute on March 02, 2018, 04:54:12 PM
Can anyone tell me a good use for the Hemp nanosheet.
I though with the high production cost it should be a real good stuff.
Kind disapointed it only got 85% blunt 55% sharp.
Not even worth to use it for club weapons.

As of now, those multipliers don't do anything.  I was a little sloppy and forgot to erase them.  The nanosheet is only used for building the new battery, solar generator, and the conduit.  It's also fairly valuable, so you could make some money off of any extra.  If people would prefer it was made into "stuff", I could make it that way and have it be stronger than the biocomposite.  Let me know what you guys think.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Canute on March 03, 2018, 12:36:16 PM
It need alot of work,worksteps and smokeleafs to craft even 5 nanosheet.
If you put these recipe at smokeleafe glittertech, i could imagine it should be a material with better stats then plasteel and hyperweave.

For cash it is better to craft the hemp fiber straight into furniture, or into fabric and appareal.


Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: photomike72 on March 03, 2018, 01:08:51 PM
I agree with the posts about the nanosheets. I haven't even bothered with them. However, if the stats were to change to better reflect the cost I would use them. Even the name "nanosheets" suggests that it's a high tech, incredible material to work with. If we had the ability to build strong items from it, I think a lot more people would use the nanosheets.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Vlad0mi3r on March 05, 2018, 04:53:33 PM
I think it would be fair to put it on the same level as Plasteel. I don't think there is a need to go beyond Plasteel.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Kori on March 06, 2018, 09:06:07 AM
nanosheets as a good crafting material would be nice!
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: larSyn on March 06, 2018, 11:14:12 AM
Ok.  I'll add them as stuff in the next update.  I'll try and make it a little unique amongst the other options.  Biocomposite will probably see a little tweak, too, since there will be a higher tier material to use.  Thanks for the feedback everyone!

I've been a bit busy lately, so I wouldn't expect to see an update until the weekend.  So with that said, any other requests/tweaks can be made before I get going on it.  I prefer updates to have some meat to them.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Harry_Dicks on March 06, 2018, 11:18:29 AM
Would you ever consider giving the smokeleaf plants some random variety for their graphics? Since people could virtually keep their whole colony running off of just smokeleaf, then they will have fields of the stuff. Is that something that is even possible, and if so, would you ever have some random variation among the plants as they grow, just to give them some variety?

Random, probably shitty idea: special, more beautiful plant vases/bases or whatever that you could build as decoration around your colony, in bedrooms, wherever. But you could grow a more beautiful smokeleaf plant? Maybe this new smokeleaf  plant takes awhile to grow, gives less smokeleaf, but has a high beauty, making it great for spicing up a room.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Madman666 on March 06, 2018, 02:45:55 PM
Actually would be nice to have tiers of smokeleaf itself, yeah. Maybe some genetically enhanced versions of it, that can be unlocked by highest tier research. One that has even more fertility sensitivity, so you can grow it faster (or just with increased harvest yields) and one that nearly doesn't care about the soil, grows way slower but yields a lot more like corn. Could be really versatile addition depending on the biome you play with.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: larSyn on March 09, 2018, 02:12:26 PM
Quote from: Harry_Dicks on March 06, 2018, 11:18:29 AM
Would you ever consider giving the smokeleaf plants some random variety for their graphics? Since people could virtually keep their whole colony running off of just smokeleaf, then they will have fields of the stuff. Is that something that is even possible, and if so, would you ever have some random variation among the plants as they grow, just to give them some variety?

I don't believe there is any way to have variant graphics.  I did add the mature plant with the buds, and I'm 99% sure that's the best that can be done for now.  It would be nice if we could add variants.


Quote from: Harry_Dicks on March 06, 2018, 11:18:29 AM
Random, probably shitty idea: special, more beautiful plant vases/bases or whatever that you could build as decoration around your colony, in bedrooms, wherever. But you could grow a more beautiful smokeleaf plant? Maybe this new smokeleaf  plant takes awhile to grow, gives less smokeleaf, but has a high beauty, making it great for spicing up a room.

That was basically what I was going for with the space bucket.  I thought people would use it in various locations that were already heated, but it appears I never added any "Beauty" to it...  I'll add that in the next update. 

Quote from: Madman666 on March 06, 2018, 02:45:55 PM
Actually would be nice to have tiers of smokeleaf itself, yeah. Maybe some genetically enhanced versions of it, that can be unlocked by highest tier research. One that has even more fertility sensitivity, so you can grow it faster (or just with increased harvest yields) and one that nearly doesn't care about the soil, grows way slower but yields a lot more like corn. Could be really versatile addition depending on the biome you play with.

I don't really want to have tiers of smokeleaf, mainly because it would affect the drugs and edibles as well.  Adding more tiers would result in having to add drugs and edibles that are on par with the tiers, and I don't think having 3 different types of joint/hash/brownies/etc would be a good idea.  But I like the idea overall, and you have given me an idea for something new...growing techniques.  That would cover the faster grow/less yield and longer grow/more yield rather nicely I think. 
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: Harry_Dicks on March 09, 2018, 04:02:38 PM
The different tiers of smokeleaf plants could all still give smokeleaf as their final product, just in varying amounts, not actually different final products from the different tiers or "brands" of the smokeleaf plants.

Also, I am fairly confident that you can have various, random graphics. I'm on mobile so I can't look for reference, but I know I've seen something similar elsewhere. It might have just been for different trees or something. I'll try to see when I get home, but I think it was something as simple as changing the graphicType to something else.

I think that's what the previous poster was referring to.
Title: Re: [B18] Smokeleaf Industry v1.9b
Post by: larSyn on March 09, 2018, 04:46:44 PM
Quote from: Harry_Dicks on March 09, 2018, 04:02:38 PM
The different tiers of smokeleaf plants could all still give smokeleaf as their final product, just in varying amounts, not actually different final products from the different tiers or "brands" of the smokeleaf plants.

I am working on something that will have similar results in the long run right now, just through a different method.  I think it will work nicely.

Quote from: Harry_Dicks on March 09, 2018, 04:02:38 PMAlso, I am fairly confident that you can have various, random graphics. I'm on mobile so I can't look for reference, but I know I've seen something similar elsewhere. It might have just been for different trees or something. I'll try to see when I get home, but I think it was something as simple as changing the graphicType to something else.

I think that's what the previous poster was referring to.

It's possible that "Graphic_Random" might do it...but, in all the core files, everything that uses that has a single image for it.  I'll give it a shot and see what happens.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: larSyn on March 11, 2018, 04:47:02 PM
Smokeleaf Industry
Updated to B18-v1.10a
See OP for changelog.

Thanks Harry, Graphic_Random definitely works for variants.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Madman666 on March 11, 2018, 05:21:38 PM
Niiice
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Harry_Dicks on March 11, 2018, 06:55:46 PM
Wow! This is really great, thank you. :)
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Kori on March 11, 2018, 08:55:39 PM
Really nice update!
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: larSyn on March 12, 2018, 06:35:43 PM
Quote from: Madman666 on March 11, 2018, 05:21:38 PM
Niiice

Quote from: Harry_Dicks on March 11, 2018, 06:55:46 PM
Wow! This is really great, thank you. :)

Quote from: Kori on March 11, 2018, 08:55:39 PM
Really nice update!

Thanks!  :)
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Vlad0mi3r on March 24, 2018, 07:50:46 AM
The nano sheet solar panel does not produce more power than a standard solar panel. 1700w Nano 1700w standard.

Question on the nano conduit. Does it suffer from Zzzt? I am thinking about re-wireing the base but if its same, same than I will leave it as it is?

Loving the nano sheet by the way you have balanced it very well. Lots of time and energy to make but worth it.

Hempoline is still to valuable to sell IMO I stockpile it for when I want to spam buy expensive stuff from traders 1000 hempoline is a lot of silver.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: larSyn on March 24, 2018, 05:42:53 PM
Quote from: Vlad0mi3r on March 24, 2018, 07:50:46 AM
The nano sheet solar panel does not produce more power than a standard solar panel. 1700w Nano 1700w standard.

Question on the nano conduit. Does it suffer from Zzzt? I am thinking about re-wireing the base but if its same, same than I will leave it as it is?

Loving the nano sheet by the way you have balanced it very well. Lots of time and energy to make but worth it.

Hempoline is still to valuable to sell IMO I stockpile it for when I want to spam buy expensive stuff from traders 1000 hempoline is a lot of silver.

Thanks, vlad!  I'll look into what I did with the solar panels.  From what I understand about the Zzzt! is that it is caused by batteries.  Meaning if you wired your whole base without batteries, no Zzzt!  I'm not 100% (never checked the code for it) on that but I've read it a bunch of times.  As for the hemp conduit, it's essentially the same as normal conduit, but it has 1 beauty and a slight glow to it, so it can be exposed with a small bonus.  I figured that was fair trade for how expensive it is.

One of the last things I plan on doing for SI, is an economic rebalance.  It will probably be the final update for SI.  If anyone wants to weigh in on the subject, I'm open to ideas.  This mod can allow for easy "kingpinning", especially in late game, and I would like to find a way to balance that a bit more.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Canute on March 24, 2018, 05:53:49 PM
Zzzzz event isn't caused by batteries anymore (before B18 no Zzzz happen without battery), it is a general powergrid event now.
Because it still happen without batteries.
Batteries or the stored power just increase the explosion.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: larSyn on March 24, 2018, 07:53:47 PM
Quote from: Canute on March 24, 2018, 05:53:49 PM
Zzzzz event isn't caused by batteries anymore (before B18 no Zzzz happen without battery), it is a general powergrid event now.
Because it still happen without batteries.
Batteries or the stored power just increase the explosion.

Ah, thanks for the correction.  In that case, no, the conduits are definitely not Zzzt proof.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Vlad0mi3r on March 27, 2018, 06:29:50 PM
The craft chemfuel using smokleaf products recipe at the refinery produces Hempoline not chemfuel.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: larSyn on March 27, 2018, 09:17:55 PM
Quote from: Vlad0mi3r on March 27, 2018, 06:29:50 PM
The craft chemfuel using smokleaf products recipe at the refinery produces Hempoline not chemfuel.

Oh man, what was I doing when I made this last update... :-\  Sorry, about the sloppy update, I'll get something out this weekend.  Thanks for the heads up.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: Vlad0mi3r on March 27, 2018, 09:23:04 PM
All good buddy just reporting anything I come across is all.
Title: Re: [B18] Smokeleaf Industry v1.10a
Post by: larSyn on March 27, 2018, 09:24:19 PM
Quote from: Vlad0mi3r on March 27, 2018, 09:23:04 PM
All good buddy just reporting anything I come across is all.

Thanks, I do appreciate it.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: larSyn on April 01, 2018, 06:44:15 PM
Smokeleaf Industry
Updated to B18-v1.10b
See OP for changelog.

*A note about the solar panels.  They still store the same 1700w as the vanilla panels, but they transmit 10x more power when they are active.  I didn't have time to make a new class to raise the storage capacity, but will look to do so in the future.*
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Canute on April 02, 2018, 03:15:10 AM
larSyn,
could you maybe put the changelog text into [ code] ?
At this way you can store older changelog messages too without to expand the OP too much.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: larSyn on April 02, 2018, 02:30:40 PM
Quote from: Canute on April 02, 2018, 03:15:10 AM
larSyn,
could you maybe put the changelog text into [ code] ?
At this way you can store older changelog messages too without to expand the OP too much.

That's a great idea.  I'll do it when I get some free time.  Also, I do keep a .txt changelog in the About folder that has all the changelogs in it.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Canute on April 05, 2018, 03:58:54 AM
larSyn,
little request/suggestion
Trim x5 for Cultivation bench is behind the same research like Trim x10.
So i need to do the trim x5 on crafting spot or drug lab.
I think you should trim x5 at the cultivation bench after the same like for the Drug lab.
Then the Trim x10 stay exclusive for the cultivation bench.

And why can't i put hopper's on the Auto trimmer and the maschine trim automatical like the name say ? :-))
No, thats a joke, once you can build the Autotrimmer and got the x75 recipe, anything is fine.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Madman666 on April 05, 2018, 11:28:29 AM
Its all fine, but i was also interested fi autotrimmed could do it actually automatically via hoppers. Would be real nice for sure.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Canute on April 05, 2018, 11:59:42 AM
Did you try to use
Project RimFactory
https://ludeon.com/forums/index.php?topic=30813.msg378562#msg378562
Just place one Auto-Assemblers at the cultivation bench, and it will trim all the time for you.
And it would need much less space then the autotrimmer ! :-)
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Madman666 on April 05, 2018, 02:29:56 PM
I like factorio, but nah, I don't wanna turn RW into it as well. Just thought that autotrimmer using hoppers will be more logical and convenient.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Canute on April 05, 2018, 04:32:20 PM
It don't realy need hoppers, the autotrimmer is allready more then big enough to have an integrated hopper. Like the fueled generator.
But i don't think there isn't any vanilia thing that use fuel and produce/generate any item. So i think he would need to write his own code.
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: larSyn on April 08, 2018, 09:41:39 AM
I tried to get the autotrimmer to work by itself but couldn't figure it out...  :(  I wanted it to run off hoppers, like you guys suggested, but it never got it working.  I could still have them use hoppers for storage and pull from them for the work if it's something people really want.  It would speed up the process a little. 
Title: Re: [B18] Smokeleaf Industry v1.10b
Post by: Canute on April 08, 2018, 12:13:51 PM
Not realy needed from my side.
I just use expanded storage mod, place a skip close by, that can hold 900 leaves.

The only mod which a auto. producing workbench i know is from HCSK.
Refinery, convert raw oil into products.
Maybe you should join their Discord and ask about assistance.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: larSyn on May 08, 2018, 07:24:28 PM
Smokeleaf Industry
Updated to B18-v1.10c

This is a quick fix for a conflict with the recently updated VGP Fabrics.

If anyone has any issues let me know please.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Kori on May 29, 2018, 01:47:07 PM
The market value of hemp biocomposite currently is 42, but it should be more like 4.2 or less?
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Madman666 on May 29, 2018, 01:55:59 PM
Yeah i can see this being an issue. Nanosheets also have a wild value, which causes a spike in wealth, which isn't a good thing at all.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Kori on May 29, 2018, 02:53:42 PM
That's true.
The description for biocomposite says that it's a cheap alternative to metal, so I assume that having 300% of plasteel's value is only a typing error.  :D
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: larSyn on May 31, 2018, 07:48:31 PM
Quote from: Madman666 on May 29, 2018, 01:55:59 PM
Yeah i can see this being an issue. Nanosheets also have a wild value, which causes a spike in wealth, which isn't a good thing at all.

Quote from: Kori on May 29, 2018, 02:53:42 PM
That's true.
The description for biocomposite says that it's a cheap alternative to metal, so I assume that having 300% of plasteel's value is only a typing error.  :D

Yeah I need to go through and make economic balances.  It's the last thing on the list for SI.  Been super busy though, and haven't had time do any modding.  I will get something done soon-ish.  I even have a Chinese translation, which was generously donated by a Steam user, that needs to be added in.  I have to do an update for Ancient Structures, too.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Madman666 on June 01, 2018, 06:13:10 AM
Well there s no rush - take your time! :)
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Ruisuki on July 27, 2018, 12:29:41 AM
Hey Iarsyn remember we were talking about the drug war mod you were planning before? Well Mehni just came out with his own mod to improve faction interaction(its even in the name!) and I thought you might wanna try it and maybe get some inspiration when you get back. Its 1.0 only though, but maybe it will be featured in a review before long
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: larSyn on August 02, 2018, 09:16:15 AM
Quote from: Madman666 on June 01, 2018, 06:13:10 AM
Well there s no rush - take your time! :)

Thanks Madman!  :)

Quote from: Ruisuki on July 27, 2018, 12:29:41 AM
Hey Iarsyn remember we were talking about the drug war mod you were planning before? Well Mehni just came out with his own mod to improve faction interaction(its even in the name!) and I thought you might wanna try it and maybe get some inspiration when you get back. Its 1.0 only though, but maybe it will be featured in a review before long

The cartel mod is about 90% complete.  I'll look into Mehni's mod before I release it.  I'm waiting on 1.0 to drop before I update everything/release new stuff.  Thanks for letting me know about it!  :)

And a little announcement of sorts.  The reason I haven't been able to mod much recently, is that I was hired by Tynan to do all the new artwork for 1.0 (he saw my sandbag re-texture and really liked it and the rest is history).  It's been a lot of work and a lot of fun.  I hope that everyone likes the new designs/artwork.  Its also why I'm listed as a dev now.  With the release inevitable, I should be able to get my mods updated soon.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Alenerel on August 02, 2018, 09:57:32 AM
Quote from: larSyn on August 02, 2018, 09:16:15 AM
And a little announcement of sorts.  The reason I haven't been able to mod much recently, is that I was hired by Tynan to do all the new artwork for 1.0 (he saw my sandbag re-texture and really liked it and the rest is history).  It's been a lot of work and a lot of fun.  I hope that everyone likes the new designs/artwork.  Its also why I'm listed as a dev now.  With the release inevitable, I should be able to get my mods updated soon.

Was it because I linked him that sandbag mod? Or did he know of it before?

I know its a long shot but Im curious...
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: larSyn on August 02, 2018, 11:08:36 AM
Quote from: Alenerel on August 02, 2018, 09:57:32 AM
Was it because I linked him that sandbag mod? Or did he know of it before?

I know its a long shot but Im curious...

Very well could have been because of you.  He contacted me on Steam out of the blue.  If it was because of you, many many thanks.  :)
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: Madman666 on August 03, 2018, 07:54:13 PM
Quote from: larSyn on August 02, 2018, 09:16:15 AM
And a little announcement of sorts.  The reason I haven't been able to mod much recently, is that I was hired by Tynan to do all the new artwork for 1.0 (he saw my sandbag re-texture and really liked it and the rest is history).  It's been a lot of work and a lot of fun.  I hope that everyone likes the new designs/artwork.  Its also why I'm listed as a dev now.  With the release inevitable, I should be able to get my mods updated soon.

Not a secret :P But damn, am i glad for ya! And for myself, cause your art for Rimworld looks absolutely fabulous. I am really looking forward to playing 1.0 stable with new art and smokeleaf industry now.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: larSyn on August 04, 2018, 08:34:41 PM
Quote from: Madman666 on August 03, 2018, 07:54:13 PM
Not a secret :P But damn, am i glad for ya! And for myself, cause your art for Rimworld looks absolutely fabulous. I am really looking forward to playing 1.0 stable with new art and smokeleaf industry now.

Thanks Madman!  :)  Glad you like it.
Title: Re: [B19] Smokeleaf Industry v1.11
Post by: larSyn on September 18, 2018, 11:05:08 AM
Updated to B19   :)
Title: Re: [B19] Smokeleaf Industry v1.11
Post by: Madman666 on September 18, 2018, 11:34:23 AM
Hurrray!!! Thanks a bunch, larSyn! Time to get stoned!
Title: Re: [B19] Smokeleaf Industry v1.11
Post by: larSyn on September 20, 2018, 07:07:41 AM
Quote from: Madman666 on September 18, 2018, 11:34:23 AM
Hurrray!!! Thanks a bunch, larSyn! Time to get stoned!

NP.  Sorry it took so long.   :)
Title: Re: [B19] Smokeleaf Industry v1.11
Post by: Madman666 on September 20, 2018, 08:25:02 AM
Nah, its fine to take your time. We all know you got your amazing circumstances ;)
Title: Re: [B19] Smokeleaf Industry v1.11a
Post by: Ruisuki on October 18, 2018, 03:48:58 AM
is infused medicine not intended to be used for operations? i spawned in a medicine since i wasnt able to remove a bionic spine elsewise.
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: larSyn on October 18, 2018, 10:45:16 AM
Updated to 1.0!  Congrats to Tynan for finishing this awesome game!

Quote from: Ruisuki on October 18, 2018, 03:48:58 AM
is infused medicine not intended to be used for operations? i spawned in a medicine since i wasnt able to remove a bionic spine elsewise.

Not sure.  It should work like every other medicine, but Tynan did change how the medicine is used.  I'll look into it today and see if there was a change.
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Ruisuki on October 18, 2018, 10:55:42 AM
nice nice. I should mention the bionic spine is likely from RBSE mod
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 23, 2018, 07:38:38 AM
infused medicine is considered glittertech if I am right so you have to allow glitterworld medicine treatment for your colonists.
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: larSyn on October 23, 2018, 08:28:19 AM
Quote from: Sliderpro on October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?

No need to be sorry.  The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place.  It was funny having dogs eating brownies at first, but that's not what I wanted them to do.  In the end the best solution I came up with was to have the consumables be drugs.  I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them.  If anyone knows a better way, I'm all ears.  I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real. 

Also you are right about the Infused Medicine.  It is spacer/glitter tech. 
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 23, 2018, 12:29:24 PM
Quote from: larSyn on October 23, 2018, 08:28:19 AM
Quote from: Sliderpro on October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?

No need to be sorry.  The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place.  It was funny having dogs eating brownies at first, but that's not what I wanted them to do.  In the end the best solution I came up with was to have the consumables be drugs.  I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them.  If anyone knows a better way, I'm all ears.  I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real. 
I dont have a solution to that, but you can make these consumables a bit more powerful in a way that they will have some sort of desirable effects. I remember some old food mod with that kind of things.
Like eat nutrileaf bar - get decent bonus to movespeed, eat de energy drink - lose a lot of movespeed but get a huge decrease in hunger rate, eat a cookie - get a lot of small bonuses to everything, movespeed, manipulation, metabolism. Eat candy - get strong good mood debuf and accuracy maybe. Something like that. This way consumables will be more desirable even without nutrition value
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 23, 2018, 12:34:52 PM
and there is one more thing. planters and space buckets are considered art for some reason in a sence they can be good, bad, legendary, etc.
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 24, 2018, 08:14:06 AM
By the way it would be great to specify that pills give immunity to malaria and plague and for how long in the description, because it is quite easy to miss if you dont read very carefully. I didnt notice until I started reading config file even though it was in a game..
---
Actually, I think you can make everything into drugs, eatables included. If we cant have them as food items without problems, why the hell not turn them into drugs instead? This way you can add whatever effects you REALLY want
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 24, 2018, 09:48:52 AM
By the way, the thing about space buckets I said above? Well I checked and space buckets add massive amount of wealth to the colony. I have 80 space buckets and room is 25k wealth..
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: larSyn on October 25, 2018, 07:31:53 AM
Thanks for the feedback Slider.  I'll check into the planters and space buckets.  The buckets should have some value considering how quickly they can grow things.  I can add the pill effects to the description in the next update. 

I like your ideas for the edibles too.  I'll work on implementing that for the next update as well.   :)
Title: Re: [1.0] Smokeleaf Industry v1.12a
Post by: Sliderpro on October 26, 2018, 07:27:36 AM
I look forward to it! :)
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: larSyn on November 18, 2018, 12:36:43 PM
Updated to v1.13a.  See Changelog in OP for details.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: NoCanDo on November 18, 2018, 01:52:34 PM
Needs, err...., more...herbs, yes, herbs.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: NoCanDo on November 25, 2018, 12:43:40 PM
Where/How do I make smokeleaf distilate and hemp protein?
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: Canute on November 25, 2018, 01:36:43 PM
NoCanDo,
did you ever try the mod HelpTab ?
With that mod you can see the recipes with workbenches and researches.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: NoCanDo on November 25, 2018, 05:27:26 PM
No, there's a 1.0 version?
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: Canute on November 26, 2018, 03:57:59 AM
For HelpTab, no but the B19 works at 1.0.

Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: NoCanDo on November 26, 2018, 07:10:00 AM
I thought the hempene solar generator was supposed to output more power? My solar generators do 1700w, the hempene generator does 1700w too.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: larSyn on November 28, 2018, 08:26:49 AM
Quote from: NoCanDo on November 26, 2018, 07:10:00 AM
I thought the hempene solar generator was supposed to output more power? My solar generators do 1700w, the hempene generator does 1700w too.

Yeah thats the amount the generator stores when it is active, kinda like a battery built in.  The hempene generator transmits 10x more power than the regular solar, but this isn't shown anywhere.  Lots of people ask about this.  I may end up removing them completely, to avoid all the confusion. 
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: NoCanDo on November 28, 2018, 08:35:07 AM
Nah, just edit the description to clarify it. So in terms of vanilla solar generators....1 hempene replaces how many? Asking because transmitting isn't generating.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: Canute on November 28, 2018, 10:13:35 AM
QuoteThe hempene generator transmits 10x more power than the regular solar, but this isn't shown anywhere.
You need to explain this feature a bit more.
Since it is nowhere shown ingame, the Hemp solargenerator looks for the most people as a waste.
It use alot more space (25 tiles) then the normal one (16 tiles) and generate the same output. Which is from the used area a loose of power, and need at last an output of 25 * (1700W/16) = ~2700W to be at the same efficiency.

Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: Canute on December 06, 2018, 04:05:02 AM
Shame on my !!
After using that mod now for sporadic over serveral Rimworld releases i just discover now.
You made fine meals just out of smokeleafs (seeds).

But from the crafting process logic, when you grind Hemp flour, shouldn't hemp protein appear as side product too ?

Could you maybe change the nutri values of of hemp/flour ? 0.15 and 0.20 are very uncommon and wasteful in case you don't have bulk recipes. (single fine meal need 0.25 of each)
I would suggest 0.25 or like the standard 0.05 for both of them.

Ceiling lamp prevent the growing on planter box below.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: larSyn on December 07, 2018, 10:24:52 AM
I'll edit the description and alter the values for the solar generator in the next release.  Thanks for doing the math Canute!

I'll check into the fine meals too.  From what I recall when I did all the research for SI, IRL there is a different process for the flour and protein to be made.  I could make them both come from grinding seeds but it would have to be made so it wasn't op (way more seeds to make them). 

I'll also adjust the nutrient values.  That makes sense. 

Thanks for all the feedback!
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: Canute on December 07, 2018, 11:41:12 AM
QuoteI'll check into the fine meals too.
Sorry you missunderstood it.
You can made protein (meat) and flour (vegetable) out of the seeds.
And made fine meals with protein and flour. Not from seed's direct.
So anything is ok with fine meals.

It is basicly the same with bean's and tofu from Vegetable garden.
Title: Re: [1.0] Smokeleaf Industry v1.13a
Post by: larSyn on December 09, 2018, 12:33:06 PM
Quote from: Canute on December 07, 2018, 11:41:12 AM
Sorry you missunderstood it.
You can made protein (meat) and flour (vegetable) out of the seeds.
And made fine meals with protein and flour. Not from seed's direct.

Ooooh, I get you.  Yeah, Fine Meals can be made from smokeleaf byproducts.  Lavish ones too.   :)
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: larSyn on December 10, 2018, 05:46:16 PM
Smokeleaf Industry
Updated to v1.14a

See Changelog in OP for details.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Canute on December 11, 2018, 05:10:19 AM
Does the material selection for battery and solargenerator got any other benefit then change the HP falue of the item ?
I though at the old mod Adv. Power generation, when the material alter the power output too.
But different HP are fine too, so a plasteel one protect the valueable nanosheet building.

About the Hempoline generator,
a fuel eff. of 18 is better then the wood fired generator.
But once you want to made nanosheets, you have basicly no hemp fiber left anymore.
And the hempoline generator eat hempoline pretty fast.

My idea's are that the hempline recipe allow seeds and buds too.
Adding an adv. hempoline generator with nanosheets, put the optic from the solargenerator on it, and change the max fuel/eff. to the chemfuel generator. (30 fuel  4.5 eff.) with 2000W.

That you can use CBD as medicin is nice, but annoying when you want craft infused medicin out of it and the pawn's used them up before.

Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: arcanadrago on December 15, 2018, 11:08:51 PM
I don't understand, where do i produce hempoline?
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Canute on December 16, 2018, 01:52:03 AM
Same spot like you produce Chemfuel.
And i suggest to use HelpTab mod
https://github.com/notfood/RimWorld-HelpTab
B19 works on 1.0
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: larSyn on December 16, 2018, 11:57:45 AM
Quote from: Canute on December 11, 2018, 05:10:19 AM
Does the material selection for battery and solargenerator got any other benefit then change the HP falue of the item ?
I though at the old mod Adv. Power generation, when the material alter the power output too.
But different HP are fine too, so a plasteel one protect the valueable nanosheet building.

About the Hempoline generator,
a fuel eff. of 18 is better then the wood fired generator.
But once you want to made nanosheets, you have basicly no hemp fiber left anymore.
And the hempoline generator eat hempoline pretty fast.

My idea's are that the hempline recipe allow seeds and buds too.
Adding an adv. hempoline generator with nanosheets, put the optic from the solargenerator on it, and change the max fuel/eff. to the chemfuel generator. (30 fuel  4.5 eff.) with 2000W.

That you can use CBD as medicin is nice, but annoying when you want craft infused medicin out of it and the pawn's used them up before.

Prioritizing (and restricting) what you are going to make is part of the mod.  Each "base" thing (fibers, seeds, buds) has so many uses that you kind of need to plan ahead a bit.  It's intentionally like this.  It requires a bit more micro-management, but that's the point.  This stuff has so many possible uses, but supply will always be an issue if you try and make everything.  Hope that makes sense.  :)

I believe seeds can be used to make hempoline already...correct me if I'm wrong, I'm not at my main computer.  I can add buds to it too.  Seems fair. 

And thanks for helping people out with questions about the mod.  I've obviously been wrapped up in the stolen mod thing...  Help Tab is a great tool to use and it helps a lot with recipe questions. 
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Madman666 on December 16, 2018, 06:13:06 PM
Quote from: larSyn on December 16, 2018, 11:57:45 AM
Prioritizing (and restricting) what you are going to make is part of the mod.  Each "base" thing (fibers, seeds, buds) has so many uses that you kind of need to plan ahead a bit.  It's intentionally like this.  It requires a bit more micro-management, but that's the point.  This stuff has so many possible uses, but supply will always be an issue if you try and make everything.  Hope that makes sense.  :)

Or you just plant and grow suuuper crapload and live off of it, wearing it, eating it and binging on it :P
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Canute on December 16, 2018, 11:37:29 PM
Or just skip some steps.
Power generation out of smokeleaf isn't very effectiv.
Since i am swimming at seeds, i rather use them to made hemp-flour/protein -> pemmican -> Chemfuel -> Chemfuel generator.
That keep the fiber for Devil fabric and nanosheet.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Madman666 on December 17, 2018, 01:32:54 AM
Christ, so many production steps... Too much labor man. I prefer my power nuclear. I absolutely love the medicines, drugs and foods though. Lategame hunting becomes an issue unless you play uber-big maps with enough animals to feed 30+ people. So protein recipes are huge help. Usually don't use building materials and fabrics as much, cause i have plenty alternatives.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Canute on December 17, 2018, 04:25:23 AM
Mosttimes me too, but i don't use Rimatomics all the time. Rimfeller is a nice solution too.

I didn't test it out yet.
But i think since hempoline burns so fast, it would require a permanent production of hempoline.
Since Chemfuel generator are a way more efficient, these extra steps are maybe less intensive then when one pawn produce hempoline all day.

QuoteI believe seeds can be used to make hempoline already...correct me if I'm wrong,
No you are right, i oversaw that since the bill name say "Make Hempoline from hemp fiber (x25)".


Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Vlad0mi3r on December 29, 2018, 10:23:38 PM
Definitely seeds for hempoline. 2000 power per generator is a must.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Bluntflame on December 31, 2018, 06:36:49 PM
Do not use in large mod lists. Does not play well with many mods.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Madman666 on December 31, 2018, 08:07:03 PM
Using it with 180 other mods. Plays nice with everything.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Trentennisfigati on February 13, 2019, 08:09:11 AM
It used to work well for me in big modlists, at the moment it seems it has some problems loading with vegetable garden/nowater no life/dubs bad hygiene, still dont know which mod is causing issues
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Madman666 on February 13, 2019, 08:26:13 AM
I have literally everything you listed aside from "no water" (cause crappy graphics) on and it works fine. Just make sure to load smokeleaf industry after vegetable garden stuff as it does some patching to be compatible.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Trentennisfigati on February 13, 2019, 09:35:23 AM
below every VGP expansion?
I'm pretty sure there's some mod that conflicts with smokeleaf industry.
It's the only mod that makes the bars of better loading act very strange. They surpass their border and break the game.
Going to post a log soon
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Madman666 on February 13, 2019, 04:40:57 PM
Yes. You place SI under every single VGP related module and it should work fine. At least it does for me, since Smokeleaf Industry was first published on Steam and made compatible with VGP.

And lol, i have better loading mod and it acts as normal for me with SI mod enabled. I suggest checking your mod load order thoroughly.
Title: Re: [B18] Smokeleaf Industry v1.10c
Post by: vandal on February 15, 2019, 05:43:09 AM
Quote from: larSyn on August 02, 2018, 09:16:15 AM
Quote from: Madman666 on June 01, 2018, 06:13:10 AM
Well there s no rush - take your time! :)

Thanks Madman!  :)

Quote from: Ruisuki on July 27, 2018, 12:29:41 AM
Hey Iarsyn remember we were talking about the drug war mod you were planning before? Well Mehni just came out with his own mod to improve faction interaction(its even in the name!) and I thought you might wanna try it and maybe get some inspiration when you get back. Its 1.0 only though, but maybe it will be featured in a review before long

The cartel mod is about 90% complete.  I'll look into Mehni's mod before I release it.  I'm waiting on 1.0 to drop before I update everything/release new stuff.  Thanks for letting me know about it!  :)

And a little announcement of sorts.  The reason I haven't been able to mod much recently, is that I was hired by Tynan to do all the new artwork for 1.0 (he saw my sandbag re-texture and really liked it and the rest is history).  It's been a lot of work and a lot of fun.  I hope that everyone likes the new designs/artwork.  Its also why I'm listed as a dev now.  With the release inevitable, I should be able to get my mods updated soon.
was this ever released? If not, any progress on it?
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: katnep on February 16, 2019, 09:21:17 AM
So I dunno if this is something other people would find funny, but if you could pack the smokeleaf distilled stuff into a grenade and throw it at your enemies to make them stoned I think i'd laugh my pants off
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Canute on February 16, 2019, 11:33:02 AM
Instead to use a grenade, i would setup a room people need to pass. And the room constant got flooded with that stuff.
During regular gameplay i would set it to a min. effect with a mood boost for a few hours, but while on a raid it would set to a max. effect ! :-)
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: larSyn on February 18, 2019, 01:29:55 PM
Not getting email notifications from here for some reason...sorry for my absence.

Haven't had much time for modding lately...or gaming sadly. :(  Trying to make time to do an update as there is some stuff that needs to be addressed, from here and Steam users. 

I have had SI in monster lists as well and not had problems.  It absolutely needs to go after VGP mods (technically not all of them, but it's just easier to do so).  Not had problems with Dubs either, but I haven't used No Water No Life. 

A smokeleaf grenade would be pretty funny actually.  I may look into that. 

The cartel mod is still sitting at 90%.  Actually, probably lower...I can't remember if I made the 1.0 changes to it yet...  I want to finish this one, as I put a lot of work into it so far.

Question for anyone that uses the Multiplayer mod.  Have you had issues with it and SI?  Got a report about that on Steam and I would like some more feedback.  (I didn't even know there was a multiplayer mod...)

Thanks to everyone for playing and posting!
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Schinkentoast on March 10, 2019, 05:54:08 PM
Hi,

is anybody else experiencing compatibility issues with VGP Garden Gourmet? When using Smokeleaf Industries and VGP Garden Gourmet (including VGP core, obviously) the recipes for Smokeleaf edibles and Smokeleaf Seed Oil are missing from the stove recipe menu. When I remove the Garden Gourmet mod from the game, the recipes reappear and vice versa. This also happens when starting a new game and also when VGP Core, Garden Gourmet and Smokeleaf Industries are the only active mods. (Load order is SI after VGP, as advised on the SI mod page). Can anyone reproduce this?

I already posted this in the Mod Bugs Forum, but got no answer there. HugsLib log, screenshots and save can be found there (https://ludeon.com/forums/index.php?topic=48178.0), also.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: larSyn on March 13, 2019, 09:39:02 AM
Quote from: Schinkentoast on March 10, 2019, 05:54:08 PM
Hi,

is anybody else experiencing compatibility issues with VGP Garden Gourmet? When using Smokeleaf Industries and VGP Garden Gourmet (including VGP core, obviously) the recipes for Smokeleaf edibles and Smokeleaf Seed Oil are missing from the stove recipe menu. When I remove the Garden Gourmet mod from the game, the recipes reappear and vice versa. This also happens when starting a new game and also when VGP Core, Garden Gourmet and Smokeleaf Industries are the only active mods. (Load order is SI after VGP, as advised on the SI mod page). Can anyone reproduce this?

I already posted this in the Mod Bugs Forum, but got no answer there. HugsLib log, screenshots and save can be found there (https://ludeon.com/forums/index.php?topic=48178.0), also.


Hi.  Sorry I missed your earlier comment...  The recipes for a lot of stuff gets distributed to the VGP benches.  Check the Candy Table and the Food Prep Table from VGP for these recipes in particular.
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Ruisuki on August 18, 2019, 03:48:18 AM
any updates on the cartel mod?
Title: Re: [1.0] Smokeleaf Industry v1.14a
Post by: Tocato on May 27, 2020, 09:57:24 PM
Can't use infused medicine in operations to remove bionics