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Topics - DeaconBlues

#1
The Finer Things...
Now with More Booze, Tobacco, and Coffee...
Updated to utilize the new Joy system!

Forging a new life after crash landing on a planet is hard work, as we all know, so why not inject a bit of luxury into your colony?  That's where the The Finer Things comes in...

Now that the official Joy system has dropped, the inclusion of further alcohol and other joy giving substances seems all the more appropriate.  I've taken some liberties in how these various items are categorized as far as Joy's concerned, just to spread them across the spectrum of Joy built into RimWorld, but I think an argument could be made for their current classifications.  Details can be found below:

Alcohol
- Adds Strawberry Wine, Saki, Vodka, Whisky and Tequila
  - These function essentially just like beer, but, as some are more potent forms of alcohol, can result in greater intoxication when consumed by your colonists.  Be wary of the tequila  ;)
- Adds the Still.  This serves as the workbench where the above alcohol is distilled

Tobacco
- Adds Cigarillos and Cigars
  - In addition to providing a mood boost when consumed, tobacco products also boost a colonist's move speed and manipulation.
- Adds the ability to grow and harvest tobacco
- Adds the Tobacconist Workbench.  Here colonists can roll packs of cigarillos and cigars
- Consuming Tobacco products falls under the "Meditative" kind of Joy.  While admittedly both a Chemical and Social experience in certain settings, I felt that a lone colonist enjoying a Cigar would have plenty of time to reflect on their current state of being and take in the world that surrounds them.  Or at least that's my been experience.

Coffee
- Adds Coffee and Espresso
  - Once again, in addition to providing a mood boost (we are trying to keep those colonists happy), coffee products also boost a colonist's move speed and consciousness.
- Adds the ability to grow and harvest coffee
- Adds the Coffee Machine.  Here colonists brew both coffee and espresso
- Coffee products fall under the Social kind of Joy.  After all, coffee houses, depending on where you go of course, tend to be very social places.

Updates 4/20/2015
- In addition to the Alpha 10 mandated updates, I've also rebalanced tobacco and coffee.  Both plants now take much longer to grow, but the raw resources also sell for more with traders than most agricultural products -- the idea being that, since they can't be used for food, they're basically cash crops.  Hopefully I didn't go overboard.
- Once again, thanks to everyone for their suggestions so far.

Notes
- If anyone wants to adapt/re purpose parts of my mod, be it code or graphics, or include it in a mod pack please feel free.  I only ask for a credit  :)

Known Issues/Future Plans:
- No known issues at this time.  If one does find bugs please let me know.
- I do plan on adding more luxury type items in the future so stick around!

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#2
The Finer Things...
Now with Booze and Sculpture!

Forging a new life after crash landing on a planet is hard work, as we all know, so why not inject a bit of luxury into your colony?  That's where the The Finer Things comes in...

Currently The Finer Things includes two additions, Alcohol and Statues.  The goal of the mod, besides adding more production options of course, is to make life a bit more bearable for your colonists.  I've haphazardly "balanced" everything, but I'm certainly open to suggestions.  Anyway, more details can be found below:

Alcohol
- Adds Strawberry Wine, Vodka, and Tequila
   - These are categorized as meals and give your colonists a positive boost in their moods, though the Strawberry Wine's is lessened due to it being the "cheap" alcohol
   - They do provide a nutritional benefit as well, but less so than their prepared meal equivalents
- Adds the Still.  This serves as the workbench where alcohol is distilled

Sculpture -- Artists now have a purpose
- Adds a simple, fine, and lavish statue
  - These serve as new resources once created which can then be "installed" by building them from the decoration section of the architect menu
  - Once installed, the statues carry the Gorgeous tag which, though I haven't seen it first hand so far, will hopefully make the environment more desirable.  If nothing else they do pretty the place up a bit  :P
- Adds the Sculpture Workshop.  This serves as the workbench where your Artists will create statue "parts".

Known Issues/Future Plans:
- Currently there is no boost (based on art skill level) to production time for creating statues.  I tried to add a new SkillNeedsDef but for some reason it was never recognized  :-\
- I would prefer the statues impart a mood bonus when witnessed, basically the opposite of corpses, but I was never able to find corpses in the core defs to act as an example.  Many thanks in advance to anyone who can help out...
- I do plan on adding more luxury type items in the future so stick around!

Download
https://dl.dropboxusercontent.com/u/96453975/finer_things.zip


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