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RimWorld => Ideas => Topic started by: cultist on August 29, 2020, 05:54:55 PM

Title: Making smokeleaf more viable
Post by: cultist on August 29, 2020, 05:54:55 PM
I'm probably not the only one who doesn't like using smokeleaf for recreation, as the penalties are significant when compared to other low-addiction drugs like beer or ambrosia.
Smokeleaf joints have a niche as painkillers but that's about it - and pain is a problem best solved with bionics or implants.

Here's a few suggestions to increase the value of smokeleaf as a recreational drug - feel free to add your own:
You're probably starting to see the pattern here. Smokeleaf could have an actual purpose as "crafter fuel", giving bonuses to people who don't need high move speed and won't suffer problematic penalties from low manipulation. Basically, you keep your crafting monkeys high on leaf and in return, they have an increased chance to create higher quality items, meaning more potential value from the rescources used.

Obviously all of these effects together would be unbalanced. Either negative effects should be reduced, or the creative effects should be added. I do still think the penalty to move speed is too much. It was fun to see old/heatstricken/sick pawns keel over when they smoked a joint the first few times, but it's gotten old now.
Title: Re: Making smokeleaf more viable
Post by: Canute on August 30, 2020, 03:13:58 AM
Too bad Smokeleaf Industry isn't updated to 1.2 yet, then you would got alot of things made out of smokeleaf.
Title: Re: Making smokeleaf more viable
Post by: cultist on August 30, 2020, 09:23:45 AM
Quote from: Canute on August 30, 2020, 03:13:58 AM
Too bad Smokeleaf Industry isn't updated to 1.2 yet, then you would got alot of things made out of smokeleaf.

Yeah I didn't even consider the fact that hemp (I assume smokeleaf is a hemp strain) can be used to make textiles of all kinds. Hemp/smokleaf clothing could be an alternative to cloth, although that seems a bit redundant.
Title: Re: Making smokeleaf more viable
Post by: rancidmustard on August 31, 2020, 04:16:47 AM
it's extremely viable, pawns smoke it constantly to boost mood, and it can be sold for a ton when grown & rolled in mass
Title: Re: Making smokeleaf more viable
Post by: cultist on August 31, 2020, 06:20:47 AM
Quote from: rancidmustard on August 31, 2020, 04:16:47 AM
it's extremely viable, pawns smoke it constantly to boost mood, and it can be sold for a ton when grown & rolled in mass
It's cetainly viable as a trade item (flake is better though),  but this is about making smokeleaf more useful for your pawns. Beer and psychite tea have similar effects with much fewer downsides.
Title: Re: Making smokeleaf more viable
Post by: Mr_Fission on August 31, 2020, 06:41:28 PM
Yeah I agree it's not competitive with the other chemicals right now.  The only real role it plays is that if someone's mood is really, really low, you can apply smokeleaf after they've already used ambrosia, beer, and psychite tea.  That's about it.

From my perspective, that's a fine niche for it to fill.  The problem is that joint production takes forever.  If that was sped up, I'd make wider use of it in the role of a "last ditch" recreational drug.
Title: Re: Making smokeleaf more viable
Post by: ShadowTani on August 31, 2020, 11:16:08 PM
I dunno about it taking forever to produce, a few drug labs with two tool cabinets and they tend to produce joints faster than I grow smokeleaf, which also get me quite a lot of silver too. I agree its not good as a consistent recreational drug though, but I don't think it should be used that way to begin with. Personally I have it set so that pawns that are at risk of a major or higher breakdown and with 20 or less recreation takes it. Making it a nice emergency mood booster. That means they rarely take it as I try to keep mood high by other means otherwise, but when they do the penalties they have is very worth it compared to them having a mental breakdown. Just make your own drug policy instead of using the default and you'll be good.
Title: Re: Making smokeleaf more viable
Post by: cultist on September 03, 2020, 12:04:38 PM
Growing time could also be reduced to make it a better crop in colder maps - psychite usually takes too long to grow to maturity outdoors on a boreal or colder map - but smokeleaf grows pretty slowly as well.

I don't really have an issue with production time (growing time feels too long though) or value - it's the downsides when uses that causes me to see it as a cash crop rather than a useful one.